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Yan Pan 0019

dblp:88/3327-19 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
Geometric modeling and processing · 43% Visual content generation and editing · 25% Computer animation and physical simulation · 25%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › facial animation
facial expression animation
0.612022
Expressive Talking Head Generation with Granular Audio-Visual Control · CVPR 2022
Visual content generation and editing
talking head generation
0.612022
Expressive Talking Head Generation with Granular Audio-Visual Control · CVPR 2022
Computer vision › 3D vision
3d face reconstruction
0.512021
3DCaricShop: A Dataset and a Baseline Method for Single-View 3D Caricature Face Reconstruction · CVPR 2021
Geometric modeling and processing › shape registration
mesh registration
0.512021
3DCaricShop: A Dataset and a Baseline Method for Single-View 3D Caricature Face Reconstruction · CVPR 2021
Geometric modeling and processing › registration
non-rigid registration
0.512021
3DCaricShop: A Dataset and a Baseline Method for Single-View 3D Caricature Face Reconstruction · CVPR 2021
Computer vision › 3D vision › 3d reconstruction › surface reconstruction › neural surface reconstruction
neural implicit surface reconstruction
0.112021
3DCaricShop: A Dataset and a Baseline Method for Single-View 3D Caricature Face Reconstruction · CVPR 2021

Methods — techniques the papers use, named apart from their topics

implicit function · 1.0graph convolution network · 1.0PCA · 1.0reconstruction training · 0.6audio-visual decoupling · 0.6
YearPublicationVenuePosition
2022 Expressive Talking Head Generation with Granular Audio-Visual Control
abstract
Generating expressive talking heads is essential for creating virtual humans. However, existing one- or few-shot methods focus on lip-sync and head motion, ignoring the emotional expressions that make talking faces realistic. In this paper, we propose the Granularly Controlled Audio-Visual Talking Heads (GC-AVT), which controls lip movements, head poses, and facial expressions of a talking head in a granular manner. Our insight is to decouple the audio-visual driving sources through prior-based pre-processing designs. Detailedly, we disassemble the driving image into three complementary parts including: 1) a cropped mouth that facilitates lip-sync; 2) a masked head that implicitly learns pose; and 3) the upper face which works corporately and complementarily with a time-shifted mouth to contribute the expression. Interestingly, the encoded features from the three sources are integrally balanced through reconstruction training. Extensive experiments show that our method generates expressive faces with not only synced mouth shapes, controllable poses, but precisely animated emotional expressions as well.
Borong Liang, Yan Pan 0019, Zhizhi Guo, Hang Zhou 0009, Zhibin Hong, Xiaoguang Han 0001, Junyu Han, Jingtuo Liu, Errui Ding, Jingdong Wang 0001
CVPR2
2021 3DCaricShop: A Dataset and a Baseline Method for Single-View 3D Caricature Face Reconstruction
abstract
Caricature is an artistic representation that deliberately exaggerates the distinctive features of a human face to convey humor or sarcasm. However, reconstructing a 3D caricature from a 2D caricature image remains a challenging task, mostly due to the lack of data. We propose to fill this gap by introducing 3DCaricShop, the first large-scale 3D caricature dataset that contains 2000 high-quality diversified 3D caricatures manually crafted by professional artists. 3DCaricShop also provides rich annotations including a paired 2D caricature image, camera parameters and 3D facial landmarks. To demonstrate the advantage of 3DCaricShop, we present a novel baseline approach for single-view 3D caricature reconstruction. To ensure a faithful reconstruction with plausible face deformations, we propose to connect the good ends of the detail-rich implicit functions and the parametric mesh representations. In particular, we first register a template mesh to the output of the implicit generator and iteratively project the registration result onto a pre-trained PCA space to resolve artifacts and self-intersections. To deal with the large deformation during non-rigid registration, we propose a novel view-collaborative graph convolution network (VC-GCN) to extract key points from the implicit mesh for accurate alignment. Our method is able to generate high-fidelity 3D caricature in a pre-defined mesh topology that is animation-ready. Extensive experiments have been conducted on 3DCaricShop to verify the significance of the database and the effectiveness of the proposed method. We will release 3DCaricShop upon publication.
Yuda Qiu, Lingteng Qiu, Yan Pan 0019, Yushuang Wu, Weikai Chen 0001, Xiaoguang Han 0001
CVPR4