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Cheng-Feng Pu

dblp:405/4791 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0005-4483-2751ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers
Computer animation and physical simulation · 73% Visual content generation and editing · 27%
Artificial intelligence
2 papers
Generative modeling · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character rigging
1.922026
AniGen: Unified S3 Fields for Animatable 3D Asset Generation · ACM Trans. Graph. 2026
One Model to Rig Them All: Diverse Skeleton Rigging with UniRig · ACM Trans. Graph. 2025
Visual content generation and editing › 3d content generation
3d asset generation
1.012026
AniGen: Unified S3 Fields for Animatable 3D Asset Generation · ACM Trans. Graph. 2026
Computer animation and physical simulation › skinning
skinning weight prediction
0.912025
One Model to Rig Them All: Diverse Skeleton Rigging with UniRig · ACM Trans. Graph. 2025
Machine learning › Generative modeling
flow matching
0.312026
AniGen: Unified S3 Fields for Animatable 3D Asset Generation · ACM Trans. Graph. 2026
Machine learning › Generative modeling
autoregressive model
0.312025
One Model to Rig Them All: Diverse Skeleton Rigging with UniRig · ACM Trans. Graph. 2025

Methods — techniques the papers use, named apart from their topics

s3 fields · 2.0flow matching · 2.0cross-attention · 1.7autoregressive model · 1.7
YearPublicationVenuePosition
2026 AniGen: Unified S3 Fields for Animatable 3D Asset Generation
abstract
Animatable 3D assets, defined as geometry equipped with an articulated skeleton and skinning weights, are fundamental to interactive graphics, embodied agents, and animation production. While recent 3D generative models can synthesize visually plausible shapes from images, the results are typically static. Obtaining usable rigs via post-hoc auto-rigging is brittle and often produces skeletons that are topologically inconsistent with the generated geometry. We present AniGen , a unified framework that directly generates animate-ready 3D assets conditioned on a single image. Our key insight is to represent shape, skeleton, and skinning as mutually consistent S 3 Fields (Shape, Skeleton, Skin) defined over a shared spatial domain. To enable the robust learning of these fields, we introduce two technical innovations: (i) a confidence-decaying skeleton field that explicitly handles the geometric ambiguity of bone prediction at Voronoi boundaries, and (ii) a dual skin feature field that decouples skinning weights from specific joint counts, allowing a fixed-architecture network to predict rigs of arbitrary complexity. Built upon a two-stage flow-matching pipeline, AniGen first synthesizes a sparse structural scaffold and then generates dense geometry and articulation in a structured latent space. Extensive experiments demonstrate that AniGen substantially outperforms state-of-the-art sequential baselines in rig validity and animation quality, generalizing effectively to in-the-wild images across diverse categories including animals, humanoids, and machinery. Homepage : https://yihua7.github.io/AniGen_web/
Yihua Huang 0002, Zixin Zou, Yuting He 0006, Chirui Chang, Cheng-Feng Pu, Ziyi Yang 0008, Yan-Pei Cao 0001, Xiaojuan Qi 0001
ACM Trans. Graph.5
2025 One Model to Rig Them All: Diverse Skeleton Rigging with UniRig
abstract
The rapid evolution of 3D content creation, encompassing both AI-powered methods and traditional workflows, is driving an unprecedented demand for automated rigging solutions that can keep pace with the increasing complexity and diversity of 3D models. We introduce UniRig , a novel, unified framework for automatic skeletal rigging that leverages the power of large autoregressive models and a bone-point cross-attention mechanism to generate both high-quality skeletons and skinning weights. Unlike previous methods that struggle with complex or non-standard topologies, UniRig accurately predicts topologically valid skeleton structures thanks to a new Skeleton Tree Tokenization method that efficiently encodes hierarchical relationships within the skeleton. To train and evaluate UniRig, we present Rig-XL , a new large-scale dataset of over 14,000 rigged 3D models spanning a wide range of categories. UniRig significantly outperforms state-of-the-art academic and commercial methods, achieving a 215% improvement in rigging accuracy and a 194% improvement in motion accuracy on challenging datasets. Our method works seamlessly across diverse object categories, from detailed anime characters to complex organic and inorganic structures, demonstrating its versatility and robustness. By automating the tedious and time-consuming rigging process, UniRig has the potential to speed up animation pipelines with unprecedented ease and efficiency. Project Page: https://zjp-shadow.github.io/works/UniRig/
Jia-Peng Zhang, Cheng-Feng Pu, Menghao Guo 0001, Yan-Pei Cao 0001, Shi-Min Hu 0001
ACM Trans. Graph.2