EDBT 2026 Demo / reviewers in the wild / expert
Qing Shuai
dblp:56/4853
· DBLP profile ↗
28ranked-venue papers
1as first author
20since 2021 · last 2026
0000-0002-2096-7599ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 18 · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 16 · 1 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Software engineering, systems software and programming languages · 2Databases, data management, data science and information retrieval · 2Applied, interdisciplinary, general and emerging computing · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AnchorCrafter: Animate Cyber-Anchors Selling Your Products via Human-Object Interacting Video GenerationabstractThe generation of anchor-style product promotion videos presents promising opportunities in e-commerce, advertising, and consumer engagement. Despite advancements in pose-guided human video generation, creating product promotion videos remains challenging. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Extensive experiments show that our system improves object appearance preservation by 7.5%, and achieves the best video quality compared to existing state-of-the-art approaches. It also outperforms existing approaches in maintaining human motion consistency and high-quality video generation. Ziyao Huang 0002, Juan Cao 0001, Yong Zhang 0034, Xiaodong Cun, Qing Shuai, Linchao Bao, Fan Tang |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2025 | IDOL: Instant Photorealistic 3D Human Creation from a Single ImageabstractCreating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks. Yiyu Zhuang, Jiaxi Lv, Hao Wen 0005, Qing Shuai, Ailing Zeng, Hao Zhu 0004, Shifeng Chen, Yujiu Yang 0001, Xun Cao, Wei Liu 0005 |
CVPR | 4 |
| 2025 | Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations
Ruoxi Guo, Huaijin Pi, Zehong Shen, Qing Shuai, Zechen Hu, Zhumei Wang, Yajiao Dong, Ruizhen Hu, Taku Komura, Sida Peng, Xiaowei Zhou 0001 |
ICCV | 4 |
| 2025 | Ready-to-React: Online Reaction Policy for Two-Character Interaction GenerationabstractThis paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available. Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu |
ICLR | 4 |
| 2025 | Dyn-E: Local appearance editing of dynamic neural radiance fields
Yinji ShenTu, Shangzhan Zhang, Qing Shuai, Tianrun Chen, Sida Peng, Xiaowei Zhou 0001 |
Comput. Graph. | 4 |
| 2024 | Animatable Implicit Neural Representations for Creating Realistic Avatars From VideosabstractThis paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. To improve the quality of human modeling, we further represent the human geometry as a signed distance field in the canonical space. Additionally, a neural point displacement field is introduced to enhance the capability of the blend weight field on modeling detailed human motions. Experiments show that our approach significantly outperforms recent human modeling methods. Xiaowei Zhou 0001, Sida Peng, Zhen Xu 0008, Junting Dong, Qianqian Wang 0002, Shangzhan Zhang, Qing Shuai, Hujun Bao |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 2023 | Learning Analytical Posterior Probability for Human Mesh RecoveryabstractDespite various probabilistic methods for modeling the uncertainty and ambiguity in human mesh recovery, their overall precision is limited because existing formulations for joint rotations are either not constrained to SO(3) or difficult to learn for neural networks. To address such an issue, we derive a novel analytical formulation for learning posterior probability distributions of human joint rotations conditioned on bone directions in a Bayesian manner, and based on this, we propose a new posterior-guided framework for human mesh recovery. We demonstrate that our framework is not only superior to existing SOTA baselines on multiple benchmarks but also flexible enough to seamlessly incorporate with additional sensors due to its Bayesian nature. The code is available at https://github.com/NetEase-GameAI/ProPose. Yinghui Fan, Qing Shuai |
CVPR | 4 |
