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Yilin Qiu

dblp:171/2317 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0008-9809-9622ORCID · corroborated

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

Computer networks · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
1 paper
Computer animation and physical simulation · 77% Virtual and augmented reality · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › facial animation
blendshape generation
0.712023
Fully Automatic Blendshape Generation for Stylized Characters · VR 2023
Computer animation and physical simulation
facial animation
0.712023
Fully Automatic Blendshape Generation for Stylized Characters · VR 2023
Virtual and augmented reality
avatar
0.212023
Fully Automatic Blendshape Generation for Stylized Characters · VR 2023
Virtual and augmented reality
immersive interaction
0.212023
Fully Automatic Blendshape Generation for Stylized Characters · VR 2023

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

variational autoencoder · 0.7multilayer perceptron · 0.7deformation transfer · 0.7
YearPublicationVenuePosition
2025 Radio Frequency Fingerprint Identification for Few-Shot Scenario via Grad-CAM Feature Augmentation and Meta-Learning
abstract
Radio Frequency Fingerprint Identification (RFFI), which leverages hardware-specific impairments in Internet of Things (IoT) devices, is widely used for device authentication and spoofing attack detection to enhance communication security. However, the existing RFFI methods heavily depend on large-scale training datasets in deep learning (DL), with severe overfitting issues if the training samples are scarce. This paper proposes a few-shot learning framework that combines feature augmentation and meta-learning to overcome these challenges. A novel data augmentation technique based on grad class activation maps (Grad-CAM) is introduced to address the scarcity of training samples, which generates augmented samples by adjusting the weights of receptive fields in feature maps, forming an auxiliary dataset for training. In meta-training, the auxiliary dataset is used to construct tasks comprising support and query sets. By extracting common features from the limited sample size, the framework trains a meta-model with robust generalization capabilities. In the deployment phase, a fine-tuning strategy further optimizes the classifier using a small labeled dataset from new IoT devices, allowing rapid adaptation with high accuracy. The proposed framework is evaluated on the large-scale open-source dataset, achieving an accuracy of 94.1% under 8-way 5-shot, with only 25 samples per device in meta-training. Meta-learning boosts performance by 15%-20%, with meta-training feature augmentation further increasing accuracy by 5%-6.6%. Compared to baseline methods, the proposed framework improves the accuracy by 30%, which outperforms the state-of-the-art algorithms by 4%-25%.
Mingye Li, Yilin Qiu, Xuelin Yang
IEEE Internet Things J.4
2023 Fully Automatic Blendshape Generation for Stylized Characters
abstract
Avatars are one of the most important elements in virtual environments. Real-time facial retargeting technology is of vital importance in AR/VR interactions, the filmmaking, and the entertainment industry, and blendshapes for avatars are one of its important materials. Previous works either focused on the characters with the same topology, which cannot be generalized to universal avatars, or used optimization methods that have high demand on the dataset. In this paper, we adopt the essence of deep learning and feature transfer to realize deformation transfer, thereby generating blendshapes for target avatars based on the given sources. We proposed a Variational Autoencoder (VAE) to extract the latent space of the avatars and then use a Multilayer Perceptron (MLP) model to realize the translation between the latent spaces of the source avatar and target avatars. By decoding the latent code of different blendshapes, we can obtain the blendshapes for the target avatars with the same semantics as that of the source. We qualitatively and quantitatively compared our method with both classical and learning-based methods. The results revealed that the blendshapes generated by our method achieves higher similarity to the groundtruth blendshapes than the state-of-art methods. We also demonstrated that our method can be applied to expression transfer for stylized characters with different topologies.
Yilin Qiu, Yu Ding 0001
VR2