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Teng Xu 0008

dblp:298/4969 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2024
0000-0003-4747-2219ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 since 2021Artificial intelligence and machine learning · 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
4 papers
Rendering · 60% Visual content generation and editing · 14% Computer animation and physical simulation · 11%
Artificial intelligence
2 papers
3D vision · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 12 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
virtual production
0.812024
Sophia-in-Audition: Virtual Production with a Robot Performer · ACM Multimedia 2024
Immersive interaction
virtual production
0.812024
Sophia-in-Audition: Virtual Production with a Robot Performer · ACM Multimedia 2024
Computer vision › 3D vision › human body modeling
3d human modeling
0.712023
Relightable Neural Human Assets from Multi-view Gradient Illuminations · CVPR 2023
Rendering
inverse rendering
0.712023
NeMF: Inverse Volume Rendering with Neural Microflake Field · ICCV 2023
Rendering
neural radiance fields
0.712023
NeMF: Inverse Volume Rendering with Neural Microflake Field · ICCV 2023
Rendering
relighting
0.712023
Relightable Neural Human Assets from Multi-view Gradient Illuminations · CVPR 2023
Rendering
volume rendering
0.712023
NeMF: Inverse Volume Rendering with Neural Microflake Field · ICCV 2023
Computer animation and physical simulation
character animation
0.612022
Artemis: articulated neural pets with appearance and motion synthesis · ACM Trans. Graph. 2022
Virtual and augmented reality › virtual environment
immersive virtual environments
0.612022
Artemis: articulated neural pets with appearance and motion synthesis · ACM Trans. Graph. 2022
Rendering
neural rendering
0.612022
Artemis: articulated neural pets with appearance and motion synthesis · ACM Trans. Graph. 2022
Computer vision › 3D vision
3d reconstruction
0.212023
NeMF: Inverse Volume Rendering with Neural Microflake Field · ICCV 2023
Computational photography and imaging
multi-perspective imaging
0.212023
Relightable Neural Human Assets from Multi-view Gradient Illuminations · CVPR 2023

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

robot control · 1.5novel view synthesis · 1.3neural representation · 1.3microflake distribution · 1.3gradient illumination · 1.3differentiable rendering · 1.3coordinate network · 1.3shading network · 0.6octree-based representation · 0.6motion capture · 0.6
YearPublicationVenuePosition
2024 Sophia-in-Audition: Virtual Production with a Robot Performer
Taotao Zhou 0006, Teng Xu 0008, Yuyang Jiao, Peijun Xu, Yaoyu He, Lan Xu 0003, Jingyi Yu 0001
ACM Multimedia2
2023 Relightable Neural Human Assets from Multi-view Gradient Illuminations
abstract
Human modeling and relighting are two fundamental problems in computer vision and graphics, where high-quality datasets can largely facilitate related research. However, most existing human datasets only provide multi-view human images captured under the same illumination. Although valuable for modeling tasks, they are not read-ily used in relighting problems. To promote research in both fields, in this paper, we present UltraStage, a new 3D human dataset that contains more than 2, 000 high-quality human assets captured under both multi-view and multi-illumination settings. Specifically, for each example, we provide 32 surrounding views illuminated with one white light and two gradient illuminations. In addition to regular multi-view images, gradient illuminations help recover de-tailed surface normal and spatially-varying material maps, enabling various relighting applications. Inspired by recent advances in neural representation, we further interpret each example into a neural human asset which allows novel view synthesis under arbitrary lighting conditions. We show our neural human assets can achieve extremely high capture performance and are capable of representing fine details such as facial wrinkles and cloth folds. We also validate UltraStage in single image relighting tasks, training neural networks with virtual relighted data from neural assets and demonstrating realistic rendering improvements over prior arts. UltraStage will be publicly available to the community to stimulate significant future developments in various human modeling and rendering tasks. The dataset is available at https://miaoing.github.io/RNHA.
Taotao Zhou 0006, Teng Xu 0008, Qixuan Zhang, Kuixiang Shao, Wenzheng Chen, Lan Xu 0003, Jingyi Yu 0001
CVPR4
2023 NeMF: Inverse Volume Rendering with Neural Microflake Field
abstract
Recovering the physical attributes of an object’s appearance from its images captured under an unknown illumination is challenging yet essential for photo-realistic rendering. Recent approaches adopt the emerging implicit scene representations and have shown impressive results. However, they unanimously adopt a surface-based representation, and hence can not well handle scenes with very complex geometry, translucent object and etc. In this paper, we propose to conduct inverse volume rendering, in contrast to surface-based, by representing a scene using microflake volume, which assumes the space is filled with infinite small flakes and light reflects or scatters at each spatial location according to microflake distributions. We further adopt the coordinate networks to implicitly encode the microflake volume, and develop a differentiable microflake volume renderer to train the network in an end-to-end way in principle. Our NeMF enables effective recovery of appearance attributes for highly complex geometry and scattering object, enables high-quality relighting, material editing, and especially simulates volume rendering effects, such as scattering, which is infeasible for surface-based approaches. Our data and code are available at: https://github.com/YoujiaZhang/NeMF.
Youjia Zhang, Teng Xu 0008, Junqing Yu, Yuteng Ye, Yanqing Jing, Junle Wang, Jingyi Yu 0001, Wei Yang 0034
ICCV2
2022 Artemis: articulated neural pets with appearance and motion synthesis
abstract
We, humans, are entering into a virtual era and indeed want to bring animals to the virtual world as well for companion. Yet, computer-generated (CGI) furry animals are limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation, and photo-realistic rendering of furry animals. The core of our ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree-based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel-level deformation based on explicit skeletal warping. We further use a fast octree indexing and efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses from appearance and density feature maps. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with recent neural character control scheme. We introduce an effective optimization scheme to reconstruct the skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed all the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system in achieving highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experiences with digital animals unseen before. We make available our ARTEMIS model and dynamic furry animal dataset at https://haiminluo.github.io/publication/artemis/.
Haimin Luo, Teng Xu 0008, Yuheng Jiang, Chenglin Zhou, Qiwei Qiu, Yingliang Zhang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001
ACM Trans. Graph.2