EDBT 2026 Demo / reviewers in the wild / expert
Serin Yoon
dblp:402/2301
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0008-7464-9968ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion editing |
0.9 | 1 | 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and Editing · CVPR 2025 |
Computer animation and physical simulation
motion synthesis |
0.9 | 1 | 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and Editing · CVPR 2025 |
Computer animation and physical simulation › motion synthesis › human motion synthesis
text-to-motion generation |
0.9 | 1 | 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and Editing · CVPR 2025 |
Methods — techniques the papers use, named apart from their topics
latent diffusion model · 0.9cross-attention · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SALAD: Skeleton-aware Latent Diffusion for Text-driven Motion Generation and EditingabstractText-driven motion generation has advanced significantly with the rise of denoising diffusion models. However, previous methods often oversimplify representations for the skeletal joints, temporal frames, and textual words, limiting their ability to fully capture the information within each modality and their interactions. Moreover, when using pre-trained models for downstream tasks, such as editing, they typically require additional efforts, including manual interventions, optimization, or fine-tuning. In this paper, we introduce a skeleton-aware latent diffusion (SALAD), a model that explicitly captures the intricate inter-relationships between joints, frames, and words. Furthermore, by leveraging cross-attention maps produced during the generation process, we enable attention-based zero-shot text-driven motion editing using a pre-trained SALAD model, requiring no additional user input beyond text prompts. Our approach significantly outperforms previous methods in terms of text-motion alignment without compromising generation quality, and demonstrates practical versatility by providing diverse editing capabilities beyond generation. Code is available at project page. Seokhyeon Hong, Chaelin Kim, Serin Yoon, Junghyun Nam, Sihun Cha, Jun-yong Noh |
CVPR | 3 |
| 2025 | Neural Face Skinning for Mesh-agnostic Facial Expression CloningabstractAbstract Accurately retargeting facial expressions to a face mesh while enabling manipulation is a key challenge in facial animation retargeting. Recent deep‐learning methods address this by encoding facial expressions into a global latent code, but they often fail to capture fine‐grained details in local regions. While some methods improve local accuracy by transferring deformations locally, this often complicates overall control of the facial expression. To address this, we propose a method that combines the strengths of both global and local deformation models. Our approach enables intuitive control and detailed expression cloning across diverse face meshes, regardless of their underlying structures. The core idea is to localize the influence of the global latent code on the target mesh. Our model learns to predict skinning weights for each vertex of the target face mesh through indirect supervision from predefined segmentation labels. These predicted weights localize the global latent code, enabling precise and region‐specific deformations even for meshes with unseen shapes. We supervise the latent code using Facial Action Coding System (FACS)‐based blendshapes to ensure interpretability and allow straightforward editing of the generated animation. Through extensive experiments, we demonstrate improved performance over state‐of‐the‐art methods in terms of expression fidelity, deformation transfer accuracy, and adaptability across diverse mesh structures. Sihun Cha, Serin Yoon, Kwanggyoon Seo, Jun-yong Noh |
Comput. Graph. Forum | 2 |