EDBT 2026 Demo / reviewers in the wild / expert
Han Yan 0004
dblp:63/49-4
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2026
0009-0001-4649-0565ORCID · 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 · 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
5 papers |
Visual content generation and editing · 58% Geometric modeling and processing · 24% Rendering · 18% | |
| Artificial intelligence
3 papers |
Generative modeling · 71% 3D vision · 25% Segmentation and scene understanding · 4% |
Topics — the 17 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
diffusion model |
2.5 | 3 | 2026 | BAG: Body-Aligned 3D Wearable Asset Generation · IEEE Trans. Vis. Comput. Graph. 2026 BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane · SIGGRAPH Asia 2024 |
Machine learning › Generative modeling › diffusion model › 3d-aware diffusion
multi-view diffusion |
1.0 | 1 | 2026 | BAG: Body-Aligned 3D Wearable Asset Generation · IEEE Trans. Vis. Comput. Graph. 2026 |
Visual content generation and editing › 3d content generation
3d asset generation |
1.0 | 1 | 2026 | BAG: Body-Aligned 3D Wearable Asset Generation · IEEE Trans. Vis. Comput. Graph. 2026 |
Visual content generation and editing
3d content creation |
1.0 | 1 | 2026 | BAG: Body-Aligned 3D Wearable Asset Generation · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision › 3d generation
3d scene generation |
0.8 | 1 | 2024 | Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane · SIGGRAPH Asia 2024 |
Machine learning › Generative modeling › diffusion model
latent diffusion model |
0.8 | 1 | 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 |
Visual content generation and editing
3d scene generation |
0.8 | 1 | 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 |
Visual content generation and editing
3d shape generation |
0.8 | 1 | 2024 | NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation · ECCV (19) 2024 |
Visual content generation and editing › 3d scene generation
diffusion-based scene generation |
0.8 | 1 | 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 |
Geometric modeling and processing
shape representation |
0.8 | 1 | 2024 | Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane · SIGGRAPH Asia 2024 |
Geometric modeling and processing › shape representation › implicit representation
signed distance function |
0.8 | 1 | 2024 | Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane · SIGGRAPH Asia 2024 |
Rendering
neural radiance fields |
0.7 | 1 | 2023 | Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and Rendering · CVPR 2023 |
Rendering
real-time rendering |
0.7 | 1 | 2023 | Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and Rendering · CVPR 2023 |
Computer vision › 3D vision
human body modeling |
0.3 | 1 | 2026 | BAG: Body-Aligned 3D Wearable Asset Generation · IEEE Trans. Vis. Comput. Graph. 2026 |
Computer vision › 3D vision › implicit neural representation
neural field |
0.2 | 1 | 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 |
Computer vision › Segmentation and scene understanding
scene understanding |
0.2 | 1 | 2024 | Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-Plane · SIGGRAPH Asia 2024 |
Computer vision › 3D vision › implicit neural representation
tri-plane representation |
0.2 | 1 | 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
diffusion model · 2.8physics-based simulation · 2.0controlnet · 2.0variational autoencoder · 1.5tri-plane representation · 1.5tri-plane neural field · 1.5diffusion · 1.5denoising diffusion · 1.5autoencoder · 1.5spatial-aware generative modeling · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | BAG: Body-Aligned 3D Wearable Asset GenerationabstractWhile recent advancements have demonstrated remarkable progress in general 3D shape generation, the challenge of automatically generating wearable 3D assets remains largely unexplored. To address this gap, we present BAG - a Body-aligned Asset Generation method that produces 3D wearable assets which can be automatically fitted onto given 3D human bodies. This is achieved by controlling the 3D generation process using human body shape and pose information. Specifically, we first construct a general single-image-to-consistent-multi-view diffusion model, and train it on the large-scale Objaverse dataset to ensure diversity and generalizability. We then train a body-conditioned multi-view ControlNet to guide the generator toward producing body-aligned multi-view images. The control signal leverages multi-view 2D projections of the target human body, where pixel values represent the XYZ coordinates of the body surface in a canonical space. The resulting body-conditioned multi-view diffusion outputs body-aligned images, which are subsequently fed into a native 3D diffusion model to reconstruct the 3D shape of the asset. Finally, we recover the similarity transformation using multi-view silhouette supervision and mitigate asset-body penetration using physics-based simulation, ensuring accurate asset fitting onto the target body. Experimental results demonstrate that our method significantly outperforms existing approaches in terms of prompt adherence, shape diversity, and shape quality. Zhongjin Luo, Yang Li 0193, Senbo Wang, Han Yan 0004, Xibin Song, Taizhang Shang, Wei Mao 0001, Hongdong Li, Xiaoguang Han 0001, Pan Ji |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | NeuSDFusion: A Spatial-Aware Generative Model for 3D Shape Completion, Reconstruction, and Generation
