Demo Data from EDBT 2026 / reviewers in the wild / expert
Binh Huy Le
dblp:66/7425
· DBLP profile ↗
14ranked-venue papers
11as first author
3since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 11 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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
10 papers |
Computer animation and physical simulation · 75% Geometric modeling and processing · 21% Audio and music processing · 3% | |
| Artificial intelligence
1 paper |
3D vision · 67% Face, body and person analysis · 33% |
Topics — the 16 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › skinning
character skinning |
1.4 | 5 | 2021 | Direct delta mush skinning compression with continuous examples · ACM Trans. Graph. 2021 Direct delta mush skinning and variants · ACM Trans. Graph. 2019 Real-time skeletal skinning with optimized centers of rotation · ACM Trans. Graph. 2016 |
Computer animation and physical simulation
facial animation |
0.7 | 2 | 2022 | Plausible 3D Face Wrinkle Generation Using Variational Autoencoders · IEEE Trans. Vis. Comput. Graph. 2022 Live Speech Driven Head-and-Eye Motion Generators · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer vision › 3D vision
3d face reconstruction |
0.6 | 1 | 2022 | End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022 |
Computer vision › Face, body and person analysis
face modeling |
0.6 | 1 | 2022 | End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022 |
Computer vision › 3D vision › 3d face reconstruction
single-image 3d face reconstruction |
0.6 | 1 | 2022 | End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild Images · ACM Multimedia 2022 |
Geometric modeling and processing
3d face modeling |
0.6 | 1 | 2022 | Plausible 3D Face Wrinkle Generation Using Variational Autoencoders · IEEE Trans. Vis. Comput. Graph. 2022 |
Computer animation and physical simulation › character animation
skeletal animation |
0.3 | 2 | 2014 | Robust and accurate skeletal rigging from mesh sequences · ACM Trans. Graph. 2014 Smooth skinning decomposition with rigid bones · ACM Trans. Graph. 2012 |
Computer animation and physical simulation › skinning
skinning decomposition |
0.3 | 2 | 2013 | Two-layer sparse compression of dense-weight blend skinning · ACM Trans. Graph. 2013 Smooth skinning decomposition with rigid bones · ACM Trans. Graph. 2012 |
Geometric modeling and processing
deformation modeling |
0.2 | 2 | 2014 | Robust and accurate skeletal rigging from mesh sequences · ACM Trans. Graph. 2014 Marker Optimization for Facial Motion Acquisition and Deformation · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
character rigging |
0.2 | 1 | 2014 | Robust and accurate skeletal rigging from mesh sequences · ACM Trans. Graph. 2014 |
Computer animation and physical simulation › skinning
linear blend skinning |
0.2 | 1 | 2014 | Robust and accurate skeletal rigging from mesh sequences · ACM Trans. Graph. 2014 |
Computer animation and physical simulation › performance capture
facial performance capture |
0.2 | 1 | 2013 | Marker Optimization for Facial Motion Acquisition and Deformation · IEEE Trans. Vis. Comput. Graph. 2013 |
Geometric modeling and processing › shape analysis
skeleton extraction |
0.1 | 1 | 2012 | Smooth skinning decomposition with rigid bones · ACM Trans. Graph. 2012 |
Computer animation and physical simulation
motion capture |
0.0 | 1 | 2012 | Live Speech Driven Head-and-Eye Motion Generators · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer animation and physical simulation
motion editing |
0.0 | 1 | 2012 | Smooth skinning decomposition with rigid bones · ACM Trans. Graph. 2012 |
Multimedia systems and quality of experience
user perception |
0.0 | 1 | 2011 | Perceptual analysis of talking avatar head movements: a quantitative perspective · CHI 2011 |
Methods — techniques the papers use, named apart from their topics
variational autoencoder · 0.6sampling and interpolation · 0.6hybrid loss function · 0.6convolutional neural network · 0.6matrix factorization · 0.5continuous example-based optimization · 0.5geometric weight blending · 0.4optimization · 0.4rigid transformation interpolation · 0.2iterative rigging · 0.2weighted linear interpolation · 0.2sparse compression · 0.2user study · 0.1quantitative analysis · 0.1frequency-domain analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | End-to-End 3D Face Reconstruction with Expressions and Specular Albedos from Single In-the-wild ImagesabstractRecovering 3D face models from in-the-wild face images has numerous potential applications. However, properly modeling complex lighting effects in reality, including specular lighting, shadows, and occlusions, from a single in-the-wild face image is still considered as a widely open research challenge. In this paper, we propose a convolutional neural network based framework to regress the face model from a single image in the wild. The outputted face model includes dense 3D shape, head pose, expression, diffuse albedo, specular albedo, and the corresponding lighting conditions. Our approach uses novel hybrid loss functions to disentangle face shape identities, expressions, poses, albedos, and lighting. Besides a carefully-designed ablation study, we also conduct direct comparison experiments to show that our method can outperform state-of-art methods both quantitatively and qualitatively. Qixin Deng, Binh Huy Le, Aobo Jin, Zhigang Deng 0001 |
