Jingbo Wang

CV
h-index46
88papers
8,297citations
Novelty55%
AI Score63

88 Papers

CVSep 14, 2023Code
Unified Human-Scene Interaction via Prompted Chain-of-Contacts

Zeqi Xiao, Tai Wang, Jingbo Wang et al. · cmu

Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .

CVApr 10, 2022Code
Fashionformer: A simple, Effective and Unified Baseline for Human Fashion Segmentation and Recognition

Shilin Xu, Xiangtai Li, Jingbo Wang et al.

Human fashion understanding is one crucial computer vision task since it has comprehensive information for real-world applications. This focus on joint human fashion segmentation and attribute recognition. Contrary to the previous works that separately model each task as a multi-head prediction problem, our insight is to bridge these two tasks with one unified model via vision transformer modeling to benefit each task. In particular, we introduce the object query for segmentation and the attribute query for attribute prediction. Both queries and their corresponding features can be linked via mask prediction. Then we adopt a two-stream query learning framework to learn the decoupled query representations.We design a novel Multi-Layer Rendering module for attribute stream to explore more fine-grained features. The decoder design shares the same spirit as DETR. Thus we name the proposed method \textit{Fahsionformer}. Extensive experiments on three human fashion datasets illustrate the effectiveness of our approach. In particular, our method with the same backbone achieve \textbf{relative 10\% improvements} than previous works in case of \textit{a joint metric (AP$^{\text{mask}}_{\text{IoU+F}_1}$) for both segmentation and attribute recognition}. To the best of our knowledge, we are the first unified end-to-end vision transformer framework for human fashion analysis. We hope this simple yet effective method can serve as a new flexible baseline for fashion analysis. Code is available at https://github.com/xushilin1/FashionFormer.

CVMay 30, 2022Code
Compressible-composable NeRF via Rank-residual Decomposition

Jiaxiang Tang, Xiaokang Chen, Jingbo Wang et al.

Neural Radiance Field (NeRF) has emerged as a compelling method to represent 3D objects and scenes for photo-realistic rendering. However, its implicit representation causes difficulty in manipulating the models like the explicit mesh representation. Several recent advances in NeRF manipulation are usually restricted by a shared renderer network, or suffer from large model size. To circumvent the hurdle, in this paper, we present an explicit neural field representation that enables efficient and convenient manipulation of models. To achieve this goal, we learn a hybrid tensor rank decomposition of the scene without neural networks. Motivated by the low-rank approximation property of the SVD algorithm, we propose a rank-residual learning strategy to encourage the preservation of primary information in lower ranks. The model size can then be dynamically adjusted by rank truncation to control the levels of detail, achieving near-optimal compression without extra optimization. Furthermore, different models can be arbitrarily transformed and composed into one scene by concatenating along the rank dimension. The growth of storage cost can also be mitigated by compressing the unimportant objects in the composed scene. We demonstrate that our method is able to achieve comparable rendering quality to state-of-the-art methods, while enabling extra capability of compression and composition. Code will be made available at https://github.com/ashawkey/CCNeRF.

CVAug 17, 2023Code
Synthesizing Physically Plausible Human Motions in 3D Scenes

Liang Pan, Jingbo Wang, Buzhen Huang et al.

We present a physics-based character control framework for synthesizing human-scene interactions. Recent advances adopt physics simulation to mitigate artifacts produced by data-driven kinematic approaches. However, existing physics-based methods mainly focus on single-object environments, resulting in limited applicability in realistic 3D scenes with multi-objects. To address such challenges, we propose a framework that enables physically simulated characters to perform long-term interaction tasks in diverse, cluttered, and unseen 3D scenes. The key idea is to decouple human-scene interactions into two fundamental processes, Interacting and Navigating, which motivates us to construct two reusable Controllers, namely InterCon and NavCon. Specifically, InterCon uses two complementary policies to enable characters to enter or leave the interacting state with a particular object (e.g., sitting on a chair or getting up). To realize navigation in cluttered environments, we introduce NavCon, where a trajectory following policy enables characters to track pre-planned collision-free paths. Benefiting from the divide and conquer strategy, we can train all policies in simple environments and directly apply them in complex multi-object scenes through coordination from a rule-based scheduler. Video and code are available at https://github.com/liangpan99/InterScene.

CVJul 19, 2023
DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering

Wei Cheng, Ruixiang Chen, Wanqi Yin et al.

Realistic human-centric rendering plays a key role in both computer vision and computer graphics. Rapid progress has been made in the algorithm aspect over the years, yet existing human-centric rendering datasets and benchmarks are rather impoverished in terms of diversity, which are crucial for rendering effect. Researchers are usually constrained to explore and evaluate a small set of rendering problems on current datasets, while real-world applications require methods to be robust across different scenarios. In this work, we present DNA-Rendering, a large-scale, high-fidelity repository of human performance data for neural actor rendering. DNA-Rendering presents several alluring attributes. First, our dataset contains over 1500 human subjects, 5000 motion sequences, and 67.5M frames' data volume. Second, we provide rich assets for each subject -- 2D/3D human body keypoints, foreground masks, SMPLX models, cloth/accessory materials, multi-view images, and videos. These assets boost the current method's accuracy on downstream rendering tasks. Third, we construct a professional multi-view system to capture data, which contains 60 synchronous cameras with max 4096 x 3000 resolution, 15 fps speed, and stern camera calibration steps, ensuring high-quality resources for task training and evaluation. Along with the dataset, we provide a large-scale and quantitative benchmark in full-scale, with multiple tasks to evaluate the existing progress of novel view synthesis, novel pose animation synthesis, and novel identity rendering methods. In this manuscript, we describe our DNA-Rendering effort as a revealing of new observations, challenges, and future directions to human-centric rendering. The dataset, code, and benchmarks will be publicly available at https://dna-rendering.github.io/

CVMay 25, 2022
Towards Diverse and Natural Scene-aware 3D Human Motion Synthesis

Jingbo Wang, Yu Rong, Jingyuan Liu et al.

