TALK KEYWORD INDEX
This page contains an index consisting of author-provided keywords.
3 | |
3D computer animation | |
3D Gaussian Splatting | |
3D head reconstruction | |
3D Human Motion | |
3D mesh Reconstruction | |
3D scene editing | |
A | |
Action unit | |
Action-role playing game | |
adaptive grids | |
adaptive sample selection | |
AI | |
AI Image Generation | |
AI Speech Recognition | |
ai-agent | |
Air stream | |
anisotropic L1-regularization | |
AR | |
Artificial Agents | |
Assets | |
Augmented reality | |
Avatar Reconstruction | |
avatar-based interactions | |
B | |
Ball levitating | |
BIM product | |
C | |
character animation | |
ChatGPT | |
Children’s education | |
Chinese character animation generation、 | |
Chinese character culture | |
Chinese Landscape Painting | |
Chinese painting | |
CLIP | |
Co Speech Gestures | |
Coal Mine Safety | |
Coanda effect | |
computer animation | |
computer vision | |
contextual interaction | |
Contrastive Learning | |
Contrastive Regularization | |
Conversational agent | |
ConvNeXt | |
Craniofacial landmark detection | |
Cross-Modal Retrieval | |
Crowd simulation | |
CSPMotifsGAN | |
Cultural Heritage | |
cultural heritage 文化多样性 | |
CycleGAN | |
D | |
dataset、 | |
deep learning | |
Defocus Blur | |
demo | |
density-conditioned convolution | |
Dialogue Agent | |
Diffusion Model | |
diffusion models | |
Diverse feature extraction | |
dual-network framework | |
Dynamic Selection | |
E | |
Educational | |
Educational Games | |
EEG | |
EEG 脑电图 | |
Embodied Conversational Agents | |
Evacuation Decision-Making | |
F | |
face morphing | |
FEM | |
Finite Element Method | |
Five-factor personality | |
Flexible Needle Steering | |
fluid simulation | |
Full-body interaction | |
Fuzzy sampling | |
G | |
Game companion | |
Game Design | |
Game experience | |
game-based learning | |
Gaussian splatting | |
Generative AI | |
Generative Model | |
Generative Models | |
Geometry processing | |
GPU | |
granular materials | |
Graphics | |
H | |
Haptic experience | |
Haptic streaming media | |
HCI | |
heat kernel | |
heat regression | |
High-level relation | |
high-order elements | |
Historical Analysis | |
hugs | |
human computer interaction | |
Human Motion | |
Human NeRF | |
I | |
Image Dehazing | |
image denoising | |
Image-Music Alignment | |
Immersion | |
immersive experience | |
Implicit surface | |
interaction | |
Interactivity | |
interface energy | |
J | |
joint label correction | |
K | |
keyframe animation | |
Knowledge Representation | |
L | |
L-system | |
label noise | |
Lagrangian simulation | |
Large Language Model | |
Large Language Models | |
Large-scale virtual scene | |
Latent common information | |
Lip and Identity Priors | |
literature survey | |
LLM | |
Local Feature Enhancement | |
M | |
machine learning | |
Marangoni effect | |
Mask R- CNN | |
material point method | |
medical reports | |
Medical Robotics | |
mesh extraction | |
mesh segmentation | |
Metaverse | |
Micro expression recognition | |
Mixed and Augmented Reality | |
mixed traffic | |
Modality difference | |
modeling | |
monitoring | |
Motif generation | |
Motion Capture & Retargeting | |
motion generation | |
motion in-betweening | |
motion inbetweening | |
Motion Style Transfer | |
multi-material coupling | |
multi-phase fluid dynamics | |
Multimodal Conversations | |
Multimodal interaction | |
Multimodal Learning | |
multiview segmentation | |
Music-driven | |
N | |
natural language processing | |
Navier-Stokes equations | |
NeRF | |
Neural painting | |
neural particle methods | |
Neural rendering | |
Non-player Character | |
Novel View Synthesis | |
Nurse Training | |
P | |
Painting generation | |
pedestrian simulation | |
Peridynamics | |
Personality perception | |
physically-based simulation | |
Piano Performance Animation | |
Pixel Art | |
Point cloud | |
point cloud segmentation | |
polygonizer | |
Pose and shape estimation | |
Pseudo-Labels | |
R | |
radiance fields | |
Railroad track | |
real-time rendering | |
real-time simulation | |
Real-time virtual-reality fusion | |
regional attention | |
Registration | |
reinforcement learning | |
Rendering | |
Representation | |
Retrieval Augmented Generation | |
Risk assessment | |
risk-aware assessment | |
robustness | |
S | |
Salient Object Detection | |
scene generation 场景生成 | |
Scientific Illustration | |
Serious Game | |
serious games | |
shadow mitigation | |
shape control | |
Simulation | |
situational | |
sleep aid | |
Small Object Detection | |
soap bubble simulation | |
Social VR | |
sparse embedding | |
Spatial controller | |
Spatial-temporal | |
Spatial-Temporal Adapter | |
Speech-Driven | |
Speech-Driven 3D face animation | |
SPH | |
sphere approximation | |
Stroke renderer | |
strong-noise | |
style | |
Style Transfer | |
surface reconstruction | |
Surface sampling | |
surface tension | |
Swin Transformer | |
T | |
Talking Face Generation | |
target-driven control | |
Technology Acceptance Model | |
Technology Classroom Implementation | |
Temporal Action Detection | |
text-driven generation | |
textual narratives | |
Transformer-based | |
tree model | |
U | |
U-Net | |
Uniformity property | |
unsignalized environments | |
Unsupervised | |
User interface | |
V | |
Vertex Block Descent (VBD) | |
VI-ReID | |
Virtual Agents | |
Virtual Cinematography | |
Virtual Reality | |
virtual worlds | |
Virus Visualization | |
viscoelastic simulation | |
ViT | |
Volumetric Rendering | |
VR Education | |
VR Health Applications | |
VR relaxation | |
VR-based ASMR | |
VSLAM | |
W | |
Weisfeiler-Lehman kernel | |
wetting | |
Y | |
YOLOv8n | |
Z | |
zen cultural 禅宗文化 | |
zero-shot generation |