ACM Multimedia | 2 |
| 2022 | Plausible 3D Face Wrinkle Generation Using Variational AutoencodersabstractRealistic 3D facial modeling and animation have been increasingly used in many graphics, animation, and virtual reality applications. However, generating realistic fine-scale wrinkles on 3D faces, in particular, on animated 3D faces, is still a challenging problem that is far away from being resolved. In this article we propose an end-to-end system to automatically augment coarse-scale 3D faces with synthesized fine-scale geometric wrinkles. By formulating the wrinkle generation problem as a supervised generation task, we implicitly model the continuous space of face wrinkles via a compact generative model, such that plausible face wrinkles can be generated through effective sampling and interpolation in the space. We also introduce a complete pipeline to transfer the synthesized wrinkles between faces with different shapes and topologies. Through many experiments, we demonstrate our method can robustly synthesize plausible fine-scale wrinkles on a variety of coarse-scale 3D faces with different shapes and expressions. Qixin Deng, Luming Ma, Aobo Jin, Huikun Bi, Binh Huy Le, Zhigang Deng 0001 |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | Direct delta mush skinning compression with continuous examplesabstractDirect Delta Mush (DDM) is a high-quality, direct skinning method with a low setup cost. However, its storage and run-time computing cost are relatively high for two reasons: its skinning weights are 4 X 4 matrices instead of scalars like other direct skinning methods, and its computation requires one 3 X 3 Singular Value Decomposition per vertex. In this paper, we introduce a compression method that takes a DDM model and splits it into two layers: the first layer is a smaller DDM model that computes a set of virtual bone transformations and the second layer is a Linear Blend Skinning model that computes per-vertex transformations from the output of the first layer. The two-layer model can approximate the deformation of the original DDM model with significantly lower costs. Our main contribution is a novel problem formulation for the DDM compression based on a continuous example-based technique, in which we minimize the compression error on an uncountable set of example poses. This formulation provides an elegant metric for the compression error and simplifies the problem to the common linear matrix factorization. Our formulation also takes into account the skeleton hierarchy of the model, the bind pose, and the range of motions. In addition, we propose a new update rule to optimize DDM weights of the first layer and a modification to resolve the floating-point cancellation issue of DDM. Binh Huy Le, Keven Villeneuve, Carlos Gonzalez-Ochoa |
ACM Trans. Graph. | 1 |
| 2019 | High-quality object-space dynamic ambient occlusion for characters using Bi-level regressionabstractThe widely used ambient occlusion (AO) technique provides an approximation of some global illumination effects and is efficient enough for use in real-time applications. Because it relies on computing the visibility from each point on a surface, AO computation is expensive for dynamically deforming objects, such as characters in particular. In this paper, we describe an algorithm for producing high-quality dynamically changing AO for characters. Our fundamental idea is to factorize the AO computation into a coarse-scale component in which visibility is determined by approximating spheres, and a fine-scale component that leverages a skinning-like algorithm for efficiency, with both components trained in a regression against ground-truth AO values. The resulting algorithm accommodates interactions with external objects and generalizes without requiring carefully constructed training data. Extensive comparisons illustrate the capabilities and advantages of our algorithm. Binh Huy Le, Henrik Halen, Carlos Gonzalez-Ochoa, John P. Lewis |
I3D | 1 |
| 2019 | Direct delta mush skinning and variantsabstractA significant fraction of the world's population have experienced virtual characters through games and movies, and the possibility of online VR social experiences may greatly extend this audience. At present, the skin deformation for interactive and real-time characters is typically computed using geometric skinning methods. These methods are efficient and simple to implement, but obtaining quality results requires considerable manual "rigging" effort involving trial-and-error weight painting, the addition of virtual helper bones, etc. The recently introduced Delta Mush algorithm largely solves this rig authoring problem, but its iterative computational approach has prevented direct adoption in real-time engines. This paper introduces Direct Delta Mush, a new algorithm that simultaneously improves on the efficiency and control of Delta Mush while generalizing previous algorithms. Specifically, we derive a direct rather than iterative algorithm that has the same ballpark computational form as some previous geometric weight blending algorithms. Straightforward variants of the algorithm are then proposed to further optimize computational and storage cost with insignificant quality losses. These variants are equivalent to special cases of several previous skinning algorithms. Our algorithm simultaneously satisfies the goals of reasonable efficiency, quality, and ease of authoring. Further, its explicit decomposition of rotational and translational effects allows independent control over bending versus twisting deformation, as well as a skin sliding effect. Binh Huy Le, John P. Lewis |
