Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Zekun Li 0002

dblp:150/2008-2 · DBLP profile ↗
← Back
5ranked-venue papers
2as first author
5since 2021 · last 2026
0000-0002-1461-4121ORCID · 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 · 4 · 1 first-author · 4 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.

Artificial intelligence
3 papers
Generative modeling · 47% 3D vision · 24% Robot manipulation · 24%
Computer graphics and multimedia
3 papers
Geometric modeling and processing · 54% Computer animation and physical simulation · 25% Visual content generation and editing · 22%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.812024
MANUS: Markerless Grasp Capture Using Articulated 3D Gaussians · CVPR 2024
Machine learning › Generative modeling › diffusion model
3d shape generation
0.812024
Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models · ECCV (39) 2024
Machine learning › Generative modeling
diffusion model
0.812024
Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models · ECCV (39) 2024
Robotics › Robot manipulation
grasping
0.812024
MANUS: Markerless Grasp Capture Using Articulated 3D Gaussians · CVPR 2024
Computer animation and physical simulation › cloth simulation
garment animation
0.712023
Learning Anchor Transformations for 3D Garment Animation · CVPR 2023
Geometric modeling and processing
mesh deformation
0.712023
Learning Anchor Transformations for 3D Garment Animation · CVPR 2023
Visual content generation and editing › image colorization
line art colorization
0.612022
Eliminating Gradient Conflict in Reference-based Line-Art Colorization · ECCV (17) 2022

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

diffusion model · 1.5gradient conflict elimination · 1.1multi-view reconstruction · 0.83d gaussian splatting · 0.8rigid transformation · 0.7nonlinear displacement regression · 0.7anchor-based deformation · 0.7
YearPublicationVenuePosition
2026 GenHSI: Controllable Generation of Human-Scene Interaction Videos
abstract
Large-scale pre-trained video diffusion models have exhibited remarkable capabilities in diverse video generation. However, existing solutions face several challenges in generating long videos with rich human–scene interactions (HSI), including unrealistic dynamics and affordance, lack of subject identity preservation, and the need for expensive training. To this end, we propose GenHSI, a training-free method for controllable generation of long HSI videos with 3D awareness. Taking inspiration from movie animation, we subdivide the video synthesis into three stages: (1) script writing, (2) pre-visualization, and (3) animation. Given an image of a scene and a character with a user description, we use these three stages to generate long videos that preserve human identity and provide rich and plausible HSI. Script writing converts a complex text prompt involving a chain of HSI into simple atomic actions that are used in the pre-visualization stage to generate 3D keyframes. To synthesize plausible human interaction poses in 3D keyframes, we utilize pre-trained 2D inpainting diffusion models to generate plausible 2D human interactions based on view canonicalization, which eliminates the need for multi-view fitting in previous works. We then extend these interactions to 3D using robust iterative optimization, informed by contact cues and reasoning from VLMs. Prompted by these 3D keyframes, the pretrained video diffusion models can better generate consistent long videos with plausible dynamics and affordance in a 3D-aware manner. We are the first to synthesize a long video sequence with a chain of HSI actions without training based on the image references of the scene and character. Experiments demonstrate that our method can generate HSI videos that effectively preserve scene content and character identity with plausible humanscene interaction from a single image scene.
Zekun Li 0002, Rahul Sajnani, Xiaoyan Cong, Daniel Ritchie 0001, Srinath Sridhar 0002
WACV1
2024 MANUS: Markerless Grasp Capture Using Articulated 3D Gaussians
abstract
Understanding how we grasp objects with our hands has important applications in areas like robotics and mixed re-ality. However, this challenging problem requires accurate modeling of the contact between hands and objects. To capture grasps, existing methods use skeletons, meshes, or parametric models that does not represent hand shape accu-rately resulting in inaccurate contacts. We present MANUS, a method for Markerless Hand-Object Grasp Capture using Articulated 3D Gaussians. We build a novel articulated 3D Gaussians representation that extends 3D Gaussian splatting [29] for high-fidelity representation of articulating hands. Since our representation uses Gaussian primitives optimized from the multi-view pixel-aligned losses, it enables us to efficiently and accurately estimate contacts between the hand and the object. For the most accurate results, our method requires tens of camera views that current datasets do not provide. We therefore build MANUS-Grasps, a new dataset that contains hand-object grasps viewed from 50+ cameras across 30+ scenes, 3 subjects, and comprising over 7M frames. In addition to extensive qualitative results, we also show that our method outper-forms others on a quantitative contact evaluation method that uses paint transfer from the object to the hand.
Chandradeep Pokhariya, Ishaan Nikhil Shah, Angela Xing, Zekun Li 0002, Avinash Sharma 0001, Srinath Sridhar 0002
CVPR4
2024 Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion Models
Zhengming Yu, Zhiyang Dou, Xiaoxiao Long, Cheng Lin 0001, Zekun Li 0002, Yuan Liu 0025, Norman Müller, Taku Komura, Marc Habermann, Christian Theobalt, Xin Li 0003, Wenping Wang 0001
ECCV (39)5
2023 Learning Anchor Transformations for 3D Garment Animation
abstract
This paper proposes an anchor-based deformation model, namely AnchorDEF, to predict 3D garment animation from a body motion sequence. It deforms a garment mesh template by a mixture of rigid transformations with extra nonlinear displacements. A set of anchors around the mesh surface is introduced to guide the learning of rigid transformation matrices. Once the anchor transformations are found, per-vertex nonlinear displacements of the garment template can be regressed in a canonical space, which reduces the complexity of deformation space learning. By explicitly constraining the transformed anchors to satisfy the consistencies of position, normal and direction, the physical meaning of learned anchor transformations in space is guaranteed for better generalization. Furthermore, an adaptive anchor updating is proposed to optimize the anchor position by being aware of local mesh topology for learning representative anchor transformations. Qualitative and quantitative experiments on different types of garments demonstrate that AnchorDEF achieves the state-of-the-art performance on 3D garment deformation prediction in motion, especially for loose-fitting garments.
Fang Zhao 0006, Zekun Li 0002, Shaoli Huang, Junwu Weng, Tianfei Zhou, Guosen Xie, Jue Wang 0001, Ying Shan
CVPR2
2022 Eliminating Gradient Conflict in Reference-based Line-Art Colorization
Zekun Li 0002, Zhengyang Geng, Zhao Kang 0001, Wenyu Chen 0001
ECCV (17)1