| 2023 | Representing Volumetric Videos as Dynamic MLP MapsabstractThis paper introduces a novel representation of volumetric videos for real-time view synthesis of dynamic scenes. Recent advances in neural scene representations demonstrate their remarkable capability to model and render complex static scenes, but extending them to represent dynamic scenes is not straightforward due to their slow rendering speed or high storage cost. To solve this problem, our key idea is to represent the radiance field of each frame as a set of shallow MLP networks whose parameters are stored in 2D grids, called MLP maps, and dynamically predicted by a 2D CNN decoder shared by all frames. Representing 3D scenes with shallow MLPs significantly improves the rendering speed, while dynamically predicting MLP parameters with a shared 2D CNN instead of explicitly storing them leads to low storage cost. Experiments show that the proposed approach achieves state-of-the-art rendering quality on the NHR and ZJU-MoCap datasets, while being efficient for real-time rendering with a speed of 41.7 fps for$512\times 512$images on an RTX 3090 GPU. The code is available at https://zju3dv.github.io/mlp_maps/. Sida Peng, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 3 |
| 2023 | Learning Human Mesh Recovery in 3D ScenesabstractWe present a novel method for recovering the absolute pose and shape of a human in a pre-scanned scene given a single image. Unlike previous methods that perform scene-aware mesh optimization, we propose to first estimate absolute position and dense scene contacts with a sparse 3D CNN, and later enhance a pretrained human mesh recovery network by cross-attention with the derived 3D scene cues. Joint learning on images and scene geometry enables our method to reduce the ambiguity caused by depth and occlusion, resulting in more reasonable global postures and contacts. Encoding scene-aware cues in the network also allows the proposed method to be optimization-free, and opens up the opportunity for real-time applications. The experiments show that the proposed network is capable of recovering accurate and physically-plausible meshes by a single forward pass and outperforms state-of-the-art methods in terms of both accuracy and speed. Code is available on our project page: https://zju3dv.github.io/sahmr/. Zehong Shen, Zhi Cen, Sida Peng, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 4 |
| 2023 | iVS-Net: Learning Human View Synthesis from Internet VideosabstractRecent advances in implicit neural representations make it possible to generate free-viewpoint videos of the human from sparse view images. To avoid the expensive training for each person, previous methods adopt the generalizable human model and demonstrate impressive results. However, these methods usually rely on limited multi-view images typically collected in the studio or commercial high-quality 3D scans for training, which heavily prohibits their generalization capability for in-the-wild images. To solve this problem, we propose a new approach to learn a generalizable human model from a new source of data, i.e., Internet videos. These videos capture various human appearances and poses and record the performers from abundant viewpoints. To exploit the Internet data, we present a video self-supervised pipeline to enforce the local appearance consistency of each body part over different frames of the same video. Once learned, the human model enables realistic novel view synthesis from a single input image. Experiments show that our method can generate high-quality view synthesis on in-the-wild images while only training on monocular videos. Junting Dong, Tianshuo Yang, Qing Shuai, Chengyu Qiao, Sida Peng |
ICCV | 4 |
| 2023 | Implicit Neural Representations With Structured Latent Codes for Human Body ModelingabstractThis paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. Furthermore, we combine Neural Body with implicit surface models to improve the learned geometry. To evaluate our approach, we perform experiments on both synthetic and real-world data, which show that our approach outperforms prior works by a large margin on novel view synthesis and 3D reconstruction. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. Sida Peng, Chen Geng 0001, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2023 | Reconstructing Close Human Interactions from Multiple ViewsabstractThis paper addresses the challenging task of reconstructing the poses of multiple individuals engaged in close interactions, captured by multiple calibrated cameras. The difficulty arises from the noisy or false 2D keypoint detections due to inter-person occlusion, the heavy ambiguity in associating keypoints to individuals due to the close interactions, and the scarcity of training data as collecting and annotating motion data in crowded scenes is resource-intensive. We introduce a novel system to address these challenges. Our system integrates a learning-based pose estimation component and its corresponding training and inference strategies. The pose estimation component takes multi-view 2D keypoint heatmaps as input and reconstructs the pose of each individual using a 3D conditional volumetric network. As the network doesn't need images as input, we can leverage known camera parameters from test scenes and a large quantity of existing motion capture data to synthesize massive training data that mimics the real data distribution in test scenes. Extensive experiments demonstrate that our approach significantly surpasses previous approaches in terms of pose accuracy and is generalizable across various camera setups and population sizes. The code is available on our project page: https://github.com/zju3dv/CloseMoCap. Qing Shuai, Zhiyuan Yu 0006, Zhize Zhou, Lixin Fan, Can Yang 0002, Xiaowei Zhou 0001 |