ACM Trans. Graph. | 1 |
| 2017 | Interactive cage generation for mesh deformationabstractMany previous efforts have been focused on generating optimal coordinates for cage deformation; cage generation for 3D models has been relatively understudied. We introduce an efficient complete pipeline to generate high quality cages for 3D models with arbitrary topological complexities, including high genus models and those without perceptible skeletal structures. Specifically, starting from user-specified cut slides, our method automatically optimizes the consistent, orthogonal orientations of cage cross sections. Then, through automated cage meshing and refining, it can further improve the cage quality by tackling the cage coverage issue and bounding the input model with a controllable tightness. Our experiments demonstrate this approach is efficient and robust to handle a variety of 3D models including human-like, animal, and high genus models. Binh Huy Le, Zhigang Deng 0001 |
I3D | 1 |
| 2016 | Real-time skeletal skinning with optimized centers of rotationabstractSkinning algorithms that work across a broad range of character designs and poses are crucial to creating compelling animations. Currently, linear blend skinning (LBS) and dual quaternion skinning (DQS) are the most widely used, especially for real-time applications. Both techniques are efficient to compute and are effective for many purposes. However, they also have many well-known artifacts, such as collapsing elbows, candy wrapper twists, and bulging around the joints. Due to the popularity of LBS and DQS, it would be of great benefit to reduce these artifacts without changing the animation pipeline or increasing the computational cost significantly. In this paper, we introduce a new direct skinning method that addresses this problem. Our key idea is to pre-compute the optimized center of rotation for each vertex from the rest pose and skinning weights. At runtime, these centers of rotation are used to interpolate the rigid transformation for each vertex. Compared to other direct skinning methods, our method significantly reduces the artifacts of LBS and DQS while maintaining real-time performance and backwards compatibility with the animation pipeline. Binh Huy Le, Jessica K. Hodgins |
ACM Trans. Graph. | 1 |
| 2014 | Robust and accurate skeletal rigging from mesh sequencesabstractWe introduce an example-based rigging approach to automatically generate linear blend skinning models with skeletal structure. Based on a set of example poses, our approach can output its skeleton, joint positions, linear blend skinning weights, and corresponding bone transformations. The output can be directly used to set up skeleton-based animation in various 3D modeling and animation software as well as game engines. Specifically, we formulate the solving of a linear blend skinning model with a skeleton as an optimization with joint constraints and weight smoothness regularization, and solve it using an iterative rigging algorithm that (i) alternatively updates skinning weights, joint locations, and bone transformations, and (ii) automatically prunes redundant bones that can be generated by an over-estimated bone initialization. Due to the automatic redundant bone pruning, our approach is more robust than existing example-based rigging approaches. Furthermore, in terms of rigging accuracy, even with a single set of parameters, our approach can soundly outperform state of the art methods on various types of experimental datasets including humans, quadrupled animals, and highly deformable models. Binh Huy Le, Zhigang Deng 0001 |
ACM Trans. Graph. | 1 |
| 2013 | Two-layer sparse compression of dense-weight blend skinningabstractWeighted linear interpolation has been widely used in many skinning techniques including linear blend skinning, dual quaternion blend skinning, and cage based deformation. To speed up performance, these skinning models typically employ a sparseness constraint, in which each 3D model vertex has a small fixed number of non-zero weights. However, the sparseness constraint also imposes certain limitations to skinning models and their various applications. This paper introduces an efficient two-layer sparse compression technique to substantially reduce the computational cost of a dense-weight skinning model, with insignificant loss of its visual quality. It can directly work on dense skinning weights or use example-based skinning decomposition to further improve its accuracy. Experiments and comparisons demonstrate that the introduced sparse compression model can significantly outperform state of the art weight reduction algorithms, as well as skinning decomposition algorithms with a sparseness constraint. Binh Huy Le, Zhigang Deng 0001 |