The ability to synthesize long-term human motion sequences in real-world scenes can facilitate numerous applications. Previous approaches for scene-aware motion synthesis are constrained by pre-defined target objects or positions and thus limit the diversity of human-scene interactions for synthesized motions. In this paper, we focus on the problem of synthesizing diverse scene-aware human motions under the guidance of target action sequences. To achieve this, we first decompose the diversity of scene-aware human motions into three aspects, namely interaction diversity (e.g. sitting on different objects with different poses in the given scenes), path diversity (e.g. moving to the target locations following different paths), and the motion diversity (e.g. having various body movements during moving). Based on this factorized scheme, a hierarchical framework is proposed, with each sub-module responsible for modeling one aspect. We assess the effectiveness of our framework on two challenging datasets for scene-aware human motion synthesis. The experiment results show that the proposed framework remarkably outperforms previous methods in terms of diversity and naturalness.

CVMar 23, 2023
Task-Oriented Human-Object Interactions Generation with Implicit Neural Representations

Quanzhou Li, Jingbo Wang, Chen Change Loy et al.

Digital human motion synthesis is a vibrant research field with applications in movies, AR/VR, and video games. Whereas methods were proposed to generate natural and realistic human motions, most only focus on modeling humans and largely ignore object movements. Generating task-oriented human-object interaction motions in simulation is challenging. For different intents of using the objects, humans conduct various motions, which requires the human first to approach the objects and then make them move consistently with the human instead of staying still. Also, to deploy in downstream applications, the synthesized motions are desired to be flexible in length, providing options to personalize the predicted motions for various purposes. To this end, we propose TOHO: Task-Oriented Human-Object Interactions Generation with Implicit Neural Representations, which generates full human-object interaction motions to conduct specific tasks, given only the task type, the object, and a starting human status. TOHO generates human-object motions in three steps: 1) it first estimates the keyframe poses of conducting a task given the task type and object information; 2) then, it infills the keyframes and generates continuous motions; 3) finally, it applies a compact closed-form object motion estimation to generate the object motion. Our method generates continuous motions that are parameterized only by the temporal coordinate, which allows for upsampling or downsampling of the sequence to arbitrary frames and adjusting the motion speeds by designing the temporal coordinate vector. We demonstrate the effectiveness of our method, both qualitatively and quantitatively. This work takes a step further toward general human-scene interaction simulation.

QUANT-PHMay 30
Solving 2D Black Scholes Equation via Hermitian Block Embedding and Generalised Quantum Signal Processing

James W. Greenwell, Jingbo Wang, Des Hill

The Black Scholes equation provides a fundamental model for the no arbitrage pricing of financial derivatives. After finite difference discretisation, the pricing problem can be formulated as a finite dimensional linear algebra problem involving the inverse of a non Hermitian time step matrix. Recent advances in quantum linear algebra algorithms, particularly the generalised quantum signal processing (GQSP)algorithm, enable matrix functions to be implemented through polynomial transformations of a suitable unitary or Hermitian form. In this paper, we develop a Hermitian block embedding method that enables GQSP to be applied to the two dimensional Black Scholes equation. Numerical simulations for two asset European call options are performed to evaluate the proposed approach. GQSP based solutions are benchmarked against the classical polynomial approximation with backward Euler finite difference method, showing close agreement. This indicates that the Hermitian block embedding construction accurately captures the dynamics of the original non Hermitian operator. These results demonstrate the feasibility of combining Hermitian block embeddings with GQSP for multidimensional Black Scholes problems and provide a proof of principle for applying modern quantum linear algebra techniques to option pricing.

CVNov 27, 2023Code
InterControl: Zero-shot Human Interaction Generation by Controlling Every Joint

Zhenzhi Wang, Jingbo Wang, Yixuan Li et al.

Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators. Code is available at https://github.com/zhenzhiwang/intercontrol

CVJun 1, 2023
Interactive Character Control with Auto-Regressive Motion Diffusion Models

Yi Shi, Jingbo Wang, Xuekun Jiang et al.

Real-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning. These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods.

LGMay 26
SL-BiLEM: Structured Learnable Behavior-in-the-Loop Epidemic Modeling for Forecasting and Policy Evaluation

Haochun Wang, Sendong Zhao, Jingbo Wang et al.

Epidemic forecasting faces a fundamental challenge: human behavior dynamically responds to disease spread, creating feedback loops that induce distribution shifts at policy intervention points. This renders data-driven models unreliable under distribution shift. We propose \textbf{SL-BiLEM} (Structured Learnable Behavior-in-the-Loop Epidemic Model), leveraging physical constraints as regularization for robust extrapolation. The framework decomposes effective transmission as $β_{\text{eff}}(t,g) = β_0(g) \times m_{\text{policy}}(t) \times m_{\text{media}}(t) \times m_{\text{comp}}(t,g)$, where monotonicity, smoothness, and bounded-jump constraints on the learned compliance function maintain predictive validity under novel policy regimes. Beyond forecasting, SL-BiLEM enables counterfactual analysis for intervention decision support. We validate forecasting on three real-world datasets (cruise ship, school influenza, and school-district COVID-19 surveillance) and evaluate counterfactual recovery on synthetic benchmarks with known ground truth. SL-BiLEM demonstrates: (1) 76\% improvement over neural-mechanistic baselines, with only 53\% OOD degradation versus 1142\% for neural baselines under policy-induced shift; (2) 100\% bootstrap CI coverage across 27 synthetic counterfactual experiments; and (3) Treatment Effect Accuracy exceeding 0.85. These results establish SL-BiLEM as an interpretable tool for public health decision-makers seeking accurate prediction and principled intervention planning.

LGJul 17, 2023
Certifying the Fairness of KNN in the Presence of Dataset Bias

Yannan Li, Jingbo Wang, Chao Wang

We propose a method for certifying the fairness of the classification result of a widely used supervised learning algorithm, the k-nearest neighbors (KNN), under the assumption that the training data may have historical bias caused by systematic mislabeling of samples from a protected minority group. To the best of our knowledge, this is the first certification method for KNN based on three variants of the fairness definition: individual fairness, $ε$-fairness, and label-flipping fairness. We first define the fairness certification problem for KNN and then propose sound approximations of the complex arithmetic computations used in the state-of-the-art KNN algorithm. This is meant to lift the computation results from the concrete domain to an abstract domain, to reduce the computational cost. We show effectiveness of this abstract interpretation based technique through experimental evaluation on six datasets widely used in the fairness research literature. We also show that the method is accurate enough to obtain fairness certifications for a large number of test inputs, despite the presence of historical bias in the datasets.

