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Lingyun Yu

Lingyun Yu contributes to research discovery and scholarly infrastructure.

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Published work

8 published item(s)

preprint2026arXiv

SDTalk: Structured Facial Priors and Dual-Branch Motion Fields for Generalizable Gaussian Talking Head Synthesis

High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To address this issue, we propose SDTalk, a one-shot 3D Gaussian Splatting (3DGS)-based framework that generalizes to unseen identities without personalized training or fine-tuning. Our framework comprises two modules with a two-stage training strategy. In the first stage, we incorporate structured facial priors into the reconstruction module and separately predict 3DGS parameters for visible and occluded regions, enabling complete head reconstruction from a single image. In the second stage, we introduce a dual-branch motion field to model coarse and fine facial dynamics, improving detail fidelity and lip synchronization. Experiments demonstrate that SDTalk surpasses existing methods in both visual quality and inference efficiency.

preprint2025arXiv

GestureHYDRA: Semantic Co-speech Gesture Synthesis via Hybrid Modality Diffusion Transformer and Cascaded-Synchronized Retrieval-Augmented Generation

While increasing attention has been paid to co-speech gesture synthesis, most previous works neglect to investigate hand gestures with explicit and essential semantics. In this paper, we study co-speech gesture generation with an emphasis on specific hand gesture activation, which can deliver more instructional information than common body movements. To achieve this, we first build a high-quality dataset of 3D human body movements including a set of semantically explicit hand gestures that are commonly used by live streamers. Then we present a hybrid-modality gesture generation system GestureHYDRA built upon a hybrid-modality diffusion transformer architecture with novelly designed motion-style injective transformer layers, which enables advanced gesture modeling ability and versatile gesture operations. To guarantee these specific hand gestures can be activated, we introduce a cascaded retrieval-augmented generation strategy built upon a semantic gesture repository annotated for each subject and an adaptive audio-gesture synchronization mechanism, which substantially improves semantic gesture activation and production efficiency. Quantitative and qualitative experiments demonstrate that our proposed approach achieves superior performance over all the counterparts. The project page can be found at https://mumuwei.github.io/GestureHYDRA/.

preprint2022arXiv

Collaborative Remote Control of Unmanned Ground Vehicles in Virtual Reality

Virtual reality (VR) technology is commonly used in entertainment applications; however, it has also been deployed in practical applications in more serious aspects of our lives, such as safety. To support people working in dangerous industries, VR can ensure operators manipulate standardized tasks and work collaboratively to deal with potential risks. Surprisingly, little research has focused on how people can collaboratively work in VR environments. Few studies have paid attention to the cognitive load of operators in their collaborative tasks. Once task demands become complex, many researchers focus on optimizing the design of the interaction interfaces to reduce the cognitive load on the operator. That approach could be of merit; however, it can actually subject operators to a more significant cognitive load and potentially more errors and a failure of collaboration. In this paper, we propose a new collaborative VR system to support two teleoperators working in the VR environment to remote control an uncrewed ground vehicle. We use a compared experiment to evaluate the collaborative VR systems, focusing on the time spent on tasks and the total number of operations. Our results show that the total number of processes and the cognitive load during operations were significantly lower in the two-person group than in the single-person group. Our study sheds light on designing VR systems to support collaborative work with respect to the flow of work of teleoperators instead of simply optimizing the design outcomes.

preprint2022arXiv

Evaluation of Sampling Methods for Scatterplots

Given a scatterplot with tens of thousands of points or even more, a natural question is which sampling method should be used to create a small but "good" scatterplot for a better abstraction. We present the results of a user study that investigates the influence of different sampling strategies on multi-class scatterplots. The main goal of this study is to understand the capability of sampling methods in preserving the density, outliers, and overall shape of a scatterplot. To this end, we comprehensively review the literature and select seven typical sampling strategies as well as eight representative datasets. We then design four experiments to understand the performance of different strategies in maintaining: 1) region density; 2) class density; 3) outliers; and 4) overall shape in the sampling results. The results show that: 1) random sampling is preferred for preserving region density; 2) blue noise sampling and random sampling have comparable performance with the three multi-class sampling strategies in preserving class density; 3) outlier biased density based sampling, recursive subdivision based sampling, and blue noise sampling perform the best in keeping outliers; and 4) blue noise sampling outperforms the others in maintaining the overall shape of a scatterplot.

