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Weiguang Si

dblp:45/9379 · DBLP profile ↗
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3ranked-venue papers
1as first author
2since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 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.

Artificial intelligence
2 papers
Learning paradigms · 49% Face, body and person analysis · 37% Video understanding and tracking · 15%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 75% Computer animation and physical simulation · 25%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning paradigms
continual learning
0.812024
POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Virtual and augmented reality › immersive interaction
hand tracking
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Virtual and augmented reality › immersive interaction
VR interaction
0.612022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022
Computer vision › Video understanding and tracking
action recognition
0.212024
POET: Prompt Offset Tuning for Continual Human Action Adaptation · ECCV (64) 2024
Computer animation and physical simulation
biomechanical simulation
0.212014
Realistic Biomechanical Simulation and Control of Human Swimming · ACM Trans. Graph. 2014
Computer animation and physical simulation
character control
0.212014
Realistic Biomechanical Simulation and Control of Human Swimming · ACM Trans. Graph. 2014
Interaction techniques and input
gesture input
0.212022
UmeTrack: Unified multi-view end-to-end hand tracking for VR · SIGGRAPH Asia 2022

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

neural network · 1.7end-to-end differentiable framework · 1.7prompt tuning · 0.8prompt offset tuning · 0.8finite element method · 0.2central pattern generators · 0.2
YearPublicationVenuePosition
2024 POET: Prompt Offset Tuning for Continual Human Action Adaptation
Prachi Garg, K. J. Joseph, Vineeth N. Balasubramanian, Necati Cihan Camgöz, Chengde Wan, Kenrick Kin, Weiguang Si, Shugao Ma, Fernando De la Torre
ECCV (64)7
2022 UmeTrack: Unified multi-view end-to-end hand tracking for VR
abstract
Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide field of view (FOV) cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.
Shangchen Han, Po-Chen Wu, Linguang Zhang, Weiguang Si, Peizhao Zhang, Yujun Cai, Tomas Hodan, Randi Cabezas, Luan Tran, Muzaffer Akbay, Tsz-Ho Yu, Cem Keskin, Robert Wang 0002
SIGGRAPH Asia7
2014 Realistic Biomechanical Simulation and Control of Human Swimming
abstract
We address the challenging problem of controlling a complex biomechanical model of the human body to synthesize realistic swimming animation. Our human model includes all of the relevant articular bones and muscles, including 103 bones (163 articular degrees of freedom) plus a total of 823 muscle actuators embedded in a finite element model of the musculotendinous soft tissues of the body that produces realistic deformations. To coordinate the numerous muscle actuators in order to produce natural swimming movements, we develop a biomimetically motivated motor control system based on Central Pattern Generators (CPGs), which learns to produce activation signals that drive the numerous muscle actuators.
Weiguang Si, Sung-Hee Lee, Eftychios Sifakis, Demetri Terzopoulos
ACM Trans. Graph.1