Demo Data from EDBT 2026 / reviewers in the wild / expert
Zegao Liu
dblp:424/3739
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2025
0009-0000-0504-8984ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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 · 33% Geometric modeling and processing · 33% Visual content generation and editing · 33% |
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
cloth simulation |
0.9 | 1 | 2025 | Progressive Outfit Assembly and Instantaneous Pose Transfer · SIGGRAPH Asia 2025 |
Visual content generation and editing › image generation › person image generation
pose-guided person image synthesis |
0.9 | 1 | 2025 | Progressive Outfit Assembly and Instantaneous Pose Transfer · SIGGRAPH Asia 2025 |
Geometric modeling and processing › shape representation
surface representation |
0.9 | 1 | 2025 | Progressive Outfit Assembly and Instantaneous Pose Transfer · SIGGRAPH Asia 2025 |
Methods — techniques the papers use, named apart from their topics
tetrahedral enclosure · 0.9embedded anchors · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Progressive Outfit Assembly and Instantaneous Pose TransferabstractWith the rise of digital fashion, reusing high-quality garment assets to assemble new outfits has become increasingly important for improving design efficiency and reducing production costs. However, combining multiple garments often introduces complex inter-garment intersections that are difficult to resolve. In this paper, we propose a novel framework that introduces a midsurface representation to simplify multilayered garments for intersection-free outfit assembly. Each garment is approximated by a watertight tetrahedral enclosure, enabling efficient resolution of inter-garment collisions on the midsurface level. To assemble an outfit, our method progressively untangles pairs of single-layer midsurfaces and incrementally constructs a merged midsurface. To recover the intersection-free full geometry from these deformed midsurfaces and enable instantaneous transfer across different poses, we uses embedded anchors to drive inversion-free deformation of enclosing tetrahedral cages. Through various examples, we demonstrate that our method provides a scalable and automated solution for virtual outfit coordination, enabling the direct reuse of garment assets in high-fidelity, collision-free digital fashion workflows. Dewen Guo, Zhendong Wang 0001, Zegao Liu, Sheng Li 0008, Yin Yang 0002, Huamin Wang 0001 |
SIGGRAPH Asia | 3 |