CVNov 29, 2023
Cinematic Behavior Transfer via NeRF-based Differentiable Filming

Xuekun Jiang, Anyi Rao, Jingbo Wang et al.

In the evolving landscape of digital media and video production, the precise manipulation and reproduction of visual elements like camera movements and character actions are highly desired. Existing SLAM methods face limitations in dynamic scenes and human pose estimation often focuses on 2D projections, neglecting 3D statuses. To address these issues, we first introduce a reverse filming behavior estimation technique. It optimizes camera trajectories by leveraging NeRF as a differentiable renderer and refining SMPL tracks. We then introduce a cinematic transfer pipeline that is able to transfer various shot types to a new 2D video or a 3D virtual environment. The incorporation of 3D engine workflow enables superior rendering and control abilities, which also achieves a higher rating in the user study.

ROMar 14
Humanoid Goalkeeper: Learning from Position Conditioned Task-Motion Constraints

Junli Ren, Junfeng Long, Tao Huang et al.

We present a reinforcement learning framework for autonomous goalkeeping with humanoid robots in real-world scenarios. While prior work has demonstrated similar capabilities on quadrupedal platforms, humanoid goalkeeping introduces two critical challenges: (1) generating natural, human-like whole-body motions, and (2) covering a wider guarding range with an equivalent response time. Unlike existing approaches that rely on separate teleoperation or fixed motion tracking for whole-body control, our method learns a single end-to-end RL policy, enabling fully autonomous, highly dynamic, and human-like robot-object interactions. To achieve this, we integrate multiple human motion priors conditioned on perceptual inputs into the RL training via an adversarial scheme. We demonstrate the effectiveness of our method through real-world experiments, where the humanoid robot successfully performs agile, autonomous, and naturalistic interceptions of fast-moving balls. In addition to goalkeeping, we demonstrate the generalization of our approach through tasks such as ball escaping and grabbing. Our work presents a practical and scalable solution for enabling highly dynamic interactions between robots and moving objects, advancing the field toward more adaptive and lifelike robotic behaviors.

SEJul 17, 2023
Systematic Testing of the Data-Poisoning Robustness of KNN

Yannan Li, Jingbo Wang, Chao Wang

Data poisoning aims to compromise a machine learning based software component by contaminating its training set to change its prediction results for test inputs. Existing methods for deciding data-poisoning robustness have either poor accuracy or long running time and, more importantly, they can only certify some of the truly-robust cases, but remain inconclusive when certification fails. In other words, they cannot falsify the truly-non-robust cases. To overcome this limitation, we propose a systematic testing based method, which can falsify as well as certify data-poisoning robustness for a widely used supervised-learning technique named k-nearest neighbors (KNN). Our method is faster and more accurate than the baseline enumeration method, due to a novel over-approximate analysis in the abstract domain, to quickly narrow down the search space, and systematic testing in the concrete domain, to find the actual violations. We have evaluated our method on a set of supervised-learning datasets. Our results show that the method significantly outperforms state-of-the-art techniques, and can decide data-poisoning robustness of KNN prediction results for most of the test inputs.

ROMay 21
Imagine2Real: Towards Zero-shot Humanoid-Object Interaction via Video Generative Priors

Jiahe Chen, ZiRui Wang, Feiyu Jia et al.

Whole-body Humanoid-Object Interaction (HOI) is bottlenecked by the scarcity of high-fidelity 3D data. While video generative priors offer a promising alternative, existing methods suffer from \textit{Representation Misalignment} due to their reliance on geometric priors (e.g., explicit CAD models), and \textit{Retargeting Complexity} arising from intensive morphing and morphological mismatch. We propose Imagine2Real, a zero-shot HOI framework for flexible, geometry-free interaction. To resolve misalignment, we formulate robot and object motions as unified 4D point trajectories. To overcome retargeting complexity, our Keypoints Tracker tracks only sparse critical points (base, hands, and object), entirely bypassing the error-amplifying retargeting process. To maintain natural gaits despite these sparse signals, we utilize the latent space of a Behavior Foundation Model (BFM) as the tracker's search domain. Using a progressive training strategy, Imagine2Real learns robust behaviors with simple tracking rewards, enabling zero-shot physical deployment within a motion capture(mocap) system.

ROMar 26
Fast-dVLA: Accelerating Discrete Diffusion VLA to Real-Time Performance

Wenxuan Song, Jiayi Chen, Shuai Chen et al.

This paper proposes a novel approach to address the challenge that pretrained VLA models often fail to effectively improve performance and reduce adaptation costs during standard supervised finetuning (SFT). Some advanced finetuning methods with auxiliary training objectives can improve performance and reduce the number of convergence steps. However, they typically incur significant computational overhead due to the additional losses from auxiliary tasks. To simultaneously achieve the enhanced capabilities of auxiliary training with the simplicity of standard SFT, we decouple the two objectives of auxiliary task training within the parameter space, namely, enhancing general capabilities and fitting task-specific action distributions. To deliver this goal, we only need to train the model to converge on a small-scale task set using two distinct training strategies. The difference between the resulting model parameters can then be interpreted as capability vectors provided by auxiliary tasks. These vectors are then merged with pretrained parameters to form a capability-enhanced meta model. Moreover, when standard SFT is augmented with a lightweight orthogonal regularization loss, the merged model attains performance comparable to auxiliary finetuned baselines with reduced computational overhead. Experimental results demonstrate that this approach is highly effective across diverse robot tasks. Project page: https://chris1220313648.github.io/Fast-dVLA/

CVDec 4, 2023Code
EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation

Wenyang Zhou, Zhiyang Dou, Zeyu Cao et al.

We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.

ROApr 14
Scalable and General Whole-Body Control for Cross-Humanoid Locomotion

Yufei Xue, YunFeng Lin, Wentao Dong et al.

Learning-based whole-body controllers have become a key driver for humanoid robots, yet most existing approaches require robot-specific training. In this paper, we study the problem of cross-embodiment humanoid control and show that a single policy can robustly generalize across a wide range of humanoid robot designs with one-time training. We introduce XHugWBC, a novel cross-embodiment training framework that enables generalist humanoid control through: (1) physics-consistent morphological randomization, (2) semantically aligned observation and action spaces across diverse humanoid robots, and (3) effective policy architectures modeling morphological and dynamical properties. XHugWBC is not tied to any specific robot. Instead, it internalizes a broad distribution of morphological and dynamical characteristics during training. By learning motion priors from diverse randomized embodiments, the policy acquires a strong structural bias that supports zero-shot transfer to previously unseen robots. Experiments on twelve simulated humanoids and seven real-world robots demonstrate the strong generalization and robustness of the resulting universal controller.

