Ailing Zeng

CV
h-index32
61papers
10,051citations
Novelty54%
AI Score63

61 Papers

CVMar 13, 2023Code
Lite DETR : An Interleaved Multi-Scale Encoder for Efficient DETR

Feng Li, Ailing Zeng, Shilong Liu et al.

Recent DEtection TRansformer-based (DETR) models have obtained remarkable performance. Its success cannot be achieved without the re-introduction of multi-scale feature fusion in the encoder. However, the excessively increased tokens in multi-scale features, especially for about 75\% of low-level features, are quite computationally inefficient, which hinders real applications of DETR models. In this paper, we present Lite DETR, a simple yet efficient end-to-end object detection framework that can effectively reduce the GFLOPs of the detection head by 60\% while keeping 99\% of the original performance. Specifically, we design an efficient encoder block to update high-level features (corresponding to small-resolution feature maps) and low-level features (corresponding to large-resolution feature maps) in an interleaved way. In addition, to better fuse cross-scale features, we develop a key-aware deformable attention to predict more reliable attention weights. Comprehensive experiments validate the effectiveness and efficiency of the proposed Lite DETR, and the efficient encoder strategy can generalize well across existing DETR-based models. The code will be available in \url{https://github.com/IDEA-Research/Lite-DETR}.

AIMay 26, 2022Code
Are Transformers Effective for Time Series Forecasting?

Ailing Zeng, Muxi Chen, Lei Zhang et al.

Recently, there has been a surge of Transformer-based solutions for the long-term time series forecasting (LTSF) task. Despite the growing performance over the past few years, we question the validity of this line of research in this work. Specifically, Transformers is arguably the most successful solution to extract the semantic correlations among the elements in a long sequence. However, in time series modeling, we are to extract the temporal relations in an ordered set of continuous points. While employing positional encoding and using tokens to embed sub-series in Transformers facilitate preserving some ordering information, the nature of the \emph{permutation-invariant} self-attention mechanism inevitably results in temporal information loss. To validate our claim, we introduce a set of embarrassingly simple one-layer linear models named LTSF-Linear for comparison. Experimental results on nine real-life datasets show that LTSF-Linear surprisingly outperforms existing sophisticated Transformer-based LTSF models in all cases, and often by a large margin. Moreover, we conduct comprehensive empirical studies to explore the impacts of various design elements of LTSF models on their temporal relation extraction capability. We hope this surprising finding opens up new research directions for the LTSF task. We also advocate revisiting the validity of Transformer-based solutions for other time series analysis tasks (e.g., anomaly detection) in the future. Code is available at: \url{https://github.com/cure-lab/LTSF-Linear}.

CVJun 12, 2023Code
detrex: Benchmarking Detection Transformers

Tianhe Ren, Shilong Liu, Feng Li et al.

The DEtection TRansformer (DETR) algorithm has received considerable attention in the research community and is gradually emerging as a mainstream approach for object detection and other perception tasks. However, the current field lacks a unified and comprehensive benchmark specifically tailored for DETR-based models. To address this issue, we develop a unified, highly modular, and lightweight codebase called detrex, which supports a majority of the mainstream DETR-based instance recognition algorithms, covering various fundamental tasks, including object detection, segmentation, and pose estimation. We conduct extensive experiments under detrex and perform a comprehensive benchmark for DETR-based models. Moreover, we enhance the performance of detection transformers through the refinement of training hyper-parameters, providing strong baselines for supported algorithms.We hope that detrex could offer research communities a standardized and unified platform to evaluate and compare different DETR-based models while fostering a deeper understanding and driving advancements in DETR-based instance recognition. Our code is available at https://github.com/IDEA-Research/detrex. The project is currently being actively developed. We encourage the community to use detrex codebase for further development and contributions.

CVJul 29, 2023Code
Effective Whole-body Pose Estimation with Two-stages Distillation

Zhendong Yang, Ailing Zeng, Chun Yuan et al.

Whole-body pose estimation localizes the human body, hand, face, and foot keypoints in an image. This task is challenging due to multi-scale body parts, fine-grained localization for low-resolution regions, and data scarcity. Meanwhile, applying a highly efficient and accurate pose estimator to widely human-centric understanding and generation tasks is urgent. In this work, we present a two-stage pose \textbf{D}istillation for \textbf{W}hole-body \textbf{P}ose estimators, named \textbf{DWPose}, to improve their effectiveness and efficiency. The first-stage distillation designs a weight-decay strategy while utilizing a teacher's intermediate feature and final logits with both visible and invisible keypoints to supervise the student from scratch. The second stage distills the student model itself to further improve performance. Different from the previous self-knowledge distillation, this stage finetunes the student's head with only 20% training time as a plug-and-play training strategy. For data limitations, we explore the UBody dataset that contains diverse facial expressions and hand gestures for real-life applications. Comprehensive experiments show the superiority of our proposed simple yet effective methods. We achieve new state-of-the-art performance on COCO-WholeBody, significantly boosting the whole-body AP of RTMPose-l from 64.8% to 66.5%, even surpassing RTMPose-x teacher with 65.3% AP. We release a series of models with different sizes, from tiny to large, for satisfying various downstream tasks. Our codes and models are available at https://github.com/IDEA-Research/DWPose.

CVMar 16, 2022Code
DeciWatch: A Simple Baseline for 10x Efficient 2D and 3D Pose Estimation

Ailing Zeng, Xuan Ju, Lei Yang et al.

