Shi Yan

CV
h-index31
12papers
649citations
Novelty55%
AI Score52

12 Papers

ROJun 2
Bionic Human-Motion Style Transfer for Physically Executable Whole-Body Control of Humanoid Robots

Tianchen Huang, Mingkuan Zhao, Yang Gao et al.

Expressive whole-body motion is important for humanoid robots operating in human environments, where robots are expected to move stably while presenting readable and adjustable body behaviors. However, most expressive motions are still obtained from fixed demonstrations or manually designed scripts, making it difficult to reuse a demonstrated style across different motion contents. Inspired by the way human motion styles convey affective and intentional cues through gait rhythm, posture, arm swing and body sway, this paper proposes a bionic generation-to-control framework for exemplar-driven style transfer on humanoid robots. Given a short human style exemplar and a target content motion, the proposed framework generates a stylized whole-body reference that preserves the intended motion content while transferring the demonstrated style. A physics-aware multi-condition latent diffusion model is developed to fuse style, content and trajectory conditions, and classifier-free guidance is used to adjust the style intensity without retraining. To improve hardware executability, contact-consistency and temporal-smoothness regularization are imposed on decoded motions during training. The generated references are then converted into G1-compatible robot references and executed by a preview-based whole-body tracking policy trained with a cluster-and-distill strategy. Simulation and Unitree G1 experiments show that the proposed method can transfer short human style exemplars to diverse robot motion contents, reduce contact and jitter artifacts compared with animation-oriented style-transfer baselines, and achieve a 96.0% success rate over 125 reported real-robot trials. The results demonstrate the feasibility of using short human motion exemplars as reusable bionic sources for physically executable expressive humanoid motion.

CVAug 2, 2024
Boosting Gaze Object Prediction via Pixel-level Supervision from Vision Foundation Model

Yang Jin, Lei Zhang, Shi Yan et al.

Gaze object prediction (GOP) aims to predict the category and location of the object that a human is looking at. Previous methods utilized box-level supervision to identify the object that a person is looking at, but struggled with semantic ambiguity, ie, a single box may contain several items since objects are close together. The Vision foundation model (VFM) has improved in object segmentation using box prompts, which can reduce confusion by more precisely locating objects, offering advantages for fine-grained prediction of gaze objects. This paper presents a more challenging gaze object segmentation (GOS) task, which involves inferring the pixel-level mask corresponding to the object captured by human gaze behavior. In particular, we propose that the pixel-level supervision provided by VFM can be integrated into gaze object prediction to mitigate semantic ambiguity. This leads to our gaze object detection and segmentation framework that enables accurate pixel-level predictions. Different from previous methods that require additional head input or ignore head features, we propose to automatically obtain head features from scene features to ensure the model's inference efficiency and flexibility in the real world. Moreover, rather than directly fuse features to predict gaze heatmap as in existing methods, which may overlook spatial location and subtle details of the object, we develop a space-to-object gaze regression method to facilitate human-object gaze interaction. Specifically, it first constructs an initial human-object spatial connection, then refines this connection by interacting with semantically clear features in the segmentation branch, ultimately predicting a gaze heatmap for precise localization. Extensive experiments on GOO-Synth and GOO-Real datasets demonstrate the effectiveness of our method.

AINov 12, 2025
Lumine: An Open Recipe for Building Generalist Agents in 3D Open Worlds

Weihao Tan, Xiangyang Li, Yunhao Fang et al.

We introduce Lumine, the first open recipe for developing generalist agents capable of completing hours-long complex missions in real time within challenging 3D open-world environments. Lumine adopts a human-like interaction paradigm that unifies perception, reasoning, and action in an end-to-end manner, powered by a vision-language model. It processes raw pixels at 5 Hz to produce precise 30 Hz keyboard-mouse actions and adaptively invokes reasoning only when necessary. Trained in Genshin Impact, Lumine successfully completes the entire five-hour Mondstadt main storyline on par with human-level efficiency and follows natural language instructions to perform a broad spectrum of tasks in both 3D open-world exploration and 2D GUI manipulation across collection, combat, puzzle-solving, and NPC interaction. In addition to its in-domain performance, Lumine demonstrates strong zero-shot cross-game generalization. Without any fine-tuning, it accomplishes 100-minute missions in Wuthering Waves and the full five-hour first chapter of Honkai: Star Rail. These promising results highlight Lumine's effectiveness across distinct worlds and interaction dynamics, marking a concrete step toward generalist agents in open-ended environments.

CVOct 31, 2024
Stereo-Talker: Audio-driven 3D Human Synthesis with Prior-Guided Mixture-of-Experts

Xiang Deng, Youxin Pang, Xiaochen Zhao et al.

