Demo Data from SIGIR 2026 / reviewers in the wild / expert
Hanxi Liu
dblp:327/0793
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2025
—ORCID · none
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 · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 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
2 papers |
Visual content generation and editing · 52% Geometric modeling and processing · 24% Rendering · 17% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.9 | 1 | 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting · CVPR 2025 |
Computer vision › 3D vision › 3d reconstruction
photorealistic reconstruction |
0.9 | 1 | 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting · CVPR 2025 |
Visual content generation and editing › avatar generation
3d avatar creation |
0.9 | 1 | 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting · CVPR 2025 |
Geometric modeling and processing › surface reconstruction › implicit surface reconstruction
neural implicit surface reconstruction |
0.8 | 1 | 2024 | 3DToonify: Creating Your High-Fidelity 3D Stylized Avatar Easily from 2D Portrait Images · CVPR 2024 |
Rendering
gaussian splatting |
0.3 | 1 | 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting · CVPR 2025 |
Rendering
neural rendering |
0.3 | 1 | 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting · CVPR 2025 |
Virtual and augmented reality
avatar rendering |
0.2 | 1 | 2024 | 3DToonify: Creating Your High-Fidelity 3D Stylized Avatar Easily from 2D Portrait Images · CVPR 2024 |
Methods — techniques the papers use, named apart from their topics
tetrahedral grid representation · 1.7monocular video reconstruction · 1.7gaussian splatting · 1.7style transfer · 0.8progressive training · 0.8neural radiance field · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian SplattingabstractPersonalized 3D avatar editing holds significant promise due to its user-friendliness and availability to applications such as AR/VR and virtual try-ons. Previous studies have explored the feasibility of 3D editing, but often struggle to generate visually pleasing results, possibly due to the unstable representation learning under mixed optimization of geometry and texture in complicated reconstructed scenarios. In this paper, we aim to provide an accessible solution for ordinary users to create their editable 3D avatars with precise region localization, geometric adaptability, and photorealistic renderings. To tackle this challenge, we introduce a meticulously designed framework that decouples the editing process into local spatial adaptation and realistic appearance learning, utilizing a hybrid Tetrahedron-constrained Gaussian Splatting (TetGS) as the underlying representation. TetGS combines the controllable explicit structure of tetrahedral grids with the high-precision rendering capabilities of 3D Gaussian Splatting and is optimized in a progressive manner comprising three stages: 3D avatar instantiation from real-world monocular videos to provide accurate priors for TetGS initialization; localized spatial adaptation with explicitly partitioned tetrahedrons to guide the redistribution of Gaussian kernels; and geometry-based appearance generation with a coarse-to-fine activation strategy. Both qualitative and quantitative experiments demonstrate the effectiveness and superiority of our approach in generating photorealistic 3D editable avatars. Hanxi Liu, Yifang Men, Zhouhui Lian |
CVPR | 1 |
| 2024 | 3DToonify: Creating Your High-Fidelity 3D Stylized Avatar Easily from 2D Portrait ImagesabstractVisual content creation has aroused a surge of interest given its applications in mobile photography and AR/VR. Portrait style transfer and 3D recovery from monocular images as two representative tasks have so far evolved independently. In this paper, we make a connection between the two, and tackle the challenging task of 3D portrait styl-ization - modeling high-fidelity 3D stylized avatars from captured 2D portrait images. However, naively combining the techniques from the two isolated areas may suf-fer from either inadequate stylization or absence of 3D as-sets. To this end, we propose 3DToonify, a new framework that introduces a progressive training scheme to achieve 3D style adaption on spatial neural representation (SNR). SNR is constructed with implicit fields and they are dynamically optimized by the progressive training scheme, which consists of three stages: guided prior learning, deformable geometry adaption and explicit texture adaption. In this way, stylized geometry and texture are learned in SNR in an explicit and structured way with only a single stylized exemplar needed. Moreover, our method obtains style-adaptive underlying structures (i.e., deformable geometry and exaggerated texture) and view-consistent styl-ized avatar rendering from arbitrary novel viewpoints. Both qualitative and quantitative experiments have been conducted to demonstrate the effectiveness and superiority of our method for automatically generating exemplar-guided 3D stylized avatars. Yifang Men, Hanxi Liu, Miaomiao Cui, Xuansong Xie, Zhouhui Lian |
CVPR | 2 |
| 2023 | Deformable multi-scale fusion network for non-uniform single image deblurring
Yang Chen 0008, Aichun Zhu, Hanxi Liu |
Multim. Tools Appl. | 4 |
| 2022 | Masked Joint Bilateral Filtering via Deep Image Prior for Digital X-Ray Image DenoisingabstractMedical image denoising faces great challenges. Although deep learning methods have shown great potential, their efficiency is severely affected by millions of trainable parameters. The non-linearity of neural networks also makes them difficult to be understood. Therefore, existing deep learning methods have been sparingly applied to clinical tasks. To this end, we integrate known filtering operators into deep learning and propose a novel Masked Joint Bilateral Filtering (MJBF) via deep image prior for digital X-ray image denoising. Specifically, MJBF consists of a deep image prior generator and an iterative filtering block. The deep image prior generator produces plentiful image priors by a multi-scale fusion network. The generated image priors serve as the guidance for the iterative filtering block, which is utilized for the actual edge-preserving denoising. The iterative filtering block contains three trainable Joint Bilateral Filters (JBFs), each with only 18 trainable parameters. Moreover, a masking strategy is introduced to reduce redundancy and improve the understanding of the proposed network. Experimental results on the ChestX-ray14 dataset and real data show that the proposed MJBF has achieved superior performance in terms of noise suppression and edge preservation. Tests on the portability of the proposed method demonstrate that this denoising modality is simple yet effective, and could have a clinical impact on medical imaging in the future. Qianyu Wu, Hanxi Liu, Yang Chen 0008 |
IEEE J. Biomed. Health Informatics | 3 |