Computer graphics · Computer vision · Generative AI
Chongyang Ma马重阳
Democratizing
visual content creation
I build methods that turn images, ideas, and motion into new creative possibilities. My work connects visual computing research with tools people use every day.
Tech Lead ManagerByteDance

01 / Selected work
Ideas into visuals.
Recent work on controllable generation, creative editing, and the geometry of the human world.
02 / The journey
A foundation in curiosity.
Graphics and vision.
Research and real-world tools.
One connected practice.
I have been working to democratize visual content creation since starting my Ph.D. in 2007. Today, my research spans deep generative models, image and video editing, human digitization, motion capture, and 3D reconstruction.
Before ByteDance, I led research at Kuaishou, worked as a senior research scientist at Snap, and developed facial performance capture for game production at Activision. My postdoctoral work at UBC and USC was with Alla Sheffer and Hao Li.
Experience




Oct 2013 — Jun 2015University of Southern California
Postdoctoral Scholar · Geometric Capture Lab
Sep 2012 — Sep 2013University of British Columbia
Postdoctoral Fellow · Imager Laboratory
Education

Ph.D. in Computer Science
Tsinghua University · Institute for Advanced Study
Advised by Baining Guo and Li-Yi Wei

B.S. in Mathematics & Physics
Tsinghua University · Fundamental Science Class
Other appointments

Weta DigitalR&D Intern · Summer 2014

INRIA Nancy Grand-EstVisiting Student · 2011–2012

Microsoft Research AsiaResearch Intern · 2008–2011, 2012
03 / Beyond the paper
Research that finds
its way into everyday life.
My work has helped bring AI-powered image and video creation, editing, and 3D avatar features to Snapchat, Kuaishou / KwaiCut, and TikTok.
That includes the AI Mermaid effect on TikTok, alongside facial performance capture for film and game production.
Film & game credits
From digital characters to cinematic worlds04 / Academic service
Serving the research community.
Program committees
- ACM SIGGRAPHTechnical Papers · 2024, 2025
- ACM SIGGRAPH AsiaTechnical Papers · 2023, 2026
- Computational Visual Media2023–2026
- Shape Modeling International2018–2023
More program committees
- Computer Graphics International · 2023
- Computer Animation and Social Agents · 2017–2022
- SIGGRAPH Asia Technical Briefs and Posters · 2019
- Interactive 3D Graphics and Games · 2015–2018
- Symposium on Computer Animation · 2015, 2016
- Pacific Graphics · 2015, 2016
Editorial & reviewing
Computer Animation and Virtual Worlds
2022–2025Reviewer for graphics, vision, and machine learning venues including SIGGRAPH, CVPR, ICCV, ECCV, NeurIPS, ACM TOG, and IEEE TVCG.
All reviewing venues
NeurIPS · ECCV · AAAI · CVPR · ICCV · ICME · SIGGRAPH · SIGGRAPH Asia · Eurographics · Pacific Graphics · CAD/Graphics · CGI · ACCV · IEEE VR · ACM Transactions on Graphics · IEEE Transactions on Image Processing · IEEE Transactions on Visualization and Computer Graphics · IEEE Computer Graphics and Applications · Computer Graphics Forum · Visual Informatics · Computers & Graphics · The Visual Computer · Signal, Image and Video Processing · Journal of Computer Science and Technology · Journal of Electronic Imaging · Journal of Computer Graphics Techniques
To maintain the quality of my reviews, I currently accept invitations only from conferences and journals where I have previously published.
A little more personal
Beyond research.
My name is pronounced
['tʃɔ:ŋ jʌŋ 'ma:]
3,000 meters in 12′10″
12 consecutive free throws.
6 consecutive three-pointers.
My academic family tree
Chongyang Ma ← Baining Guo ← John Hopcroft ← Richard Mattson ← Bernard Widrow ← William Linvill ← Ernst Guillemin ← Arnold Sommerfeld ← Ferdinand von Lindemann ← Felix Klein ← Julius Plücker & Rudolf Lipschitz
Mathematics Genealogy Project05 / Let's connect



