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Siming Fan

dblp:319/2810 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021Databases, data management, data science and information retrieval · 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
3 papers
Rendering · 38% Computer animation and physical simulation · 29% Visual content generation and editing · 29%
Artificial intelligence
3 papers
Video understanding and tracking · 36% Vision and language · 36% 3D vision · 16%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
novel view synthesis
1.322023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering · ICCV 2023
Computer vision › Video understanding and tracking
temporal localization
0.912025
ShotVL: Human-Centric Highlight Frame Retrieval via Language Queries · AAAI 2025
Computer vision › Vision and language
vision-language model
0.912025
ShotVL: Human-Centric Highlight Frame Retrieval via Language Queries · AAAI 2025
Computer animation and physical simulation
fluid simulation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Visual content generation and editing › avatar generation
head avatar synthesis
0.712023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
Visual content generation and editing
image animation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Rendering
neural rendering
0.712023
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering · ICCV 2023
Computer animation and physical simulation › fluid simulation › free-surface flow
surface fluid simulation
0.712023
Simulating Fluids in Real-World Still Images · ICCV 2023
Computer vision › Face, body and person analysis
human pose analysis
0.312025
ShotVL: Human-Centric Highlight Frame Retrieval via Language Queries · AAAI 2025
Computer vision › 3D vision › 3d reconstruction › object reconstruction
3d head reconstruction
0.212023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.212023
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering · ICCV 2023
Geometric modeling and processing › shape representation
mesh representation
0.212023
Simulating Fluids in Real-World Still Images · ICCV 2023
Visual content generation and editing
talking head generation
0.212023
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars · NeurIPS 2023

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

multi-view capture · 2.6neural actor rendering · 1.3FLAME fitting · 1.3vision-language model fine-tuning · 0.9pose description · 0.9monocular depth estimation · 0.7learnable network · 0.7lagrangian-eulerian method · 0.7
YearPublicationVenuePosition
2025 ShotVL: Human-Centric Highlight Frame Retrieval via Language Queries
abstract
Existing research on human-centric video understanding typically focuses on analyzing specific moments or entire videos. However, many applications require higher precision at the frame level. In this work, we propose a novel task, BestShot, which aims to locate highlight frames within human-centric videos through language queries. This task requires not only a deep semantic understanding of human actions but also precise temporal localization. To support this task, we introduce the BestShot Benchmark. The benchmark is meticulously constructed by combining human-annotated highlight frames, duration labels and detailed textual descriptions. These descriptions cover three critical elements: (1) Visual content; (2) Fine-grained actions; and (3) Human pose descriptions. Together, these elements provide the necessary precision to identify the exact highlight frames in videos. To tackle this problem, we have collected two distinct datasets: (i) ShotGPT4o Dataset, which is algorithmically generated by GPT-4o and (ii) Image-SMPLText Dataset, which features large-scale and accurate per-frame pose descriptions using PoseScript and existing pose estimation datasets. Based on these datasets, we present a strong baseline model, ShotVL, fine-tuned from InternVL, specifically for BestShot. We highlight the impressive zero-shot capabilities of our model and offer comparative analyses with existing state-of-the-art (SOTA) models. ShotVL demonstrates a significant 64% improvement over InternVL on the BestShot Benchmark and a notable 68% improvement on the THUMOS14 Benchmark, while maintaining SOTA performance in general image classification and retrieval.
Wangyu Xue, Chen Qian 0006, Wentao Liu 0002, Ju Ren 0001, Siming Fan, Yaoxue Zhang
AAAI7
2025 Fault dissipated energy based fault coupling modelling and reliability evaluation: A case study on wet motor-pump assembly
Yajing Qiao, Shaoping Wang, Mo Tao, Siming Fan, Rentong Chen
Adv. Eng. Informatics5
2023 DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering
abstract
Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity (e.g., outfit's fabric/material, body's interaction with objects, and motion sequences), which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several appealing attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Upon the massive collections, we provide human subjects with grand categories of pose actions, body shapes, clothing, accessories, hairdos, and object intersection, which ranges the geometry and appearance variances from everyday life to professional occasions. Second, we provide rich assets for each subject – 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 × 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation.Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/.
Ruixiang Chen, Siming Fan, Wanqi Yin, Zhongang Cai, Jingbo Wang 0003, Yang Gao 0042, Zhengming Yu, Zhengyu Lin, Daxuan Ren, Lei Yang 0045, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Bo Dai 0002, Kwan-Yee Lin
ICCV3
2023 Simulating Fluids in Real-World Still Images
abstract
In this work, we tackle the problem of real-world fluid animation from a still image. The key of our system is a surface-based layered representation, where the scene is decoupled into a surface fluid layer and an impervious background layer with corresponding transparencies to characterize the composition of the two layers. The animated video can be produced by warping only the surface fluid layer according to the estimation of fluid motions and recombining it with the background. In addition, we introduce surface-only fluid simulation, a 2.5D fluid calculation, as a replacement for motion estimation. Specifically, we leverage triangular mesh based on a monocular depth estimator to represent fluid surface layer and simulate the motion with the inspiration of classic physics theory of hybrid Lagrangian-Eulerian method, along with a learnable network so as to adapt to complex real-world image textures. Extensive experiments indicate our method’s competitive performance for common fluid scenes and better robustness and reasonability under complex transparent fluid scenarios. Moreover, as proposed surface-based layer representation and surface-only fluid simulation naturally disentangle the scene, interactive editing such as adding objects and texture replacing could be easily achieved with realistic results. Code, and dataset are publicly available.
Siming Fan, Jingtan Piao, Chen Qian 0006, Hongsheng Li 0001, Kwan-Yee Lin
ICCV1
2023 RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars
abstract
Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is the inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes, such as expressions, ages, and accessories. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar algorithms across different scenarios. It contains massive data assets, with 243+ million complete head frames and over 800k video sequences from 500 different identities captured by multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured in 360 degrees via 60 synchronized, high-resolution 2K cameras. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various dynamic motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: the dataset provides annotations with different granularities: cameras' parameters, background matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and flaws of state-of-the-art methods. RenderMe-360 opens the door for future exploration in modern head avatars. All of the data, code, and models will be publicly available at https://renderme-360.github.io/.
Dongwei Pan, Long Zhuo, Jingtan Piao, Huiwen Luo, Siming Fan, Shengqi Liu, Lei Yang 0045, Bo Dai 0002, Ziwei Liu 0002, Chen Change Loy, Chen Qian 0006, Wayne Wu, Dahua Lin, Kwan-Yee Lin
NeurIPS7