Demo Data from EDBT 2026 / reviewers in the wild / expert
Xiaoduan Feng
dblp:63/8117
· DBLP profile ↗
3ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none
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 · 1 since 2021Artificial intelligence and machine learning · 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.
| Computer graphics and multimedia
2 papers |
Visual content generation and editing · 45% Computer animation and physical simulation · 33% Geometric modeling and processing · 17% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing
virtual try-on |
0.9 | 1 | 2025 | OmniTry: Virtual Try-On Anything without Masks · NeurIPS 2025 |
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
3d face reconstruction |
0.5 | 1 | 2021 | A Virtual Character Generation and Animation System for E-Commerce Live Streaming · ACM Multimedia 2021 |
Computer animation and physical simulation
character animation |
0.5 | 1 | 2021 | A Virtual Character Generation and Animation System for E-Commerce Live Streaming · ACM Multimedia 2021 |
Computer animation and physical simulation › motion capture
motion capture animation |
0.5 | 1 | 2021 | A Virtual Character Generation and Animation System for E-Commerce Live Streaming · ACM Multimedia 2021 |
Visual content generation and editing
virtual character generation |
0.5 | 1 | 2021 | A Virtual Character Generation and Animation System for E-Commerce Live Streaming · ACM Multimedia 2021 |
Multimedia systems and quality of experience › video streaming
live streaming |
0.1 | 1 | 2021 | A Virtual Character Generation and Animation System for E-Commerce Live Streaming · ACM Multimedia 2021 |
Methods — techniques the papers use, named apart from their topics
inpainting model · 0.9fine-tuning · 0.9weakly supervised 3d face reconstruction · 0.5text-driven animation · 0.5motion capture · 0.5differentiable neural rendering · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | OmniTry: Virtual Try-On Anything without MasksabstractVirtual Try-ON (VTON) is a practical and widely-applied task, for which most of existing works focus on clothes. This paper presents OmniTry, a unified framework that extends VTON beyond garment to encompass any wearable objects, e.g., jewelries and accessories, with mask-free setting for more practical application. When extending to various types of objects, data curation is challenging for obtaining paired images, i.e., the object image and the corresponding try-on result. To tackle this problem, we propose a two-staged pipeline: For the first stage, we leverage large-scale unpaired images, i.e., portraits with any wearable items, to train the model for mask-free localization. Specifically, we repurpose the inpainting model to automatically draw objects in suitable positions given an empty mask. For the second stage, the model is further fine-tuned with paired images to transfer the consistency of object appearance. We observed that the model after the first stage shows quick convergence even with few paired samples. OmniTry is evaluated on a comprehensive benchmark consisting of 12 common classes of wearable objects, with both in-shop and in-the-wild images. Experimental results suggest that OmniTry shows better performance on both object localization and ID-preservation compared with existing methods. The code, model weights, and evaluation benchmark of OmniTry will be made publicly available. The code, model weights, and evaluation benchmark of OmniTry are available at https://omnitry.github.io/. Yutong Feng, Hengyuan Cao, Xiaoduan Feng, Yuxiong Wu |
NeurIPS | 5 |
| 2021 | A Virtual Character Generation and Animation System for E-Commerce Live StreamingabstractVirtual character has been widely adopted in many areas, such as virtual assistant, virtual customer service, robotics and etc. In this paper, we focus on its application in e-commerce live streaming. Particularly, we propose a virtual character generation and animation system that supports e-commerce live streaming with virtual characters as anchors. The system offers a virtual character face generation tool based on a weakly supervised 3D face reconstruction method. The method takes a single photo as input and generates a 3D face model with both similarity and aesthetics considered. It does not require 3D face annotation data due to the assist of differentiable neural rendering technique which seamlessly integrates rendering into a deep learning based 3D face reconstruction framework. Moreover, the system provides two animation approaches which support two different ways of live stream respectively. The first approach is based on real-time motion capture. An actor's performance is captured in real-time via a monocular camera, and then utilized for animating a virtual anchor. The second approach is text driven animation, in which the human-like animation is automatically generated based on a text script. The relationship between text script and animation is learned based on the training data which can be accumulated via the motion capture based animation. To our best knowledge, the presented work is the first sophisticated virtual character generation and animation system that is designed for e-commerce live streaming and actually deployed on an online shopping platform with millions of daily audiences. Bang Zhang, Peng Zhang 0080, Jinwei Qi, Daiheng Gao, Haiming Zhao, Xiaoduan Feng, Qi Wang 0148, Lian Zhuo |
ACM Multimedia | 8 |
| 2009 | Point-cloud refinement via exact matchingabstractIn many multi-view stereo (MVS) algorithms, a point-cloud evolution is performed, based on the matching process. For most of them, an assumption is usually employed for the matching, which indicates that the matching windows have the same shape. This assumption lays a great limit to the quality of the reconstructed result. To improve the point-cloud obtained from other algorithms, and break the limit laid by the regular matching, we propose our refinement method using exact matching. The exact matching enables more accurate matching windows for the points, by taking the normal vector into consideration. By maximizing the exact matching result, the point's coordinate and normal vectors are optimized, and we can thus make the original point-cloud much better. Xiaoduan Feng, Yebin Liu, Qionghai Dai |
ICME | 1 |