ACM Trans. Graph. | 1 |
| 2022 | TotalSelfScan: Learning Full-body Avatars from Self-Portrait Videos of Faces, Hands, and BodiesabstractRecent advances in implicit neural representations make it possible to reconstruct a human-body model from a monocular self-rotation video. While previous works present impressive results of human body reconstruction, the quality of reconstructed face and hands are relatively low. The main reason is that the image region occupied by these parts is very small compared to the body. To solve this problem, we propose a new approach named TotalSelfScan, which reconstructs the full-body model from several monocular self-rotation videos that focus on the face, hands, and body, respectively. Compared to recording a single video, this setting has almost no additional cost but provides more details of essential parts. To learn the full-body model, instead of encoding the whole body in a single network, we propose a multi-part representation to model separate parts and then fuse the part-specific observations into a single unified human model. Once learned, the full-body model enables rendering photorealistic free-viewpoint videos under novel human poses. Experiments show that TotalSelfScan can significantly improve the reconstruction and rendering quality on the face and hands compared to the existing methods. The code is available at \url{https://zju3dv.github.io/TotalSelfScan}. Junting Dong, Sida Peng, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao |
NeurIPS | 5 |
| 2022 | Reconstructing Hand-Held Objects from Monocular VideoabstractThis paper presents an approach that reconstructs a hand-held object from a monocular video. In contrast to many recent methods that directly predict object geometry by a trained network, the proposed approach does not require any learned prior about the object and is able to recover more accurate and detailed object geometry. The key idea is that the hand motion naturally provides multiple views of the object and the motion can be reliably estimated by a hand pose tracker. Then, the object geometry can be recovered by solving a multi-view reconstruction problem. We devise an implicit neural representation-based method to solve the reconstruction problem and address the issues of imprecise hand pose estimation, relative hand-object motion, and insufficient geometry optimization for small objects. We also provide a newly collected dataset with 3D ground truth to validate the proposed approach. The dataset and code will be released at https://dihuangdh.github.io/hhor. Xiaopeng Ji, Jiaming Sun 0002, Tong He 0001, Qing Shuai, Wanli Ouyang, Xiaowei Zhou 0001 |
SIGGRAPH Asia | 6 |
| 2022 | Efficient Neural Radiance Fields for Interactive Free-viewpoint VideoabstractThis paper aims to tackle the challenge of efficiently producing interactive free-viewpoint videos. Some recent works equip neural radiance fields with image encoders, enabling them to generalize across scenes. When processing dynamic scenes, they can simply treat each video frame as an individual scene and perform novel view synthesis to generate free-viewpoint videos. However, their rendering process is slow and cannot support interactive applications. A major factor is that they sample lots of points in empty space when inferring radiance fields. We propose a novel scene representation, called ENeRF, for the fast creation of interactive free-viewpoint videos. Specifically, given multi-view images at one frame, we first build the cascade cost volume to predict the coarse geometry of the scene. The coarse geometry allows us to sample few points near the scene surface, thereby significantly improving the rendering speed. This process is fully differentiable, enabling us to jointly learn the depth prediction and radiance field networks from RGB images. Experiments on multiple benchmarks show that our approach exhibits competitive performance while being at least 60 times faster than previous generalizable radiance field methods. Haotong Lin, Sida Peng, Zhen Xu 0008, Yunzhi Yan, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001 |
