Demo Data from EDBT 2026 / reviewers in the wild / expert
Fu-Cheng Zhang
dblp:412/4306
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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 · 67% Geometric modeling and processing · 33% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion retargeting |
0.9 | 1 | 2025 | Skinned Motion Retargeting With Preservation of Body Part Relationships · IEEE Trans. Vis. Comput. Graph. 2025 |
Computer animation and physical simulation › motion retargeting
skinned motion retargeting |
0.9 | 1 | 2025 | Skinned Motion Retargeting With Preservation of Body Part Relationships · IEEE Trans. Vis. Comput. Graph. 2025 |
Methods — techniques the papers use, named apart from their topics
spatially-preserving network · 0.9rest pose feature alignment · 0.9differentiable loss · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Skinned Motion Retargeting With Preservation of Body Part RelationshipsabstractMotion retargeting is an active research area in computer graphics and animation, allowing for the transfer of motion from one character to another, thereby creating diverse animated character data. While this technology has numerous applications in animation, games, and movies, current methods often produce unnatural or semantically inconsistent motion when applied to characters with different shapes or joint counts. This is primarily due to a lack of consideration for the geometric and spatial relationships between the body parts of the source and target characters. To tackle this challenge, we introduce a novel spatially-preserving Skinned Motion Retargeting Network (SMRNet) capable of handling motion retargeting for characters with varying shapes and skeletal structures while maintaining semantic consistency. By learning a hybrid representation of the character's skeleton and shape in a rest pose, SMRNet transfers the rotation and root joint position of the source character's motion to the target character through embedded rest pose feature alignment. Additionally, it incorporates a differentiable loss function to further preserve the spatial consistency of body parts between the source and target. Comprehensive quantitative and qualitative evaluations demonstrate the superiority of our approach over existing alternatives, particularly in preserving spatial relationships more effectively. Jia-Qi Zhang, Miao Wang 0004, Fu-Cheng Zhang |
IEEE Trans. Vis. Comput. Graph. | 3 |