CVApr 4, 2024Code
SemGrasp: Semantic Grasp Generation via Language Aligned Discretization

Kailin Li, Jingbo Wang, Lixin Yang et al.

Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.

CVDec 28, 2025
EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation

Libo Zhang, Zekun Li, Tianyu Li et al.

Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.

ROFeb 13
CLOT: Closed-Loop Global Motion Tracking for Whole-Body Humanoid Teleoperation

Tengjie Zhu, Guanyu Cai, Yang Zhaohui et al.

Long-horizon whole-body humanoid teleoperation remains challenging due to accumulated global pose drift, particularly on full-sized humanoids. Although recent learning-based tracking methods enable agile and coordinated motions, they typically operate in the robot's local frame and neglect global pose feedback, leading to drift and instability during extended execution. In this work, we present CLOT, a real-time whole-body humanoid teleoperation system that achieves closed-loop global motion tracking via high-frequency localization feedback. CLOT synchronizes operator and robot poses in a closed loop, enabling drift-free human-to-humanoid mimicry over long timehorizons. However, directly imposing global tracking rewards in reinforcement learning, often results in aggressive and brittle corrections. To address this, we propose a data-driven randomization strategy that decouples observation trajectories from reward evaluation, enabling smooth and stable global corrections. We further regularize the policy with an adversarial motion prior to suppress unnatural behaviors. To support CLOT, we collect 20 hours of carefully curated human motion data for training the humanoid teleoperation policy. We design a transformer-based policy and train it for over 1300 GPU hours. The policy is deployed on a full-sized humanoid with 31 DoF (excluding hands). Both simulation and real-world experiments verify high-dynamic motion, high-precision tracking, and strong robustness in sim-to-real humanoid teleoperation. Motion data, demos and code can be found in our website.

ROFeb 2
HumanX: Toward Agile and Generalizable Humanoid Interaction Skills from Human Videos

Yinhuai Wang, Qihan Zhao, Yuen Fui Lau et al.

Enabling humanoid robots to perform agile and adaptive interactive tasks has long been a core challenge in robotics. Current approaches are bottlenecked by either the scarcity of realistic interaction data or the need for meticulous, task-specific reward engineering, which limits their scalability. To narrow this gap, we present HumanX, a full-stack framework that compiles human video into generalizable, real-world interaction skills for humanoids, without task-specific rewards. HumanX integrates two co-designed components: XGen, a data generation pipeline that synthesizes diverse and physically plausible robot interaction data from video while supporting scalable data augmentation; and XMimic, a unified imitation learning framework that learns generalizable interaction skills. Evaluated across five distinct domains--basketball, football, badminton, cargo pickup, and reactive fighting--HumanX successfully acquires 10 different skills and transfers them zero-shot to a physical Unitree G1 humanoid. The learned capabilities include complex maneuvers such as pump-fake turnaround fadeaway jumpshots without any external perception, as well as interactive tasks like sustained human-robot passing sequences over 10 consecutive cycles--learned from a single video demonstration. Our experiments show that HumanX achieves over 8 times higher generalization success than prior methods, demonstrating a scalable and task-agnostic pathway for learning versatile, real-world robot interactive skills.

SEApr 24
Efficient Symbolic Execution of Software under Fault Attacks

Yuzhou Fang, Chenyu Zhou, Jingbo Wang et al.

We propose a symbolic execution method for analyzing the safety of software under fault attacks both accurately and efficiently. Fault attacks leverage physically injected hardware faults in an embedded system to break the safety of a software program. While there are existing methods for analyzing the impact of maliciously injected hardware faults on the embedded software, they suffer from inaccurate fault modeling and inefficient fault analysis. To overcome these limitations, we propose two novel techniques. First, we propose a new fault modeling technique that leverages automated program transformation to add symbolic variables to the original program, to accurately model the new program behavior induced by the injected faults. This new fault modeling approach has two advantages over existing techniques: (a) the fault-induced program behavior is closely related to what attackers exploit in practice and (b) the automatically transformed program may be analyzed by any downstream fault analysis algorithm. Second, we propose an efficient symbolic execution algorithm that is designed specifically for conducting fault analysis on the transformed program. It leverages two pruning techniques to mitigate path explosion. We have implemented the proposed method and evaluated it on a variety of benchmark programs. The experimental results show that our method significantly outperforms the state-of-the-art techniques. Compared to the current state-of-the-art, it is able to detect previously-missed safety violations and at the same time avoid bogus violations. Furthermore, compared to the baseline algorithm, our optimized symbolic execution algorithm can be orders-of-magnitude faster.

CLMay 18
Easier to Judge than to Find: Predicting In-Context Learning Success for Demonstration Selection

Haochun Wang, Chaofen Yang, Jiatong Liu et al.

In-context learning (ICL) is highly sensitive to which demonstrations appear in the prompt, but selecting them is expensive because the space of possible demonstration contexts and combinations is enormous. We argue that demonstration selection is \emph{easier to judge than to find}: predicting whether a specific query--context pair $(q,D)$ will succeed is cheaper and more general than searching for an optimal $D^\star$. Based on this insight, we propose DiSP, a sample-and-judge framework that stratifies queries by difficulty. DiSP runs random demonstration trials to estimate success rate of each training query, trains a lightweight router to predict difficulty from the query, and trains level-specific judges for sampled demonstrations. At inference, DiSP performs stop-on-acceptance judging under an explicit budget, emitting diagnostic risk tags when no suitable context is found. Across five classification datasets with Llama~3--8B and Qwen~2.5--7B, DiSP achieves the best average accuracy, improving over strong learned selection baselines by up to 3.4\%, while achieving up to $23\times$ end-to-end wall-clock speedup.

ROMar 27
DFM-VLA: Iterative Action Refinement for Robot Manipulation via Discrete Flow Matching

Jiayi Chen, Wenxuan Song, Shuai Chen et al.