Ruikai Cui, Weizhe Liu, Weixuan Sun, Senbo Wang, Taizhang Shang, Yang Li 0193, Xibin Song, Han Yan 0004, Zhennan Wu, Shenzhou Chen, Hongdong Li, Pan Ji |
ECCV (19) | 8 |
| 2024 | Frankenstein: Generating Semantic-Compositional 3D Scenes in One Tri-PlaneabstractWe present Frankenstein, a diffusion-based framework that can generate semantic-compositional 3D scenes in a single pass. Unlike existing methods that output a single, unified 3D shape, Frankenstein simultaneously generates multiple separated shapes, each corresponding to a semantically meaningful part. The 3D scene information is encoded in one single triplane tensor, from which multiple Signed Distance Function (SDF) fields can be decoded to represent the compositional shapes. During training, an auto-encoder compresses tri-planes into a latent space, and then the denoising diffusion process is employed to approximate the distribution of the compositional scenes. Frankenstein demonstrates promising results in generating room interiors as well as human avatars with automatically separated parts. The generated scenes facilitate many downstream applications, such as part-wise re-texturing, object rearrangement in the room or avatar cloth re-targeting. Han Yan 0004, Yang Li 0193, Zhennan Wu, Shenzhou Chen, Weixuan Sun, Taizhang Shang, Weizhe Liu, Xiaqiang Dai, Chao Ma 0004, Hongdong Li, Pan Ji |
SIGGRAPH Asia | 1 |
| 2024 | BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane ExtrapolationabstractWe present BlockFusion, a diffusion-based model that generates 3D scenes as unit blocks and seamlessly incorporates new blocks to extend the scene. BlockFusion is trained using datasets of 3D blocks that are randomly cropped from complete 3D scene meshes. Through per-block fitting, all training blocks are converted into the hybrid neural fields: with a tri-plane containing the geometry features, followed by a Multi-layer Perceptron (MLP) for decoding the signed distance values. A variational auto-encoder is employed to compress the tri-planes into the latent tri-plane space, on which the denoising diffusion process is performed. Diffusion applied to the latent representations allows for high-quality and diverse 3D scene generation. To expand a scene during generation, one needs only to append empty blocks to overlap with the current scene and extrapolate existing latent tri-planes to populate new blocks. The extrapolation is done by conditioning the generation process with the feature samples from the overlapping tri-planes during the denoising iterations. Latent tri-plane extrapolation produces semantically and geometrically meaningful transitions that harmoniously blend with the existing scene. A 2D layout conditioning mechanism is used to control the placement and arrangement of scene elements. Experimental results indicate that BlockFusion is capable of generating diverse, geometrically consistent and unbounded large 3D scenes with unprecedented high-quality shapes in both indoor and outdoor scenarios. Zhennan Wu, Yang Li 0193, Han Yan 0004, Taizhang Shang, Weixuan Sun, Senbo Wang, Ruikai Cui, Weizhe Liu, Hiroyuki Sato 0002, Hongdong Li, Pan Ji |
ACM Trans. Graph. | 3 |
| 2023 | Plen-VDB: Memory Efficient VDB-Based Radiance Fields for Fast Training and RenderingabstractIn this paper, we present a new representation for neural radiance fields that accelerates both the training and the inference processes with VDB, a hierarchical data structure for sparse volumes. VDB takes both the advantages of sparse and dense volumes for compact data representation and efficient data access, being a promising data structure for NeRF data interpolation and ray marching. Our method, Plenoptic VDB (PlenVDB), directly learns the VDB data structure from a set of posed images by means of a novel training strategy and then uses it for real-time rendering. Experimental results demonstrate the effectiveness and the efficiency of our method over previous arts: First, it converges faster in the training process. Second, it delivers a more compact data format for NeRF data presentation. Finally, it renders more efficiently on commodity graphics hardware. Our mobile PlenVDB demo achieves 30+ FPS, 1280×720 resolution on an iPhone12 mobile phone. Check plenvdb.github.io for details. Han Yan 0004, Celong Liu, Xing Mei |
CVPR | 1 |