Demo Data from SIGIR 2026 / reviewers in the wild / expert
Shengjie Wu
dblp:213/4857
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · unresolved
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
1 paper |
Visual content generation and editing · 100% | |
| Artificial intelligence
1 paper |
Generative modeling · 77% 3D vision · 23% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › 3d content editing
3d gaussian splatting editing |
0.9 | 1 | 2025 | InterGSEdit: Interactive 3D Gaussian Splatting Editing with 3D Geometry-Consistent Attention Prior · ICCV 2025 |
Visual content generation and editing
3d scene editing |
0.9 | 1 | 2025 | InterGSEdit: Interactive 3D Gaussian Splatting Editing with 3D Geometry-Consistent Attention Prior · ICCV 2025 |
Visual content generation and editing
interactive editing |
0.9 | 1 | 2025 | InterGSEdit: Interactive 3D Gaussian Splatting Editing with 3D Geometry-Consistent Attention Prior · ICCV 2025 |
Machine learning › Generative modeling › image generation
GAN-based image generation |
0.6 | 1 | 2022 | BodyGAN: General-purpose Controllable Neural Human Body Generation · CVPR 2022 |
Computer vision › 3D vision › human body modeling › 3d human modeling
human body representation |
0.2 | 1 | 2022 | BodyGAN: General-purpose Controllable Neural Human Body Generation · CVPR 2022 |
Methods — techniques the papers use, named apart from their topics
diffusion model · 0.9cross-attention · 0.9CLIP · 0.93d gaussian splatting · 0.9pose encoding · 0.6generative adversarial network · 0.6appearance encoding · 0.63d surface representation · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | InterGSEdit: Interactive 3D Gaussian Splatting Editing with 3D Geometry-Consistent Attention Priorabstract3D Gaussian Splatting based 3D editing has demonstrated impressive performance in recent years. However, the multi-view editing often exhibits significant local inconsistency, especially in areas of non-rigid deformation, which lead to local artifacts, texture blurring, or semantic variations in edited 3D scenes. We also found that the existing editing methods, which rely entirely on text prompts make the editing process a "one-shot deal", making it difficult for users to control the editing degree flexibly. In response to these challenges, we present InterGSEdit, a novel framework for high-quality 3DGS editing via interactively selecting key views with users' preferences. We propose a CLIP-based Semantic Consistency Selection (CSCS) strategy to adaptively screen a group of semantically consistent reference views for each user-selected key view. Then, the cross-attention maps derived from the reference views are used in a weighted Gaussian Splatting unprojection to construct the 3D Geometry-Consistent Attention Prior ($GAP^{3D}$). We project $GAP^{3D}$ to obtain 3D-constrained attention, which are fused with 2D cross-attention via Attention Fusion Network (AFN). AFN employs an adaptive attention strategy that prioritizes 3D-constrained attention for geometric consistency during early inference, and gradually prioritizes 2D cross-attention maps in diffusion for fine-grained features during the later inference. Extensive experiments demonstrate that InterGSEdit achieves state-of-the-art performance, delivering consistent, high-fidelity 3DGS editing with improved user experience. Minghao Wen, Shengjie Wu, Kangkan Wang, Dong Liang 0008 |
ICCV | 2 |
| 2022 | BodyGAN: General-purpose Controllable Neural Human Body GenerationabstractRecent advances in generative adversarial networks (GANs) have provided potential solutions for photo-realistic human image synthesis. However, the explicit and individual control of synthesis over multiple factors, such as poses, body shapes, and skin colors, remains difficult for existing methods. This is because current methods mainly rely on a single pose/appearance model, which is limited in dis-entangling various poses and appearance in human images. In addition, such a unimodal strategy is prone to causing severe artifacts in the generated images like color distortions and unrealistic textures. To tackle these issues, this paper proposes a multi-factor conditioned method dubbed BodyGAN. Specifically, given a source image, our Body-GAN aims at capturing the characteristics of the human body from multiple aspects: (i) A pose encoding branch consisting of three hybrid subnetworks is adopted, to generate the semantic segmentation based representation, the 3D surface based representation, and the key point based rep-resentation of the human body, respectively. (ii) Based on the segmentation results, an appearance encoding branch is used to obtain the appearance information of the human body parts. (iii) The outputs of these two branches are represented by user-editable condition maps, which are then processed by a generator to predict the synthesized image. In this way, our BodyGAN can achieve the fine-grained dis-entanglement of pose, body shape, and appearance, and consequently enable the explicit and effective control of syn-thesis with diverse conditions. Extensive experiments on multiple datasets and a comprehensive user study show that our BodyGAN achieves the state-of-the-art performance. Chaojie Yang, Shengjie Wu, Shengkai Zhang, Haonan Yan, Nianhong Jiao, Runnan Zhou, Xiaodan Liang, Tianxiang Zheng 0001 |
CVPR | 3 |