Vision--Language--Action (VLA) models that encode actions using a discrete tokenization scheme are increasingly adopted for robotic manipulation, but existing decoding paradigms remain fundamentally limited. Whether actions are decoded sequentially by autoregressive VLAs or in parallel by discrete diffusion VLAs, once a token is generated, it is typically fixed and cannot be revised in subsequent iterations, so early token errors cannot be effectively corrected later. We propose DFM-VLA, a discrete flow matching VLA for iterative refinement of action tokens. DFM-VLA~models a token-level probability velocity field that dynamically updates the full action sequence across refinement iterations. We investigate two ways to construct the velocity field: an auxiliary velocity-head formulation and an action-embedding-guided formulation. Our framework further adopts a two-stage decoding strategy with an iterative refinement stage followed by deterministic validation for stable convergence. Extensive experiments on CALVIN, LIBERO, and real-world manipulation tasks show that DFM-VLA consistently outperforms strong autoregressive, discrete diffusion, and continuous diffusion baselines in manipulation performance while retaining high inference efficiency. In particular, DFM-VLA achieves an average success length of 4.44 on CALVIN and an average success rate of 95.7\% on LIBERO, highlighting the value of action refinement via discrete flow matching for robotic manipulation. Our project is available \url{https://chris1220313648.github.io/DFM-VLA/}

LGSep 5, 2024
FairQuant: Certifying and Quantifying Fairness of Deep Neural Networks

Brian Hyeongseok Kim, Jingbo Wang, Chao Wang

We propose a method for formally certifying and quantifying individual fairness of deep neural networks (DNN). Individual fairness guarantees that any two individuals who are identical except for a legally protected attribute (e.g., gender or race) receive the same treatment. While there are existing techniques that provide such a guarantee, they tend to suffer from lack of scalability or accuracy as the size and input dimension of the DNN increase. Our method overcomes this limitation by applying abstraction to a symbolic interval based analysis of the DNN followed by iterative refinement guided by the fairness property. Furthermore, our method lifts the symbolic interval based analysis from conventional qualitative certification to quantitative certification, by computing the percentage of individuals whose classification outputs are provably fair, instead of merely deciding if the DNN is fair. We have implemented our method and evaluated it on deep neural networks trained on four popular fairness research datasets. The experimental results show that our method is not only more accurate than state-of-the-art techniques but also several orders-of-magnitude faster.

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.

ROMar 30
Feel Robot Feels: Tactile Feedback Array Glove for Dexterous Manipulation

Feiyu Jia, Xiaojie Niu, Sizhe Yang et al.

Teleoperation is a key approach for collecting high-quality, physically consistent demonstrations for robotic manipulation. However, teleoperation for dexterous manipulation remains constrained by: (i) inaccurate hand-robot motion mapping, which limits teleoperated dexterity, and (ii) limited tactile feedback that forces vision-dominated interaction and hinders perception of contact geometry and force variation. To address these challenges, we present TAG, a low-cost glove system that integrates precise hand motion capture with high-resolution tactile feedback, enabling effective tactile-in-the-loop dexterous teleoperation. For motion capture, TAG employs a non-contact magnetic sensing design that provides drift-free, electromagnetically robust 21-DoF joint tracking with joint angle estimation errors below 1 degree. Meanwhile, to restore tactile sensation, TAG equips each finger with a 32-actuator tactile array within a compact 2 cm^2 module, allowing operators to directly feel physical interactions at the robot end-effector through spatial activation patterns. Through real-world teleoperation experiments and user studies, we show that TAG enables reliable real-time perception of contact geometry and dynamic force, improves success rates in contact-rich teleoperation tasks, and increases the reliability of demonstration data collection for learning-based manipulation.

AINov 4, 2025
Optimal-Agent-Selection: State-Aware Routing Framework for Efficient Multi-Agent Collaboration

Jingbo Wang, Sendong Zhao, Haochun Wang et al.

The emergence of multi-agent systems powered by large language models (LLMs) has unlocked new frontiers in complex task-solving, enabling diverse agents to integrate unique expertise, collaborate flexibly, and address challenges unattainable for individual models. However, the full potential of such systems is hindered by rigid agent scheduling and inefficient coordination strategies that fail to adapt to evolving task requirements. In this paper, we propose STRMAC, a state-aware routing framework designed for efficient collaboration in multi-agent systems. Our method separately encodes interaction history and agent knowledge to power the router, which adaptively selects the most suitable single agent at each step for efficient and effective collaboration. Furthermore, we introduce a self-evolving data generation approach that accelerates the collection of high-quality execution paths for efficient system training. Experiments on challenging collaborative reasoning benchmarks demonstrate that our method achieves state-of-the-art performance, achieving up to 23.8% improvement over baselines and reducing data collection overhead by up to 90.1% compared to exhaustive search.

AIJan 8
Orchestrating Intelligence: Confidence-Aware Routing for Efficient Multi-Agent Collaboration across Multi-Scale Models

Jingbo Wang, Sendong Zhao, Jiatong Liu et al.

While multi-agent systems (MAS) have demonstrated superior performance over single-agent approaches in complex reasoning tasks, they often suffer from significant computational inefficiencies. Existing frameworks typically deploy large language models (LLMs) uniformly across all agent roles, failing to account for the varying cognitive demands of different reasoning stages. We address this inefficiency by proposing OI-MAS framework, a novel multi-agent framework that implements an adaptive model-selection policy across a heterogeneous pool of multi-scale LLMs. Specifically, OI-MAS introduces a state-dependent routing mechanism that dynamically selects agent roles and model scales throughout the reasoning process. In addition, we introduce a confidence-aware mechanism that selects appropriate model scales conditioned on task complexity, thus reducing unnecessary reliance on large-scale models. Experimental results show that OI-MAS consistently outperforms baseline multi-agent systems, improving accuracy by up to 12.88\% while reducing cost by up to 79.78\%.

GRJul 16, 2025Code
MOSPA: Human Motion Generation Driven by Spatial Audio

Shuyang Xu, Zhiyang Dou, Mingyi Shi et al.

Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation

CVNov 25, 2024Code
MotionWavelet: Human Motion Prediction via Wavelet Manifold Learning

Yuming Feng, Zhiyang Dou, Ling-Hao Chen et al. · tsinghua

Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.