This paper introduces Stereo-Talker, a novel one-shot audio-driven human video synthesis system that generates 3D talking videos with precise lip synchronization, expressive body gestures, temporally consistent photo-realistic quality, and continuous viewpoint control. The process follows a two-stage approach. In the first stage, the system maps audio input to high-fidelity motion sequences, encompassing upper-body gestures and facial expressions. To enrich motion diversity and authenticity, large language model (LLM) priors are integrated with text-aligned semantic audio features, leveraging LLMs' cross-modal generalization power to enhance motion quality. In the second stage, we improve diffusion-based video generation models by incorporating a prior-guided Mixture-of-Experts (MoE) mechanism: a view-guided MoE focuses on view-specific attributes, while a mask-guided MoE enhances region-based rendering stability. Additionally, a mask prediction module is devised to derive human masks from motion data, enhancing the stability and accuracy of masks and enabling mask guiding during inference. We also introduce a comprehensive human video dataset with 2,203 identities, covering diverse body gestures and detailed annotations, facilitating broad generalization. The code, data, and pre-trained models will be released for research purposes.

CVMar 6, 2025
High-Precision Transformer-Based Visual Servoing for Humanoid Robots in Aligning Tiny Objects

Jialong Xue, Wei Gao, Yu Wang et al.

High-precision tiny object alignment remains a common and critical challenge for humanoid robots in real-world. To address this problem, this paper proposes a vision-based framework for precisely estimating and controlling the relative position between a handheld tool and a target object for humanoid robots, e.g., a screwdriver tip and a screw head slot. By fusing images from the head and torso cameras on a robot with its head joint angles, the proposed Transformer-based visual servoing method can correct the handheld tool's positional errors effectively, especially at a close distance. Experiments on M4-M8 screws demonstrate an average convergence error of 0.8-1.3 mm and a success rate of 93\%-100\%. Through comparative analysis, the results validate that this capability of high-precision tiny object alignment is enabled by the Distance Estimation Transformer architecture and the Multi-Perception-Head mechanism proposed in this paper.

CVMar 15, 2024
Den-SOFT: Dense Space-Oriented Light Field DataseT for 6-DOF Immersive Experience

Xiaohang Yu, Zhengxian Yang, Shi Pan et al.

We have built a custom mobile multi-camera large-space dense light field capture system, which provides a series of high-quality and sufficiently dense light field images for various scenarios. Our aim is to contribute to the development of popular 3D scene reconstruction algorithms such as IBRnet, NeRF, and 3D Gaussian splitting. More importantly, the collected dataset, which is much denser than existing datasets, may also inspire space-oriented light field reconstruction, which is potentially different from object-centric 3D reconstruction, for immersive VR/AR experiences. We utilized a total of 40 GoPro 10 cameras, capturing images of 5k resolution. The number of photos captured for each scene is no less than 1000, and the average density (view number within a unit sphere) is 134.68. It is also worth noting that our system is capable of efficiently capturing large outdoor scenes. Addressing the current lack of large-space and dense light field datasets, we made efforts to include elements such as sky, reflections, lights and shadows that are of interest to researchers in the field of 3D reconstruction during the data capture process. Finally, we validated the effectiveness of our provided dataset on three popular algorithms and also integrated the reconstructed 3DGS results into the Unity engine, demonstrating the potential of utilizing our datasets to enhance the realism of virtual reality (VR) and create feasible interactive spaces. The dataset is available at our project website.

AIOct 27, 2025
Game-TARS: Pretrained Foundation Models for Scalable Generalist Multimodal Game Agents

Zihao Wang, Xujing Li, Yining Ye et al. · pku

We present Game-TARS, a generalist game agent trained with a unified, scalable action space anchored to human-aligned native keyboard-mouse inputs. Unlike API- or GUI-based approaches, this paradigm enables large-scale continual pre-training across heterogeneous domains, including OS, web, and simulation games. Game-TARS is pre-trained on over 500B tokens with diverse trajectories and multimodal data. Key techniques include a decaying continual loss to reduce causal confusion and an efficient Sparse-Thinking strategy that balances reasoning depth and inference cost. Experiments show that Game-TARS achieves about 2 times the success rate over the previous sota model on open-world Minecraft tasks, is close to the generality of fresh humans in unseen web 3d games, and outperforms GPT-5, Gemini-2.5-Pro, and Claude-4-Sonnet in FPS benchmarks. Scaling results on training-time and test-time confirm that the unified action space sustains improvements when scaled to cross-game and multimodal data. Our results demonstrate that simple, scalable action representations combined with large-scale pre-training provide a promising path toward generalist agents with broad computer-use abilities.

CVMar 22, 2023
LightPainter: Interactive Portrait Relighting with Freehand Scribble

Yiqun Mei, He Zhang, Xuaner Zhang et al.

