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

Xilei Wei

dblp:349/1179 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0009-0210-582XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper
Computer animation and physical simulation · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
motion retargeting
0.912025
Ultrafast and Controllable Online Motion Retargeting for Game Scenarios · ACM Trans. Graph. 2025
Computer animation and physical simulation › character animation
real-time character animation
0.312025
Ultrafast and Controllable Online Motion Retargeting for Game Scenarios · ACM Trans. Graph. 2025

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

spherical geometry representation · 0.9heuristic optimization · 0.9
YearPublicationVenuePosition
2025 Ultrafast and Controllable Online Motion Retargeting for Game Scenarios
abstract
Geometry-aware online motion retargeting is crucial for real-time character animation in gaming and virtual reality. However, existing methods often rely on complex optimization procedures or deep neural networks, which constrain their applicability in real-time scenarios. Moreover, they offer limited control over fine-grained motion details involved in character interactions, resulting in less realistic outcomes. To overcome these limitations, we propose a novel optimization framework for ultrafast, lightweight motion retargeting with joint-level control (i.e., controls over joint position, bone orientation, etc,). Our approach introduces a semantic-aware objective grounded in a spherical geometry representation, coupled with a bone-length-preserving algorithm that iteratively solves this objective. This formulation preserves spatial relationships among spheres, thereby maintaining motion semantics, mitigating interpenetration, and ensuring contact. It is lightweight and computationally efficient, making it particularly suitable for time-critical real-time deployment scenarios. Additionally, we incorporate a heuristic optimization strategy that enables rapid convergence and precise joint-level control. We evaluate our method against state-of-the-art approaches on the Mixamo dataset, and experimental results demonstrate that it achieves comparable performance while delivering an order-of-magnitude speedup.
Tianze Guo, Zhedong Chen, Linjun Wu, Xilei Wei, Yeshuang Lin, He Wang 0002, Xiaogang Jin 0001
ACM Trans. Graph.5
2023 Character hit reaction animations using physics and inverse kinematics
abstract
Abstract Character hit reaction is an inherent component in game development. Natural hit reactions in games are typically achieved through the use of artist‐created hit animations and motion capture. To improve the realism of impact reactions, game developers combine physics simulation with distinct hit animations based on character statuses. However, there is currently no method that can automatically produce hit reactions based on hit information in game development. To this end, we propose a physics‐driven inverse kinematic method for generating character reaction animations. We postulate that a character's hit reactions are the result of an assault impulse spreading throughout the body and forcing the body to move. Five IK (inverse kinematics) solvers are used to control character poses. Each IK solver is used to control the movement of a different part of the body. The IK solvers, which are used to determine the positions of various bodily parts, are driven by unconstrained physics simulation. Furthermore, physics simulation with constraints is used to fine‐tune the character's movements. Experiment results show that our method outperforms Unreal Engine‐based hit animation and physics simulation.
Xilei Wei, Qizhong Su, Weipeng Song, Qilong Kou, Xiaogang Jin 0001
Comput. Animat. Virtual Worlds3