preprint2022arXiv

MetaGlyph: Automatic Generation of Metaphoric Glyph-based Visualization

Glyph-based visualization achieves an impressive graphic design when associated with comprehensive visual metaphors, which help audiences effectively grasp the conveyed information through revealing data semantics. However, creating such metaphoric glyph-based visualization (MGV) is not an easy task, as it requires not only a deep understanding of data but also professional design skills. This paper proposes MetaGlyph, an automatic system for generating MGVs from a spreadsheet. To develop MetaGlyph, we first conduct a qualitative analysis to understand the design of current MGVs from the perspectives of metaphor embodiment and glyph design. Based on the results, we introduce a novel framework for generating MGVs by metaphoric image selection and an MGV construction. Specifically, MetaGlyph automatically selects metaphors with corresponding images from online resources based on the input data semantics. We then integrate a Monte Carlo tree search algorithm that explores the design of an MGV by associating visual elements with data dimensions given the data importance, semantic relevance, and glyph non-overlap. The system also provides editing feedback that allows users to customize the MGVs according to their design preferences. We demonstrate the use of MetaGlyph through a set of examples, one usage scenario, and validate its effectiveness through a series of expert interviews.

preprint2022arXiv

REMOT: A Region-to-Whole Framework for Realistic Human Motion Transfer

Human Video Motion Transfer (HVMT) aims to, given an image of a source person, generate his/her video that imitates the motion of the driving person. Existing methods for HVMT mainly exploit Generative Adversarial Networks (GANs) to perform the warping operation based on the flow estimated from the source person image and each driving video frame. However, these methods always generate obvious artifacts due to the dramatic differences in poses, scales, and shifts between the source person and the driving person. To overcome these challenges, this paper presents a novel REgionto-whole human MOtion Transfer (REMOT) framework based on GANs. To generate realistic motions, the REMOT adopts a progressive generation paradigm: it first generates each body part in the driving pose without flow-based warping, then composites all parts into a complete person of the driving motion. Moreover, to preserve the natural global appearance, we design a Global Alignment Module to align the scale and position of the source person with those of the driving person based on their layouts. Furthermore, we propose a Texture Alignment Module to keep each part of the person aligned according to the similarity of the texture. Finally, through extensive quantitative and qualitative experiments, our REMOT achieves state-of-the-art results on two public benchmarks.

preprint2020arXiv

Narrative Transitions in Data Videos

Transitions are widely used in data videos to seamlessly connect data-driven charts or connect visualizations and non-data-driven motion graphics. To inform the transition designs in data videos, we conduct a content analysis based on more than 3500 clips extracted from 284 data videos. We annotate visualization types and transition designs on these segments, and examine how these transitions help make connections between contexts. We propose a taxonomy of transitions in data videos, where two transition categories are defined in building fluent narratives by using visual variables.

preprint2020arXiv

PlotThread: Creating Expressive Storyline Visualizations using Reinforcement Learning

Storyline visualizations are an effective means to present the evolution of plots and reveal the scenic interactions among characters. However, the design of storyline visualizations is a difficult task as users need to balance between aesthetic goals and narrative constraints. Despite that the optimization-based methods have been improved significantly in terms of producing aesthetic and legible layouts, the existing (semi-) automatic methods are still limited regarding 1) efficient exploration of the storyline design space and 2) flexible customization of storyline layouts. In this work, we propose a reinforcement learning framework to train an AI agent that assists users in exploring the design space efficiently and generating well-optimized storylines. Based on the framework, we introduce PlotThread, an authoring tool that integrates a set of flexible interactions to support easy customization of storyline visualizations. To seamlessly integrate the AI agent into the authoring process, we employ a mixed-initiative approach where both the agent and designers work on the same canvas to boost the collaborative design of storylines. We evaluate the reinforcement learning model through qualitative and quantitative experiments and demonstrate the usage of PlotThread using a collection of use cases.