Minyue Dai

CV
h-index8
3papers
58citations
Novelty52%
AI Score46

3 Papers

CVJul 9, 2025Code
Go to Zero: Towards Zero-shot Motion Generation with Million-scale Data

Ke Fan, Shunlin Lu, Minyue Dai et al.

Generating diverse and natural human motion sequences based on textual descriptions constitutes a fundamental and challenging research area within the domains of computer vision, graphics, and robotics. Despite significant advancements in this field, current methodologies often face challenges regarding zero-shot generalization capabilities, largely attributable to the limited size of training datasets. Moreover, the lack of a comprehensive evaluation framework impedes the advancement of this task by failing to identify directions for improvement. In this work, we aim to push text-to-motion into a new era, that is, to achieve the generalization ability of zero-shot. To this end, firstly, we develop an efficient annotation pipeline and introduce MotionMillion-the largest human motion dataset to date, featuring over 2,000 hours and 2 million high-quality motion sequences. Additionally, we propose MotionMillion-Eval, the most comprehensive benchmark for evaluating zero-shot motion generation. Leveraging a scalable architecture, we scale our model to 7B parameters and validate its performance on MotionMillion-Eval. Our results demonstrate strong generalization to out-of-domain and complex compositional motions, marking a significant step toward zero-shot human motion generation. The code is available at https://github.com/VankouF/MotionMillion-Codes.

CVMar 20
Controllable Text-to-Motion Generation via Modular Body-Part Phase Control

Minyue Dai, Ke Fan, Anyi Rao et al.

Text-to-motion (T2M) generation is becoming a practical tool for animation and interactive avatars. However, modifying specific body parts while maintaining overall motion coherence remains challenging. Existing methods typically rely on cumbersome, high-dimensional joint constraints (e.g., trajectories), which hinder user-friendly, iterative refinement. To address this, we propose Modular Body-Part Phase Control, a plug-and-play framework enabling structured, localized editing via a compact, scalar-based phase interface. By modeling body-part latent motion channels as sinusoidal phase signals characterized by amplitude, frequency, phase shift, and offset, we extract interpretable codes that capture part-specific dynamics. A modular Phase ControlNet branch then injects this signal via residual feature modulation, seamlessly decoupling control from the generative backbone. Experiments on both diffusion- and flow-based models demonstrate that our approach provides predictable and fine-grained control over motion magnitude, speed, and timing. It preserves global motion coherence and offers a practical paradigm for controllable T2M generation. Project page: https://jixiii.github.io/bp-phase-project-page/

CVMar 11, 2025
Towards Synthesized and Editable Motion In-Betweening Through Part-Wise Phase Representation

Minyue Dai, Ke Fan, Bin Ji et al.

Styled motion in-betweening is crucial for computer animation and gaming. However, existing methods typically encode motion styles by modeling whole-body motions, often overlooking the representation of individual body parts. This limitation reduces the flexibility of infilled motion, particularly in adjusting the motion styles of specific limbs independently. To overcome this challenge, we propose a novel framework that models motion styles at the body-part level, enhancing both the diversity and controllability of infilled motions. Our approach enables more nuanced and expressive animations by allowing precise modifications to individual limb motions while maintaining overall motion coherence. Leveraging phase-related insights, our framework employs periodic autoencoders to automatically extract the phase of each body part, capturing distinctive local style features. Additionally, we effectively decouple the motion source from synthesis control by integrating motion manifold learning and conditional generation techniques from both image and motion domains. This allows the motion source to generate high-quality motions across various styles, with extracted motion and style features readily available for controlled synthesis in subsequent tasks. Comprehensive evaluations demonstrate that our method achieves superior speed, robust generalization, and effective generation of extended motion sequences.