SIGGRAPH Asia | 5 |
| 2022 | iMoCap: Motion Capture from Internet Videos
Junting Dong, Qing Shuai, Jingxiang Sun, Yuanqing Zhang, Hujun Bao, Xiaowei Zhou 0001 |
Int. J. Comput. Vis. | 2 |
| 2022 | Shape Prior Guided Instance Disparity Estimation for 3D Object DetectionabstractIn this paper, we propose a novel system named Disp R-CNN for 3D object detection from stereo images. Many recent works solve this problem by first recovering point clouds with disparity estimation and then apply a 3D detector. The disparity map is computed for the entire image, which is costly and fails to leverage category-specific prior. In contrast, we design an instance disparity estimation network (iDispNet) that predicts disparity only for pixels on objects of interest and learns a category-specific shape prior for more accurate disparity estimation. To address the challenge from scarcity of disparity annotation in training, we propose to use a statistical shape model to generate dense disparity pseudo-ground-truth without the need of LiDAR point clouds, which makes our system more widely applicable. Experiments on the KITTI dataset show that, when LiDAR ground-truth is not used at training time, Disp R-CNN outperforms previous state-of-the-art methods based on stereo input by 20 percent in terms of average precision for all categories. The code and pseudo-ground-truth data are available at the project page: https://github.com/zju3dv/disprcnn. Jiaming Sun 0002, Qing Shuai, Qinhong Jiang, Guofeng Zhang 0001, Hujun Bao, Xiaowei Zhou 0001 |
IEEE Trans. Pattern Anal. Mach. Intell. | 5 |
| 2021 | Reconstructing 3D Human Pose by Watching Humans in the MirrorabstractIn this paper, we introduce the new task of reconstructing 3D human pose from a single image in which we can see the person and the person’s image through a mirror. Compared to general scenarios of 3D pose estimation from a single view, the mirror reflection provides an additional view for resolving the depth ambiguity. We develop an optimization-based approach that exploits mirror symmetry constraints for accurate 3D pose reconstruction. We also provide a method to estimate the surface normal of the mirror from vanishing points in the single image. To validate the proposed approach, we collect a large-scale dataset named Mirrored-Human, which covers a large variety of human subjects, poses and backgrounds. The experiments demonstrate that, when trained on Mirrored-Human with our reconstructed 3D poses as pseudo ground-truth, the accuracy and generalizability of existing single-view 3D pose estimators can be largely improved. The code and dataset are available at https://zju3dv.github.io/Mirrored-Human/. Qing Shuai, Junting Dong, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 2 |
| 2021 | Neural Body: Implicit Neural Representations With Structured Latent Codes for Novel View Synthesis of Dynamic HumansabstractThis paper addresses the challenge of novel view synthesis for a human performer from a very sparse set of camera views. Some recent works have shown that learning implicit neural representations of 3D scenes achieves remarkable view synthesis quality given dense input views. However, the representation learning will be ill-posed if the views are highly sparse. To solve this ill-posed problem, our key idea is to integrate observations over video frames. To this end, we propose Neural Body, a new human body representation which assumes that the learned neural representations at different frames share the same set of latent codes anchored to a deformable mesh, so that the observations across frames can be naturally integrated. The deformable mesh also provides geometric guidance for the network to learn 3D representations more efficiently. To evaluate our approach, we create a multi-view dataset named ZJU-MoCap that captures performers with complex motions. Experiments on ZJU-MoCap show that our approach outperforms prior works by a large margin in terms of novel view synthesis quality. We also demonstrate the capability of our approach to reconstruct a moving person from a monocular video on the People-Snapshot dataset. Sida Peng, Yuanqing Zhang, Yinghao Xu 0001, Qianqian Wang 0002, Qing Shuai, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 5 |
| 2021 | Animatable Neural Radiance Fields for Modeling Dynamic Human BodiesabstractThis paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/. Sida Peng, Junting Dong, Qianqian Wang 0002, Shangzhan Zhang, Qing Shuai, Xiaowei Zhou 0001, Hujun Bao |
ICCV | 5 |
| 2020 | Motion Capture from Internet Videos
Junting Dong, Qing Shuai, Yuanqing Zhang, Xiaowei Zhou 0001, Hujun Bao |
