Demo Data from SIGIR 2026 / reviewers in the wild / expert
Xinzhou Cong
dblp:346/8799
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0001-2540-4170ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Computer animation and physical simulation · 67% Geometric modeling and processing · 33% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › facial animation
blendshape animation |
0.7 | 1 | 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation · ACM Trans. Graph. 2023 |
Computer animation and physical simulation
facial animation |
0.7 | 1 | 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation · ACM Trans. Graph. 2023 |
Geometric modeling and processing › shape modeling › human modeling
parametric human models |
0.7 | 1 | 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation · ACM Trans. Graph. 2023 |
Computer vision › 3D vision › range sensing
3d scanning |
0.2 | 1 | 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
skeletal modeling · 1.3PCA · 1.33d ultrasound imaging · 1.3blendshape · 0.7blend shapes · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | HACK: Learning a Parametric Head and Neck Model for High-fidelity AnimationabstractSignificant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. We also propose to optimize the mapping from the identical shape space to the PCA spaces of personalized blendshapes to augment the pose and expression blendshapes, providing personalized properties within the framework of the generic model. Furthermore, we use larynx blendshapes to accurately control the larynx deformation and force the larynx slicing motions along the vertical direction in the UV-space for precise modeling of the larynx beneath the neck skin. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications, including geometric fitting and animation, and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer. Longwen Zhang, Zijun Zhao, Xinzhou Cong, Qixuan Zhang, Shuqi Gu, Yuchong Gao, Wei Yang 0034, Lan Xu 0003, Jingyi Yu 0001 |
ACM Trans. Graph. | 3 |