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/

QUANT-PHSep 3, 2024
Learning out-of-time-ordered correlators with classical kernel methods

John Tanner, Jason Pye, Jingbo Wang

Out-of-Time Ordered Correlators (OTOCs) are widely used to investigate information scrambling in quantum systems. However, directly computing OTOCs with classical computers is an expensive procedure. This is due to the need to classically simulate the dynamics of quantum many-body systems, which entails computational costs that scale rapidly with system size. Similarly, exact simulation of the dynamics with a quantum computer (QC) will either only be possible for short times with noisy intermediate-scale quantum (NISQ) devices, or will require a fault-tolerant QC which is currently beyond technological capabilities. This motivates a search for alternative approaches to determine OTOCs and related quantities. In this study, we explore four parameterised sets of Hamiltonians describing local one-dimensional quantum systems of interest in condensed matter physics. For each set, we investigate whether classical kernel methods (KMs) can accurately learn the XZ-OTOC and a particular sum of OTOCs, as functions of the Hamiltonian parameters. We frame the problem as a regression task, generating small batches of labelled data with classical tensor network methods for quantum many-body systems with up to 40 qubits. Using this data, we train a variety of standard kernel machines and observe that the Laplacian and radial basis function (RBF) kernels perform best, achieving a coefficient of determination (\(R^2\)) on the testing sets of at least 0.7167, with averages between 0.8112 and 0.9822 for the various sets of Hamiltonians, together with small root mean squared error and mean absolute error. Hence, after training, the models can replace further uses of tensor networks for calculating an OTOC function of a system within the parameterised sets. Accordingly, the proposed method can assist with extensive evaluations of an OTOC function.

QUANT-PHDec 12, 2025
Maritime object classification with SAR imagery using quantum kernel methods

John Tanner, Nicholas Davies, Pascal Elahi et al.

Illegal, unreported, and unregulated (IUU) fishing causes global economic losses of \$10-25 billion annually and undermines marine sustainability and governance. Synthetic Aperture Radar (SAR) provides reliable maritime surveillance under all weather and lighting conditions, but classifying small maritime objects in SAR imagery remains challenging. We investigate quantum machine learning for this task, focusing on Quantum Kernel Methods (QKMs) applied to real and complex SAR chips extracted from the SARFish dataset. We tackle two binary classification problems, the first for distinguishing vessels from non-vessels, and the second for distinguishing fishing vessels from other types of vessels. We compare QKMs applied to real and complex SAR chips against classical Laplacian, RBF, and linear kernels applied to real SAR chips. Using noiseless numerical simulations of the quantum kernels, we find that QKMs are capable of obtaining equal or better performance than the classical kernel on these tasks in the best case, but do not demonstrate a clear advantage for the complex SAR data. This work presents the first application of QKMs to maritime classification in SAR imagery and offers insight into the potential and current limitations of quantum-enhanced learning for maritime surveillance.

QUANT-PHFeb 16
Quantum Reservoir Computing with Neutral Atoms on a Small, Complex, Medical Dataset

Luke Antoncich, Yuben Moodley, Ugo Varetto et al.

Biomarker-based prediction of clinical outcomes is challenging due to nonlinear relationships, correlated features, and the limited size of many medical datasets. Classical machine-learning methods can struggle under these conditions, motivating the search for alternatives. In this work, we investigate quantum reservoir computing (QRC), using both noiseless emulation and hardware execution on the neutral-atom Rydberg processor \textit{Aquila}. We evaluate performance with six classical machine-learning models and use SHAP to generate feature subsets. We find that models trained on emulated quantum features achieve mean test accuracies comparable to those trained on classical features, but have higher training accuracies and greater variability over data splits, consistent with overfitting. When comparing hardware execution of QRC to noiseless emulation, the models are more robust over different data splits and often exhibit statistically significant improvements in mean test accuracy. This combination of improved accuracy and increased stability is suggestive of a regularising effect induced by hardware execution. To investigate the origin of this behaviour, we examine the statistical differences between hardware and emulated quantum feature distributions. We find that hardware execution applies a structured, time-dependent transformation characterised by compression toward the mean and a progressive reduction in mutual information relative to emulation.

CVApr 30, 2024
MotionLCM: Real-time Controllable Motion Generation via Latent Consistency Model

Wenxun Dai, Ling-Hao Chen, Jingbo Wang et al. · tsinghua

This work introduces MotionLCM, extending controllable motion generation to a real-time level. Existing methods for spatial-temporal control in text-conditioned motion generation suffer from significant runtime inefficiency. To address this issue, we first propose the motion latent consistency model (MotionLCM) for motion generation, building on the motion latent diffusion model. By adopting one-step (or few-step) inference, we further improve the runtime efficiency of the motion latent diffusion model for motion generation. To ensure effective controllability, we incorporate a motion ControlNet within the latent space of MotionLCM and enable explicit control signals (i.e., initial motions) in the vanilla motion space to further provide supervision for the training process. By employing these techniques, our approach can generate human motions with text and control signals in real-time. Experimental results demonstrate the remarkable generation and controlling capabilities of MotionLCM while maintaining real-time runtime efficiency.

CVJan 18, 2024Code
RMP-SAM: Towards Real-Time Multi-Purpose Segment Anything

Shilin Xu, Haobo Yuan, Qingyu Shi et al.

Recent segmentation methods, which adopt large-scale data training and transformer architecture, aim to create one foundation model that can perform multiple tasks. However, most of these methods rely on heavy encoder and decoder frameworks, hindering their performance in real-time scenarios. To explore real-time segmentation, recent advancements primarily focus on semantic segmentation within specific environments, such as autonomous driving. However, they often overlook the generalization ability of these models across diverse scenarios. Therefore, to fill this gap, this work explores a novel real-time segmentation setting called real-time multi-purpose segmentation. It contains three fundamental sub-tasks: interactive segmentation, panoptic segmentation, and video instance segmentation. Unlike previous methods, which use a specific design for each task, we aim to use only a single end-to-end model to accomplish all these tasks in real-time. To meet real-time requirements and balance multi-task learning, we present a novel dynamic convolution-based method, Real-Time Multi-Purpose SAM (RMP-SAM). It contains an efficient encoder and an efficient decoupled adapter to perform prompt-driven decoding. Moreover, we further explore different training strategies and one new adapter design to boost co-training performance further. We benchmark several strong baselines by extending existing works to support our multi-purpose segmentation. Extensive experiments demonstrate that RMP-SAM is effective and generalizes well on proposed benchmarks and other specific semantic tasks. Our implementation of RMP-SAM achieves the optimal balance between accuracy and speed for these tasks.Our code and model are available at https://github.com/xushilin1/RAP-SAM/.