ECCV (2) | 2 |
| 2020 | A survey on monocular 3D human pose estimationabstractRecovering human pose from RGB images and videos has drawn increasing attention in recent years owing to minimum sensor requirements and applicability in diverse fields such as human-computer interaction, robotics, video analytics, and augmented reality. Although a large amount of work has been devoted to this field, 3D human pose estimation based on monocular images or videos remains a very challenging task due to a variety of difficulties such as depth ambiguities, occlusion, background clutters, and lack of training data. In this survey, we summarize recent advances in monocular 3D human pose estimation. We provide a general taxonomy to cover existing approaches and analyze their capabilities and limitations. We also present a summary of extensively used datasets and metrics, and provide a quantitative comparison of some representative methods. Finally, we conclude with a discussion on realistic challenges and open problems for future research directions. Xiaopeng Ji, Junting Dong, Qing Shuai, Wen Jiang 0008, Xiaowei Zhou 0001 |
Virtual Real. Intell. Hardw. | 4 |
| 2007 | A new data clustering approach: Generalized cellular automata
Dianxun Shuai, Qing Shuai |
Inf. Syst. | 3 |
| 2007 | Particle model to optimize resource allocation and task assignment
Dianxun Shuai, Qing Shuai |
Inf. Syst. | 2 |
| 2006 | Particle Dynamics Approach to Multi-Agent SystemsabstractThe resources allocation and task assignment in complex distributed network environment is a typical problem of multi-agent systems (MAS). Even without taking into account interactions, coordinations, and a variety of random phenomena in networks, the bandwidth allocation problem in ATM networks is also NP-complete. This paper presents a particle dynamics approach (GPDA) that transforms the MAS problem-solving into the kinematics and dynamics of particles in a force-field. As an important application for problem-solving in MAS, this paper uses GPDA to optimize the bandwidth allocation and Q o S in ATM networks. The GPA has features in terms of the high-degree parallelism, multi-objective optimization, multi-type coordination, multi-granularity coalition, and easier hardware implementation. Simulations and comparisons show the effectiveness and suitability of GPDA. Dianxun Shuai, Qing Shuai, Li D. Xu |
SMC | 2 |
| 2006 | The Circuital Design of Generalized Cellular Automata for Parallel OptimizationabstractThe generalized cellular automata (GCA) has the pyramid architecture and the multi-granularity cellular dynamics for effectively solving a class of optimizations problems. In order to further take advantages of GCA, this paper discusses the hardware implementation of GCA with VLSI systolic techniques. In comparison with the Hopfield-type neural networks and cellular neural networks, the implementation scheme of GCA has features in terms of the much less number of interconnections, the higher-degree optimality, the quicker convergence speed, and the much easier selection of circuital parameters. Dianxun Shuai, Li D. Xu, Qing Shuai, Bin Zhang 0012 |
SMC | 3 |
| 2006 | New Generalized Cellular Automata to a Class of Optimization ProblemsabstractThis paper presents a new generalized cellular automata (GCA) approach to effectively solve a class of optimization problems subject to a binary constraint matrix. In contrast to the Hopfield-type neural network (HNN) and cellular neural network (CNN), the proposed GCA approach has the pyramid architecture and evolutionary dynamics related to multi-granularity macro-cells. This paper discusses the GCA’s dynamics, algorithm and properties. The simulations on the travelling salesman problems (TSP) and the fast packet switching problems (FPSP) show that the GCA approach has advantages over the HNN and CNN methods in terms of the solution quality, optimal ratio, convergence speed, real-time performance, interconnection complexity, and parameter selection. Dianxun Shuai, Liangjun Huang, Qing Shuai |
SNPD | 3 |
| 2006 | A Novel Generalized Particle Model for Lossless Data CompressionabstractThis paper presents a new generalized particle model (GPM) to generate the prediction coding for lossless data compression. Local rules for particle movement in GPM, parallel algorithm and its implementation structure to generate the desired predictive coding are discussed. The proposed GPM approach has advantages in terms of encoding speed, parallelism, scalability, simplicity, and easy hardware implementation over other sequential lossless compression methods. Dianxun Shuai, Qing Shuai |
SNPD | 2 |