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Jinze Ma

dblp:419/8098 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
1 paper
Rendering · 30% Geometric modeling and processing · 30% Virtual and augmented reality · 30%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › 3d reconstruction
avatar reconstruction
0.912025
HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025
Rendering
neural rendering
0.912025
HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025
Virtual and augmented reality › avatar rendering
real-time avatar rendering
0.912025
HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans · SIGGRAPH Asia 2025

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

garment mesh extraction · 0.9GPU rendering · 0.93d gaussian splatting · 0.9
YearPublicationVenuePosition
2025 HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans
abstract
We present HRM2Avatar, a novel framework for creating high-fidelity avatars from monocular phone scans, which can be rendered and animated in real-time on mobile devices. Monocular capture with commodity smartphones provides a low-cost, pervasive alternative to studio-grade multi-camera rigs, making avatar digitization accessible to non-expert users. Reconstructing high-fidelity avatars from single-view video sequences poses significant challenges due to deficient visual and geometric data relative to multi-camera setups. To address these limitations, at the data level, our method leverages two types of data captured with smartphones: static pose sequences for detailed texture reconstruction and dynamic motion sequences for learning pose-dependent deformations and lighting changes. At the representation level, we employ a lightweight yet expressive representation to reconstruct high-fidelity digital humans from sparse monocular data. First, we extract explicit garment meshes from monocular data to model clothing deformations more effectively. Second, we attach illumination-aware Gaussians to the mesh surface, enabling high-fidelity rendering and capturing pose-dependent lighting changes. This representation efficiently learns high-resolution and dynamic information from our tailored monocular data, enabling the creation of detailed avatars. At the rendering level, real-time performance is critical for rendering and animating high-fidelity avatars in AR/VR, social gaming, and on-device creation, demanding sub-frame responsiveness. Our fully GPU-driven rendering pipeline delivers 120 FPS on mobile devices and 90 FPS on standalone VR devices at 2K resolution, over 2.7 × faster than representative mobile-engine baselines. Experiments show that HRM2Avatar delivers superior visual realism and real-time interactivity at high resolutions, outperforming state-of-the-art monocular methods.
Shenghao Jia, Liangchao Zhu, Zhonglei Yang, Jinze Ma, Chaoyue Niu, Chengfei Lv
SIGGRAPH Asia7