Recent portrait relighting methods have achieved realistic results of portrait lighting effects given a desired lighting representation such as an environment map. However, these methods are not intuitive for user interaction and lack precise lighting control. We introduce LightPainter, a scribble-based relighting system that allows users to interactively manipulate portrait lighting effect with ease. This is achieved by two conditional neural networks, a delighting module that recovers geometry and albedo optionally conditioned on skin tone, and a scribble-based module for relighting. To train the relighting module, we propose a novel scribble simulation procedure to mimic real user scribbles, which allows our pipeline to be trained without any human annotations. We demonstrate high-quality and flexible portrait lighting editing capability with both quantitative and qualitative experiments. User study comparisons with commercial lighting editing tools also demonstrate consistent user preference for our method.

IVFeb 11, 2022
Give me a knee radiograph, I will tell you where the knee joint area is: a deep convolutional neural network adventure

Shi Yan, Taghi Ramazanian, Elham Sagheb et al.

Knee pain is undoubtedly the most common musculoskeletal symptom that impairs quality of life, confines mobility and functionality across all ages. Knee pain is clinically evaluated by routine radiographs, where the widespread adoption of radiographic images and their availability at low cost, make them the principle component in the assessment of knee pain and knee pathologies, such as arthritis, trauma, and sport injuries. However, interpretation of the knee radiographs is still highly subjective, and overlapping structures within the radiographs and the large volume of images needing to be analyzed on a daily basis, make interpretation challenging for both naive and experienced practitioners. There is thus a need to implement an artificial intelligence strategy to objectively and automatically interpret knee radiographs, facilitating triage of abnormal radiographs in a timely fashion. The current work proposes an accurate and effective pipeline for autonomous detection, localization, and classification of knee joint area in plain radiographs combining the You Only Look Once (YOLO v3) deep convolutional neural network with a large and fully-annotated knee radiographs dataset. The present work is expected to stimulate more interest from the deep learning computer vision community to this pragmatic and clinical application.

CVJan 30, 2021
A fast method for simultaneous reconstruction and segmentation in X-ray CT application

Yiqiu Dong, Chunlin Wu, Shi Yan

In this paper, we propose a fast method for simultaneous reconstruction and segmentation (SRS) in X-ray computed tomography (CT). Our work is based on the SRS model where Bayes' rule and the maximum a posteriori (MAP) are used on hidden Markov measure field model (HMMFM). The original method leads to a logarithmic-summation (log-sum) term, which is non-separable to the classification index. The minimization problem in the model was solved by using constrained gradient descend method, Frank-Wolfe algorithm, which is very time-consuming especially when dealing with large-scale CT problems. The starting point of this paper is the commutativity of log-sum operations, where the log-sum problem could be transformed into a sum-log problem by introducing an auxiliary variable. The corresponding sum-log problem for the SRS model is separable. After applying alternating minimization method, this problem turns into several easy-to-solve convex sub-problems. In the paper, we also study an improved model by adding Tikhonov regularization, and give some convergence results. Experimental results demonstrate that the proposed algorithms could produce comparable results with the original SRS method with much less CPU time.

CVMay 22, 2018
Convexity Shape Prior for Level Set based Image Segmentation Method

Shi Yan, Xue-cheng Tai, Jun Liu et al.

We propose a geometric convexity shape prior preservation method for variational level set based image segmentation methods. Our method is built upon the fact that the level set of a convex signed distanced function must be convex. This property enables us to transfer a complicated geometrical convexity prior into a simple inequality constraint on the function. An active set based Gauss-Seidel iteration is used to handle this constrained minimization problem to get an efficient algorithm. We apply our method to region and edge based level set segmentation models including Chan-Vese (CV) model with guarantee that the segmented region will be convex. Experimental results show the effectiveness and quality of the proposed model and algorithm.

CVJan 5, 2018
FOTS: Fast Oriented Text Spotting with a Unified Network

Xuebo Liu, Ding Liang, Shi Yan et al.

Incidental scene text spotting is considered one of the most difficult and valuable challenges in the document analysis community. Most existing methods treat text detection and recognition as separate tasks. In this work, we propose a unified end-to-end trainable Fast Oriented Text Spotting (FOTS) network for simultaneous detection and recognition, sharing computation and visual information among the two complementary tasks. Specially, RoIRotate is introduced to share convolutional features between detection and recognition. Benefiting from convolution sharing strategy, our FOTS has little computation overhead compared to baseline text detection network, and the joint training method learns more generic features to make our method perform better than these two-stage methods. Experiments on ICDAR 2015, ICDAR 2017 MLT, and ICDAR 2013 datasets demonstrate that the proposed method outperforms state-of-the-art methods significantly, which further allows us to develop the first real-time oriented text spotting system which surpasses all previous state-of-the-art results by more than 5% on ICDAR 2015 text spotting task while keeping 22.6 fps.