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Ce Chen

Ce Chen contributes to research discovery and scholarly infrastructure.

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Published work

4 published item(s)

preprint2026arXiv

Generate Your Talking Avatar from Video Reference

Existing talking avatar methods typically adopt an image-to-video pipeline conditioned on a static reference image within the same scene as the target generation. This restricted, single-view perspective lacks sufficient temporal and expression cues, limiting the ability to synthesize high-fidelity talking avatars in customized backgrounds. To this end, we introduce Talking Avatar generation from Video Reference (TAVR), a novel framework that shifts the paradigm by leveraging cross-scene video inputs. To effectively process these extended temporal contexts and bridge cross-scene domain gaps, TAVR integrates a token selection module alongside a comprehensive three-stage training scheme. Specifically, same-scene video pretraining establishes foundational appearance copying, which is subsequently expanded by cross-scene reference fine-tuning for robust cross-scene adaptation. Finally, task-specific reinforcement learning aligns the generated outputs with identity-based rewards to maximize identity similarity. To systematically evaluate cross-scene robustness, we construct a new benchmark comprising 158 carefully curated cross-scene video pairs. Extensive experiments show that TAVR benefits from flexible inference-time video referencing and consistently surpasses existing baselines both quantitatively and qualitatively. This work has been deployed to production. For more related research, please visit \href{https://www.heygen.com/research}{HeyGen Research} and \href{https://www.heygen.com/research/avatar-v-model}{HeyGen Avatar-V}.

preprint2023arXiv

On the Constructor-Blocker Game

In the Constructor-Blocker game, two players, Constructor and Blocker, alternatively claim unclaimed edges of the complete graph $K_n$. For given graphs $F$ and $H$, Constructor can only claim edges that leave her graph $F$-free, while Blocker has no restrictions. Constructor's goal is to build as many copies of $H$ as she can, while Blocker attempts to stop this. The game ends once there are no more edges that Constructor can claim. The score $g(n,H,F)$ of the game is the number of copies of $H$ in Constructor's graph at the end of the game, when both players play optimally and Constructor plays first. In this paper, we extend results of Patkós, Stojaković and Vizer on $g(n, H, F)$ to many pairs of $H$ and $F$: We determine $g(n, H, F)$ when $H=K_r$ and $χ(F)>r$, also when both $H$ and $F$ are odd cycles, using Szemerédi's Regularity Lemma. We also obtain bounds of $g(n, H, F)$ when $H=K_3$ and $F=K_{2,2}$.

preprint2022arXiv

Maximal 3-wise Intersecting Families with Minimum Size: the Odd Case

A family $\mathcal{F}$ on ground set $\{1,2,\ldots, n\}$ is maximal $k$-wise intersecting if every collection of $k$ sets in $\mathcal{F}$ has non-empty intersection, and no other set can be added to $\mathcal{F}$ while maintaining this property. Erdős and Kleitman asked for the minimum size of a maximal $k$-wise intersecting family. Complementing earlier work of Hendrey, Lund, Tompkins and Tran, who answered this question for $k=3$ and large even $n$, we answer it for $k=3$ and large odd $n$. We show that the unique minimum family is obtained by partitioning the ground set into two sets $A$ and $B$ with almost equal sizes and taking the family consisting of all the proper supersets of $A$ and of $B$. A key ingredient of our proof is the stability result by Ellis and Sudakov about the so-called $2$-generator set systems.

preprint2020arXiv

Structure-Preserving Super Resolution with Gradient Guidance

Structures matter in single image super resolution (SISR). Recent studies benefiting from generative adversarial network (GAN) have promoted the development of SISR by recovering photo-realistic images. However, there are always undesired structural distortions in the recovered images. In this paper, we propose a structure-preserving super resolution method to alleviate the above issue while maintaining the merits of GAN-based methods to generate perceptual-pleasant details. Specifically, we exploit gradient maps of images to guide the recovery in two aspects. On the one hand, we restore high-resolution gradient maps by a gradient branch to provide additional structure priors for the SR process. On the other hand, we propose a gradient loss which imposes a second-order restriction on the super-resolved images. Along with the previous image-space loss functions, the gradient-space objectives help generative networks concentrate more on geometric structures. Moreover, our method is model-agnostic, which can be potentially used for off-the-shelf SR networks. Experimental results show that we achieve the best PI and LPIPS performance and meanwhile comparable PSNR and SSIM compared with state-of-the-art perceptual-driven SR methods. Visual results demonstrate our superiority in restoring structures while generating natural SR images.