Demo Data from SIGIR 2026 / reviewers in the wild / expert
Hao Wang 0057
dblp:181/2812-57
· DBLP profile ↗
3ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0001-9355-1319ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 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
3 papers |
Geometric modeling and processing · 64% Visual content generation and editing · 23% Computer animation and physical simulation · 13% | |
| Artificial intelligence
2 papers |
Face, body and person analysis · 57% 3D vision · 43% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
point cloud processing |
0.6 | 1 | 2022 | PC2-PU: Patch Correlation and Point Correlation for Effective Point Cloud Upsampling · ACM Multimedia 2022 |
Geometric modeling and processing › point cloud processing
point cloud upsampling |
0.6 | 1 | 2022 | PC2-PU: Patch Correlation and Point Correlation for Effective Point Cloud Upsampling · ACM Multimedia 2022 |
Computer vision › Face, body and person analysis
human pose estimation |
0.4 | 1 | 2019 | A Sampling Approach to Generating Closely Interacting 3D Pose-Pairs from 2D Annotations · IEEE Trans. Vis. Comput. Graph. 2019 |
Computer animation and physical simulation › motion synthesis
human motion synthesis |
0.4 | 1 | 2019 | A Sampling Approach to Generating Closely Interacting 3D Pose-Pairs from 2D Annotations · IEEE Trans. Vis. Comput. Graph. 2019 |
Visual content generation and editing
3d content generation |
0.3 | 1 | 2018 | Global-to-local generative model for 3D shapes · ACM Trans. Graph. 2018 |
Visual content generation and editing
3d shape generation |
0.3 | 1 | 2018 | Global-to-local generative model for 3D shapes · ACM Trans. Graph. 2018 |
Geometric modeling and processing › shape modeling › 3d object modeling
part-based modeling |
0.3 | 1 | 2018 | Global-to-local generative model for 3D shapes · ACM Trans. Graph. 2018 |
Geometric modeling and processing
shape modeling |
0.3 | 1 | 2018 | Global-to-local generative model for 3D shapes · ACM Trans. Graph. 2018 |
Computer vision › 3D vision
point cloud |
0.2 | 1 | 2022 | PC2-PU: Patch Correlation and Point Correlation for Effective Point Cloud Upsampling · ACM Multimedia 2022 |
Methods — techniques the papers use, named apart from their topics
point correlation module · 1.1patch correlation module · 1.1neural network · 1.1metropolis-hastings · 0.8markov chain monte carlo · 0.8interaction coordinates · 0.8generative adversarial network · 0.3autoencoder · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | PC2-PU: Patch Correlation and Point Correlation for Effective Point Cloud UpsamplingabstractPoint cloud upsampling is to densify a sparse point set acquired from 3D sensors, providing a denser representation for the underlying surface. Existing methods divide the input points into small patches and upsample each patch separately, however, ignoring the global spatial consistency between patches. In this paper, we present a novel method PC$^2$-PU, which explores patch-to-patch and point-to-point correlations for more effective and robust point cloud upsampling. Specifically, our network has two appealing designs: (i) We take adjacent patches as supplementary inputs to compensate the loss structure information within a single patch and introduce a Patch Correlation Module to capture the difference and similarity between patches. (ii) After augmenting each patch's geometry, we further introduce a Point Correlation Module to reveal the relationship of points inside each patch to maintain the local spatial consistency. Extensive experiments on both synthetic and real scanned datasets demonstrate that our method surpasses previous upsampling methods, particularly with the noisy inputs. The code and data are at: https://github.com/chenlongwhu/PC2-PU.git. Chen Long, Ruihui Li, Hao Wang 0057, Zhen Dong 0005, Bisheng Yang |
ACM Multimedia | 4 |
| 2019 | A Sampling Approach to Generating Closely Interacting 3D Pose-Pairs from 2D AnnotationsabstractWe introduce a data-driven method to generate a large number of plausible, closely interacting 3D human pose-pairs, for a given motion category, e.g., wrestling or salsa dance. With much difficulty in acquiring close interactions using 3D sensors, our approach utilizes abundant existing video data which cover many human activities. Instead of treating the data generation problem as one of reconstruction, either through 3D acquisition or direct 2D-to-3D data lifting from video annotations, we present a solution based on Markov Chain Monte Carlo (MCMC) sampling. Given a motion category and a set of video frames depicting the motion with the 2D pose-pair in each frame annotated, we start the sampling with one or few seed 3D pose-pairs which are manually created based on the target motion category. The initial set is then augmented by MCMC sampling around the seeds, via the Metropolis-Hastings algorithm and guided by a probability density function (PDF) that is defined by two terms to bias the sampling towards 3D pose-pairs that are physically valid and plausible for the motion category. With a focus on efficient sampling over the space of close interactions, rather than pose spaces, we develop a novel representation called interaction coordinates (IC) to encode both poses and their interactions in an integrated manner. Plausibility of a 3D pose-pair is then defined based on the IC and with respect to the annotated 2D pose-pairs from video. We show that our sampling-based approach is able to efficiently synthesize a large volume of plausible, closely interacting 3D pose-pairs which provide a good coverage of the input 2D pose-pairs. Kangxue Yin, Hui Huang 0004, Edmond S. L. Ho, Hao Wang 0057, Taku Komura, Daniel Cohen-Or, Hao (Richard) Zhang |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Global-to-local generative model for 3D shapesabstractWe introduce a generative model for 3D man-made shapes. The presented method takes a global-to-local (G2L) approach. An adversarial network (GAN) is built first to construct the overall structure of the shape, segmented and labeled into parts. A novel conditional auto-encoder (AE) is then augmented to act as a part-level refiner. The GAN, associated with additional local discriminators and quality losses, synthesizes a voxel-based model, and assigns the voxels with part labels that are represented in separate channels. The AE is trained to amend the initial synthesis of the parts, yielding more plausible part geometries. We also introduce new means to measure and evaluate the performance of an adversarial generative model. We demonstrate that our global-to-local generative model produces significantly better results than a plain three-dimensional GAN, in terms of both their shape variety and the distribution with respect to the training data. Hao Wang 0057, Nadav Schor, Ruizhen Hu, Daniel Cohen-Or, Hui Huang 0004 |
ACM Trans. Graph. | 1 |