ACM Trans. Graph. | 1 |
| 2013 | Marker Optimization for Facial Motion Acquisition and DeformationabstractA long-standing problem in marker-based facial motion capture is what are the optimal facial mocap marker layouts. Despite its wide range of potential applications, this problem has not yet been systematically explored to date. This paper describes an approach to compute optimized marker layouts for facial motion acquisition as optimization of characteristic control points from a set of high-resolution, ground-truth facial mesh sequences. Specifically, the thin-shell linear deformation model is imposed onto the example pose reconstruction process via optional hard constraints such as symmetry and multiresolution constraints. Through our experiments and comparisons, we validate the effectiveness, robustness, and accuracy of our approach. Besides guiding minimal yet effective placement of facial mocap markers, we also describe and demonstrate its two selected applications: marker-based facial mesh skinning and multiresolution facial performance capture. Binh Huy Le, Mingyang Zhu, Zhigang Deng 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Smooth skinning decomposition with rigid bonesabstractThis paper introduces the Smooth Skinning Decomposition with Rigid Bones (SSDR), an automated algorithm to extract the linear blend skinning (LBS) from a set of example poses. The SSDR model can effectively approximate the skin deformation of nearly articulated models as well as highly deformable models by a low number of rigid bones and a sparse, convex bone-vertex weight map. Formulated as a constrained optimization problem where the least squared error of the reconstructed vertices by LBS is minimized, the SSDR model can be solved by a block coordinate descent-based algorithm to iteratively update the weight map and the bone transformations. By employing the sparseness and convex constraints on the weight map, the SSDR model can be used for traditional skinning decomposition tasks such as animation compression and hardware-accelerated rendering. Moreover, by imposing the orthogonal constraints on the bone rotation matrices (rigid bones), the SSDR model can also be applied in motion editing, skeleton extraction, and collision detection tasks. Through qualitative and quantitative evaluations, we show the SSDR model can measurably outperform the state-of-the-art skinning decomposition schemes in terms of accuracy and applicability. Binh Huy Le, Zhigang Deng 0001 |
ACM Trans. Graph. | 1 |
| 2012 | Live Speech Driven Head-and-Eye Motion GeneratorsabstractThis paper describes a fully automated framework to generate realistic head motion, eye gaze, and eyelid motion simultaneously based on live (or recorded) speech input. Its central idea is to learn separate yet interrelated statistical models for each component (head motion, gaze, or eyelid motion) from a prerecorded facial motion data set: 1) Gaussian Mixture Models and gradient descent optimization algorithm are employed to generate head motion from speech features; 2) Nonlinear Dynamic Canonical Correlation Analysis model is used to synthesize eye gaze from head motion and speech features, and 3) nonnegative linear regression is used to model voluntary eye lid motion and log-normal distribution is used to describe involuntary eye blinks. Several user studies are conducted to evaluate the effectiveness of the proposed speech-driven head and eye motion generator using the well-established paired comparison methodology. Our evaluation results clearly show that this approach can significantly outperform the state-of-the-art head and eye motion generation algorithms. In addition, a novel mocap+video hybrid data acquisition technique is introduced to record high-fidelity head movement, eye gaze, and eyelid motion simultaneously. Binh Huy Le, Zhigang Deng 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | Perceptual analysis of talking avatar head movements: a quantitative perspectiveabstractLifelike interface agents (e.g. talking avatars) have been increasingly used in human-computer interaction applications. In this work, we quantitatively analyze how human perception is affected by audio-head motion characteristics of talking avatars. Specifically, we quantify the correlation between perceptual user ratings (obtained via user study) and joint audio-head motion features as well as head motion patterns in the frequency-domain. Our quantitative analysis results clearly show that the correlation coefficient between the pitch of speech signals (but not the RMS energy of speech signals) and head motions is approximately linearly proportional to the perceptual user rating, and a larger proportion of high frequency signals in talking avatar head movements tends to degrade the user perception in terms of naturalness. Binh Huy Le, Zhigang Deng 0001 |
CHI | 2 |
| 2009 | An Interactive Geometric Technique for Upper and Lower Teeth Segmentation
Binh Huy Le, Zhigang Deng 0001, James J. Xia, Yu-Bing Chang, Xiaobo Zhou 0001 |
MICCAI (1) | 1 |