Demo Data from EDBT 2026 / reviewers in the wild / expert
Rao Fu 0003
dblp:47/4111-3
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0002-0115-0831ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 3 first-author · 4 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
3 papers |
Visual content generation and editing · 82% Geometric modeling and processing · 18% | |
| Artificial intelligence
4 papers |
3D vision · 54% Video understanding and tracking · 27% Generative modeling · 19% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities · CVPR 2025 |
Computer vision › Video understanding and tracking › motion analysis
motion captioning |
0.9 | 1 | 2025 | GigaHands: A Massive Annotated Dataset of Bimanual Hand Activities · CVPR 2025 |
Visual content generation and editing
3d content creation |
0.8 | 1 | 2024 | AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes · ECCV (39) 2024 |
Visual content generation and editing
3d content generation |
0.7 | 1 | 2023 | CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural Language · CVPR 2023 |
Visual content generation and editing › 3d content generation
text-guided 3d shape generation |
0.7 | 1 | 2023 | CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural Language · CVPR 2023 |
Visual content generation and editing
3d shape generation |
0.6 | 1 | 2022 | ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation Model · NeurIPS 2022 |
Geometric modeling and processing
shape modeling |
0.6 | 1 | 2022 | ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation Model · NeurIPS 2022 |
Machine learning › Generative modeling › diffusion model › 3d shape generation
text-to-3d generation |
0.2 | 1 | 2024 | AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes · ECCV (39) 2024 |
Machine learning › Generative modeling
diffusion model |
0.2 | 1 | 2023 | CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural Language · CVPR 2023 |
Methods — techniques the papers use, named apart from their topics
texture synthesis · 1.5open-vocabulary generation · 1.5transformer · 1.3discrete latent space · 1.3classifier-free guidance · 1.3CLIP · 1.3vector-quantized implicit functions · 1.1recursive text conditioning · 1.1text annotation · 0.9markerless motion capture · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | DyTact: Capturing Dynamic Contacts in Hand-Object ManipulationabstractSection 1 introduces the details of our capture procedure for capturing new sequences for DyTact-21 benchmark. Section 2 discusses how we visualize the contact map. Section 3 describes the implementation details of DyTact. Section 4 shows more qualitative comparisons on novel view synthesis. Section 5 provides a detailed related work. Section 6 discusses limitations and future work. We kindly refer readers to our supplementary video for more results. Xiaoyan Cong, Angela Xing, Chandradeep Pokhariya, Rao Fu 0003, Srinath Sridhar 0002 |
3DV | 4 |
| 2025 | GigaHands: A Massive Annotated Dataset of Bimanual Hand ActivitiesabstractUnderstanding bimanual human hand activities is a critical problem in AI and robotics. We cannot build large models of bimanual activities because existing datasets lack the scale, coverage of diverse hand activities, and detailed annotations. We introduce GigaHands, a massive annotated dataset capturing 34 hours of bimanual hand activities from 56 subjects and 417 objects, totaling 14k motion clips derived from 183 million frames paired with 84k text annotations. Our markerless capture setup and data acquisition protocol enable fully automatic 3D hand and object estimation while minimizing the effort required for text annotation. The scale and diversity of GigaHands enable broad applications, including text-driven action synthesis, hand motion captioning, and dynamic radiance field reconstruction. Rao Fu 0003, Dingxi Zhang, Alex Jiang, Wanjia Fu, Austin Funk, Daniel Ritchie 0001, Srinath Sridhar 0002 |
CVPR | 1 |
| 2024 | AnyHome: Open-Vocabulary Generation of Structured and Textured 3D Homes
Rao Fu 0003, Zehao Wen, Srinath Sridhar 0002 |
ECCV (39) | 1 |
| 2024 | CharacterMixer: Rig-Aware Interpolation of 3D CharactersabstractAbstract We present CharacterMixer, a system for blending two rigged 3D characters with different mesh and skeleton topologies while maintaining a rig throughout interpolation. CharacterMixer also enables interpolation during motion for such characters, a novel feature. Interpolation is an important shape editing operation, but prior methods have limitations when applied to rigged characters: they either ignore the rig (making interpolated characters no longer posable) or use a fixed rig and mesh topology. To handle different mesh topologies, CharacterMixer uses a signed distance field (SDF) representation of character shapes, with one SDF per bone. To handle different skeleton topologies, it computes a hierarchical correspondence between source and target character skeletons and interpolates the SDFs of corresponding bones. This correspondence also allows the creation of a single “unified skeleton” for posing and animating interpolated characters. We show that CharacterMixer produces qualitatively better interpolation results than two state‐of‐the‐art methods while preserving a rig throughout interpolation. Project page: https://seanxzhan.github.io/projects/CharacterMixer . Xiao Zhan, Rao Fu 0003, Daniel Ritchie 0001 |
Comput. Graph. Forum | 2 |
| 2023 | CLIP-Sculptor: Zero-Shot Generation of High-Fidelity and Diverse Shapes from Natural LanguageabstractRecent works have demonstrated that natural language can be used to generate and edit 3D shapes. However, these methods generate shapes with limited fidelity and diversity. We introduce CLIP-Sculptor, a method to address these constraints by producing high-fidelity and diverse 3D shapes without the need for (text, shape) pairs during training. CLIP-Sculptor achieves this in a multi-resolution approach that first generates in a low-dimensional latent space and then upscales to a higher resolution for improved shape fidelity. For improved shape diversity, we use a discrete latent space which is modeled using a transformer conditioned on CLIP's image-text embedding space. We also present a novel variant of classifier-free guidance, which improves the accuracy-diversity trade-off. Finally, we perform extensive experiments demonstrating that CLIP-Sculptor outperforms state-of-the-art baselines. Aditya Sanghi, Rao Fu 0003, Vivian Liu, Karl D. D. Willis, Hooman Shayani, Amir Khasahmadi, Srinath Sridhar 0002, Daniel Ritchie 0001 |
CVPR | 2 |
| 2022 | ShapeCrafter: A Recursive Text-Conditioned 3D Shape Generation ModelabstractWe present ShapeCrafter, a neural network for recursive text-conditioned 3D shape generation. Existing methods to generate text-conditioned 3D shapes consume an entire text prompt to generate a 3D shape in a single step. However, humans tend to describe shapes recursively---we may start with an initial description and progressively add details based on intermediate results. To capture this recursive process, we introduce a method to generate a 3D shape distribution, conditioned on an initial phrase, that gradually evolves as more phrases are added. Since existing datasets are insufficient for training this approach, we present Text2Shape++, a large dataset of 369K shape--text pairs that supports recursive shape generation. To capture local details that are often used to refine shape descriptions, we build on top of vector-quantized deep implicit functions that generate a distribution of high-quality shapes. Results show that our method can generate shapes consistent with text descriptions, and shapes evolve gradually as more phrases are added. Our method supports shape editing, extrapolation, and can enable new applications in human--machine collaboration for creative design. Rao Fu 0003, Xiao Zhan, Daniel Ritchie 0001, Srinath Sridhar 0002 |
NeurIPS | 1 |