CVMar 31, 2022Code
Point Scene Understanding via Disentangled Instance Mesh Reconstruction

Jiaxiang Tang, Xiaokang Chen, Jingbo Wang et al.

Semantic scene reconstruction from point cloud is an essential and challenging task for 3D scene understanding. This task requires not only to recognize each instance in the scene, but also to recover their geometries based on the partial observed point cloud. Existing methods usually attempt to directly predict occupancy values of the complete object based on incomplete point cloud proposals from a detection-based backbone. However, this framework always fails to reconstruct high fidelity mesh due to the obstruction of various detected false positive object proposals and the ambiguity of incomplete point observations for learning occupancy values of complete objects. To circumvent the hurdle, we propose a Disentangled Instance Mesh Reconstruction (DIMR) framework for effective point scene understanding. A segmentation-based backbone is applied to reduce false positive object proposals, which further benefits our exploration on the relationship between recognition and reconstruction. Based on the accurate proposals, we leverage a mesh-aware latent code space to disentangle the processes of shape completion and mesh generation, relieving the ambiguity caused by the incomplete point observations. Furthermore, with access to the CAD model pool at test time, our model can also be used to improve the reconstruction quality by performing mesh retrieval without extra training. We thoroughly evaluate the reconstructed mesh quality with multiple metrics, and demonstrate the superiority of our method on the challenging ScanNet dataset. Code is available at \url{https://github.com/ashawkey/dimr}.

CVApr 3, 2020Code
Context Prior for Scene Segmentation

Changqian Yu, Jingbo Wang, Changxin Gao et al.

Recent works have widely explored the contextual dependencies to achieve more accurate segmentation results. However, most approaches rarely distinguish different types of contextual dependencies, which may pollute the scene understanding. In this work, we directly supervise the feature aggregation to distinguish the intra-class and inter-class context clearly. Specifically, we develop a Context Prior with the supervision of the Affinity Loss. Given an input image and corresponding ground truth, Affinity Loss constructs an ideal affinity map to supervise the learning of Context Prior. The learned Context Prior extracts the pixels belonging to the same category, while the reversed prior focuses on the pixels of different classes. Embedded into a conventional deep CNN, the proposed Context Prior Layer can selectively capture the intra-class and inter-class contextual dependencies, leading to robust feature representation. To validate the effectiveness, we design an effective Context Prior Network (CPNet). Extensive quantitative and qualitative evaluations demonstrate that the proposed model performs favorably against state-of-the-art semantic segmentation approaches. More specifically, our algorithm achieves 46.3% mIoU on ADE20K, 53.9% mIoU on PASCAL-Context, and 81.3% mIoU on Cityscapes. Code is available at https://git.io/ContextPrior.

SYMay 5
HyParLyVe: Hyperplane Partitioning for Neural Lyapunov Verification

Jesse Wayment, Brian Yarbrough, Jingbo Wang et al.

This work introduces HyParLyVe (Hyperplane Partitioned Lyapunov Verifier), a novel algorithm for sound and complete verification of neural Lyapunov candidates by interpreting shallow ReLU networks as hyperplane arrangements. This perspective reduces positive definiteness verification to a finite set of vertex evaluations, and the decrease condition to a bounded optimization problem over each region. We formally prove correctness of the proposed verification procedures and demonstrate that HyParLyVe achieves significant speedups over state-of-the-art methods.

CVMar 25, 2025
TokenHSI: Unified Synthesis of Physical Human-Scene Interactions through Task Tokenization

Liang Pan, Zeshi Yang, Zhiyang Dou et al.

Synthesizing diverse and physically plausible Human-Scene Interactions (HSI) is pivotal for both computer animation and embodied AI. Despite encouraging progress, current methods mainly focus on developing separate controllers, each specialized for a specific interaction task. This significantly hinders the ability to tackle a wide variety of challenging HSI tasks that require the integration of multiple skills, e.g., sitting down while carrying an object. To address this issue, we present TokenHSI, a single, unified transformer-based policy capable of multi-skill unification and flexible adaptation. The key insight is to model the humanoid proprioception as a separate shared token and combine it with distinct task tokens via a masking mechanism. Such a unified policy enables effective knowledge sharing across skills, thereby facilitating the multi-task training. Moreover, our policy architecture supports variable length inputs, enabling flexible adaptation of learned skills to new scenarios. By training additional task tokenizers, we can not only modify the geometries of interaction targets but also coordinate multiple skills to address complex tasks. The experiments demonstrate that our approach can significantly improve versatility, adaptability, and extensibility in various HSI tasks. Website: https://liangpan99.github.io/TokenHSI/

CVApr 30, 2024
PACER+: On-Demand Pedestrian Animation Controller in Driving Scenarios

Jingbo Wang, Zhengyi Luo, Ye Yuan et al.

We address the challenge of content diversity and controllability in pedestrian simulation for driving scenarios. Recent pedestrian animation frameworks have a significant limitation wherein they primarily focus on either following trajectory [46] or the content of the reference video [57], consequently overlooking the potential diversity of human motion within such scenarios. This limitation restricts the ability to generate pedestrian behaviors that exhibit a wider range of variations and realistic motions and therefore restricts its usage to provide rich motion content for other components in the driving simulation system, e.g., suddenly changed motion to which the autonomous vehicle should respond. In our approach, we strive to surpass the limitation by showcasing diverse human motions obtained from various sources, such as generated human motions, in addition to following the given trajectory. The fundamental contribution of our framework lies in combining the motion tracking task with trajectory following, which enables the tracking of specific motion parts (e.g., upper body) while simultaneously following the given trajectory by a single policy. This way, we significantly enhance both the diversity of simulated human motion within the given scenario and the controllability of the content, including language-based control. Our framework facilitates the generation of a wide range of human motions, contributing to greater realism and adaptability in pedestrian simulations for driving scenarios. More information is on our project page https://wangjingbo1219.github.io/papers/CVPR2024_PACER_PLUS/PACERPLUSPage.html .

