Demo Data from EDBT 2026 / reviewers in the wild / expert
Chang Liu 0091
dblp:52/5716-91
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0001-1379-2583ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 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
2 papers |
Computer animation and physical simulation · 67% Virtual and augmented reality · 18% Visual content generation and editing · 16% | |
| Artificial intelligence
1 paper |
Speech recognition and synthesis · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
facial animation |
1.6 | 2 | 2025 | VASA-Rig: Audio-Driven 3D Facial Animation with 'Live' Mood Dynamics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Computer animation and physical simulation › facial animation
speech-driven facial animation |
1.6 | 2 | 2025 | VASA-Rig: Audio-Driven 3D Facial Animation with 'Live' Mood Dynamics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Virtual and augmented reality
avatar |
0.9 | 1 | 2025 | VASA-Rig: Audio-Driven 3D Facial Animation with 'Live' Mood Dynamics in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025 |
Visual content generation and editing
3d content creation |
0.8 | 1 | 2024 | EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Natural language and speech › Speech recognition and synthesis
speech-driven animation |
0.2 | 1 | 2024 | EmoFace: Audio-driven Emotional 3D Face Animation · VR 2024 |
Methods — techniques the papers use, named apart from their topics
speech encoder · 1.5emotion encoder · 1.5metahuman rig · 0.9latents2rig · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | VASA-Rig: Audio-Driven 3D Facial Animation with 'Live' Mood Dynamics in Virtual RealityabstractAudio-driven 3D facial animation is crucial for enhancing the metaverse's realism, immersion, and interactivity. While most existing methods focus on generating highly realistic and lively 2D talking head videos by leveraging extensive 2D video datasets these approaches work in pixel space and are not easily adaptable to 3D environments. We present VASA-Rig, which has achieved a significant advancement in the realism of lip-audio synchronization, facial dynamics, and head movements. In particular, we introduce a novel rig parameter-based emotional talking face dataset and propose the Latents2Rig model, which facilitates the transformation of 2D facial animations into 3D. Unlike mesh-based models, VASA-Rig outputs rig parameters, instantiated in this paper as 174 Metahuman rig parameters, making it more suitable for integration into industry-standard pipelines. Extensive experimental results demonstrate that our approach significantly outperforms existing state-of-the-art methods in terms of both realism and accuracy. Chang Liu 0091, Sicheng Xu, Shuai Tan 0002, Jiaolong Yang |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | EmoFace: Audio-driven Emotional 3D Face AnimationabstractAudio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace Chang Liu 0091, Qunfen Lin, Zijiao Zeng |
VR | 1 |