Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Qiwei Qiu

dblp:326/3456 · DBLP profile ↗
← Back
3ranked-venue papers
0as first author
3since 2021 · last 2024
0009-0005-0213-4744ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 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
Visual content generation and editing · 58% Computer animation and physical simulation · 19% Rendering · 11%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › 3d content generation
3d asset generation
0.812024
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets · ACM Trans. Graph. 2024
Visual content generation and editing
3d content generation
0.812024
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets · ACM Trans. Graph. 2024
Visual content generation and editing › 3d content generation
text-to-3d generation
0.812024
CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets · ACM Trans. Graph. 2024
Machine learning › Generative modeling › diffusion model
latent diffusion model
0.712023
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance · ACM Trans. Graph. 2023
Machine learning › Generative modeling › diffusion model
score distillation sampling
0.712023
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance · ACM Trans. Graph. 2023
Visual content generation and editing › 3d content generation
3d face synthesis
0.712023
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance · ACM Trans. Graph. 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 animation and physical simulation › facial animation
blendshape animation
0.212023
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance · ACM Trans. Graph. 2023
Computer animation and physical simulation
facial animation
0.212023
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance · ACM Trans. Graph. 2023

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

score distillation sampling · 1.3latent diffusion model · 1.3CLIP · 1.3variational autoencoder · 0.8neural field · 0.8multi-view diffusion · 0.8diffusion transformer · 0.8shading network · 0.6octree-based representation · 0.6motion capture · 0.6
YearPublicationVenuePosition
2024 CLAY: A Controllable Large-scale Generative Model for Creating High-quality 3D Assets
abstract
In the realm of digital creativity, our potential to craft intricate 3D worlds from imagination is often hampered by the limitations of existing digital tools, which demand extensive expertise and efforts. To narrow this disparity, we introduce CLAY, a 3D geometry and material generator designed to effortlessly transform human imagination into intricate 3D digital structures. CLAY supports classic text or image inputs as well as 3D-aware controls from diverse primitives (multi-view images, voxels, bounding boxes, point clouds, implicit representations, etc). At its core is a large-scale generative model composed of a multi-resolution Variational Autoencoder (VAE) and a minimalistic latent Diffusion Transformer (DiT), to extract rich 3D priors directly from a diverse range of 3D geometries. Specifically, it adopts neural fields to represent continuous and complete surfaces and uses a geometry generative module with pure transformer blocks in latent space. We present a progressive training scheme to train CLAY on an ultra large 3D model dataset obtained through a carefully designed processing pipeline, resulting in a 3D native geometry generator with 1.5 billion parameters. For appearance generation, CLAY sets out to produce physically-based rendering (PBR) textures by employing a multi-view material diffusion model that can generate 2K resolution textures with diffuse, roughness, and metallic modalities. We demonstrate using CLAY for a range of controllable 3D asset creations, from sketchy conceptual designs to production ready assets with intricate details. Even first time users can easily use CLAY to bring their vivid 3D imaginations to life, unleashing unlimited creativity.
Longwen Zhang, Qixuan Zhang, Qiwei Qiu, Anqi Pang, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001
ACM Trans. Graph.4
2023 DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance
abstract
Emerging Metaverse applications demand accessible, accurate and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present Dream-Face, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space to generate coarse geometry, and subsequently optimize both the detailed displacements and normals using Score Distillation Sampling (SDS) from the generic Latent Diffusion Model (LDM). Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provide compact priors for fine-grained synthesis. It also enables learning the mapping from the compact latent space into physically-based textures (diffuse albedo, specular intensity, normal maps, etc.). Our generated neutral assets naturally support blendshapes-based facial animations, thanks to the unified geometric topology. We further improve the animation ability with personalized deformation characteristics. To this end, we learn the universal expression prior in a latent space with neutral asset conditioning using the cross-identity hypernetwork, we subsequently train a neural facial tracker from video input space into the pre-trained expression space for personalized fine-grained animation. Extensive qualitative and quantitative experiments validate the effectiveness and generalizability of DreamFace. Notably, DreamFace can generate realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.
Longwen Zhang, Qiwei Qiu, Hongyang Lin, Qixuan Zhang, Cheng Shi 0001, Wei Yang 0034, Ye Shi 0001, Sibei Yang, Lan Xu 0003, Jingyi Yu 0001
ACM Trans. Graph.2
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.5