CVDec 19, 2024
ScaMo: Exploring the Scaling Law in Autoregressive Motion Generation Model

Shunlin Lu, Jingbo Wang, Zeyu Lu et al. · tsinghua

The scaling law has been validated in various domains, such as natural language processing (NLP) and massive computer vision tasks; however, its application to motion generation remains largely unexplored. In this paper, we introduce a scalable motion generation framework that includes the motion tokenizer Motion FSQ-VAE and a text-prefix autoregressive transformer. Through comprehensive experiments, we observe the scaling behavior of this system. For the first time, we confirm the existence of scaling laws within the context of motion generation. Specifically, our results demonstrate that the normalized test loss of our prefix autoregressive models adheres to a logarithmic law in relation to compute budgets. Furthermore, we also confirm the power law between Non-Vocabulary Parameters, Vocabulary Parameters, and Data Tokens with respect to compute budgets respectively. Leveraging the scaling law, we predict the optimal transformer size, vocabulary size, and data requirements for a compute budget of $1e18$. The test loss of the system, when trained with the optimal model size, vocabulary size, and required data, aligns precisely with the predicted test loss, thereby validating the scaling law.

CVMar 19, 2025
MotionStreamer: Streaming Motion Generation via Diffusion-based Autoregressive Model in Causal Latent Space

Lixing Xiao, Shunlin Lu, Huaijin Pi et al.

This paper addresses the challenge of text-conditioned streaming motion generation, which requires us to predict the next-step human pose based on variable-length historical motions and incoming texts. Existing methods struggle to achieve streaming motion generation, e.g., diffusion models are constrained by pre-defined motion lengths, while GPT-based methods suffer from delayed response and error accumulation problem due to discretized non-causal tokenization. To solve these problems, we propose MotionStreamer, a novel framework that incorporates a continuous causal latent space into a probabilistic autoregressive model. The continuous latents mitigate information loss caused by discretization and effectively reduce error accumulation during long-term autoregressive generation. In addition, by establishing temporal causal dependencies between current and historical motion latents, our model fully utilizes the available information to achieve accurate online motion decoding. Experiments show that our method outperforms existing approaches while offering more applications, including multi-round generation, long-term generation, and dynamic motion composition. Project Page: https://zju3dv.github.io/MotionStreamer/

CVMay 30, 2025
Visual Embodied Brain: Let Multimodal Large Language Models See, Think, and Control in Spaces

Gen Luo, Ganlin Yang, Ziyang Gong et al.

The remarkable progress of Multimodal Large Language Models (MLLMs) has attracted increasing attention to extend them to physical entities like legged robot. This typically requires MLLMs to not only grasp multimodal understanding abilities, but also integrate visual-spatial reasoning and physical interaction capabilities. Nevertheless,existing methods struggle to unify these capabilities due to their fundamental differences.In this paper, we present the Visual Embodied Brain (VeBrain), a unified framework for perception, reasoning, and control in real world. VeBrain reformulates robotic control into common text-based MLLM tasks in the 2D visual space, thus unifying the objectives and mapping spaces of different tasks. Then, a novel robotic adapter is proposed to convert textual control signals from MLLMs to motion policies of real robots. From the data perspective, we further introduce VeBrain-600k, a high-quality instruction dataset encompassing various capabilities of VeBrain. In VeBrain-600k, we take hundreds of hours to collect, curate and annotate the data, and adopt multimodal chain-of-thought(CoT) to mix the different capabilities into a single conversation. Extensive experiments on 13 multimodal benchmarks and 5 spatial intelligence benchmarks demonstrate the superior performance of VeBrain to existing MLLMs like Qwen2.5-VL. When deployed to legged robots and robotic arms, VeBrain shows strong adaptability, flexibility, and compositional capabilities compared to existing methods. For example, compared to Qwen2.5-VL, VeBrain not only achieves substantial gains on MMVet by +5.6%, but also excels in legged robot tasks with +50% average gains.

CVApr 25, 2024
TELA: Text to Layer-wise 3D Clothed Human Generation

Junting Dong, Qi Fang, Zehuan Huang et al.

This paper addresses the task of 3D clothed human generation from textural descriptions. Previous works usually encode the human body and clothes as a holistic model and generate the whole model in a single-stage optimization, which makes them struggle for clothing editing and meanwhile lose fine-grained control over the whole generation process. To solve this, we propose a layer-wise clothed human representation combined with a progressive optimization strategy, which produces clothing-disentangled 3D human models while providing control capacity for the generation process. The basic idea is progressively generating a minimal-clothed human body and layer-wise clothes. During clothing generation, a novel stratified compositional rendering method is proposed to fuse multi-layer human models, and a new loss function is utilized to help decouple the clothing model from the human body. The proposed method achieves high-quality disentanglement, which thereby provides an effective way for 3D garment generation. Extensive experiments demonstrate that our approach achieves state-of-the-art 3D clothed human generation while also supporting cloth editing applications such as virtual try-on. Project page: http://jtdong.com/tela_layer/

CVNov 26, 2024
DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters

Mingze Sun, Junhao Chen, Junting Dong et al.

Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. The code and dataset will be made public for academic use upon acceptance.

CVDec 10, 2024
DiffSensei: Bridging Multi-Modal LLMs and Diffusion Models for Customized Manga Generation

Jianzong Wu, Chao Tang, Jingbo Wang et al.

Story visualization, the task of creating visual narratives from textual descriptions, has seen progress with text-to-image generation models. However, these models often lack effective control over character appearances and interactions, particularly in multi-character scenes. To address these limitations, we propose a new task: \textbf{customized manga generation} and introduce \textbf{DiffSensei}, an innovative framework specifically designed for generating manga with dynamic multi-character control. DiffSensei integrates a diffusion-based image generator with a multimodal large language model (MLLM) that acts as a text-compatible identity adapter. Our approach employs masked cross-attention to seamlessly incorporate character features, enabling precise layout control without direct pixel transfer. Additionally, the MLLM-based adapter adjusts character features to align with panel-specific text cues, allowing flexible adjustments in character expressions, poses, and actions. We also introduce \textbf{MangaZero}, a large-scale dataset tailored to this task, containing 43,264 manga pages and 427,147 annotated panels, supporting the visualization of varied character interactions and movements across sequential frames. Extensive experiments demonstrate that DiffSensei outperforms existing models, marking a significant advancement in manga generation by enabling text-adaptable character customization. The project page is https://jianzongwu.github.io/projects/diffsensei/.