This paper proposes a simple baseline framework for video-based 2D/3D human pose estimation that can achieve 10 times efficiency improvement over existing works without any performance degradation, named DeciWatch. Unlike current solutions that estimate each frame in a video, DeciWatch introduces a simple yet effective sample-denoise-recover framework that only watches sparsely sampled frames, taking advantage of the continuity of human motions and the lightweight pose representation. Specifically, DeciWatch uniformly samples less than 10% video frames for detailed estimation, denoises the estimated 2D/3D poses with an efficient Transformer architecture, and then accurately recovers the rest of the frames using another Transformer-based network. Comprehensive experimental results on three video-based human pose estimation and body mesh recovery tasks with four datasets validate the efficiency and effectiveness of DeciWatch. Code is available at https://github.com/cure-lab/DeciWatch.

LGJul 6, 2023Code
FITS: Modeling Time Series with $10k$ Parameters

Zhijian Xu, Ailing Zeng, Qiang Xu

In this paper, we introduce FITS, a lightweight yet powerful model for time series analysis. Unlike existing models that directly process raw time-domain data, FITS operates on the principle that time series can be manipulated through interpolation in the complex frequency domain. By discarding high-frequency components with negligible impact on time series data, FITS achieves performance comparable to state-of-the-art models for time series forecasting and anomaly detection tasks, while having a remarkably compact size of only approximately $10k$ parameters. Such a lightweight model can be easily trained and deployed in edge devices, creating opportunities for various applications. The code is available in: \url{https://github.com/VEWOXIC/FITS}

CVMar 23, 2023Code
From Knowledge Distillation to Self-Knowledge Distillation: A Unified Approach with Normalized Loss and Customized Soft Labels

Zhendong Yang, Ailing Zeng, Zhe Li et al.

Knowledge Distillation (KD) uses the teacher's prediction logits as soft labels to guide the student, while self-KD does not need a real teacher to require the soft labels. This work unifies the formulations of the two tasks by decomposing and reorganizing the generic KD loss into a Normalized KD (NKD) loss and customized soft labels for both target class (image's category) and non-target classes named Universal Self-Knowledge Distillation (USKD). We decompose the KD loss and find the non-target loss from it forces the student's non-target logits to match the teacher's, but the sum of the two non-target logits is different, preventing them from being identical. NKD normalizes the non-target logits to equalize their sum. It can be generally used for KD and self-KD to better use the soft labels for distillation loss. USKD generates customized soft labels for both target and non-target classes without a teacher. It smooths the target logit of the student as the soft target label and uses the rank of the intermediate feature to generate the soft non-target labels with Zipf's law. For KD with teachers, our NKD achieves state-of-the-art performance on CIFAR-100 and ImageNet datasets, boosting the ImageNet Top-1 accuracy of ResNet18 from 69.90% to 71.96% with a ResNet-34 teacher. For self-KD without teachers, USKD is the first self-KD method that can be effectively applied to both CNN and ViT models with negligible additional time and memory cost, resulting in new state-of-the-art results, such as 1.17% and 0.55% accuracy gains on ImageNet for MobileNet and DeiT-Tiny, respectively. Our codes are available at https://github.com/yzd-v/cls_KD.

CVFeb 3, 2023Code
Explicit Box Detection Unifies End-to-End Multi-Person Pose Estimation

Jie Yang, Ailing Zeng, Shilong Liu et al.

This paper presents a novel end-to-end framework with Explicit box Detection for multi-person Pose estimation, called ED-Pose, where it unifies the contextual learning between human-level (global) and keypoint-level (local) information. Different from previous one-stage methods, ED-Pose re-considers this task as two explicit box detection processes with a unified representation and regression supervision. First, we introduce a human detection decoder from encoded tokens to extract global features. It can provide a good initialization for the latter keypoint detection, making the training process converge fast. Second, to bring in contextual information near keypoints, we regard pose estimation as a keypoint box detection problem to learn both box positions and contents for each keypoint. A human-to-keypoint detection decoder adopts an interactive learning strategy between human and keypoint features to further enhance global and local feature aggregation. In general, ED-Pose is conceptually simple without post-processing and dense heatmap supervision. It demonstrates its effectiveness and efficiency compared with both two-stage and one-stage methods. Notably, explicit box detection boosts the pose estimation performance by 4.5 AP on COCO and 9.9 AP on CrowdPose. For the first time, as a fully end-to-end framework with a L1 regression loss, ED-Pose surpasses heatmap-based Top-down methods under the same backbone by 1.2 AP on COCO and achieves the state-of-the-art with 76.6 AP on CrowdPose without bells and whistles. Code is available at https://github.com/IDEA-Research/ED-Pose.

CVSep 6, 2022Code
ViTKD: Practical Guidelines for ViT feature knowledge distillation

Zhendong Yang, Zhe Li, Ailing Zeng et al.

Knowledge Distillation (KD) for Convolutional Neural Network (CNN) is extensively studied as a way to boost the performance of a small model. Recently, Vision Transformer (ViT) has achieved great success on many computer vision tasks and KD for ViT is also desired. However, besides the output logit-based KD, other feature-based KD methods for CNNs cannot be directly applied to ViT due to the huge structure gap. In this paper, we explore the way of feature-based distillation for ViT. Based on the nature of feature maps in ViT, we design a series of controlled experiments and derive three practical guidelines for ViT's feature distillation. Some of our findings are even opposite to the practices in the CNN era. Based on the three guidelines, we propose our feature-based method ViTKD which brings consistent and considerable improvement to the student. On ImageNet-1k, we boost DeiT-Tiny from 74.42% to 76.06%, DeiT-Small from 80.55% to 81.95%, and DeiT-Base from 81.76% to 83.46%. Moreover, ViTKD and the logit-based KD method are complementary and can be applied together directly. This combination can further improve the performance of the student. Specifically, the student DeiT-Tiny, Small, and Base achieve 77.78%, 83.59%, and 85.41%, respectively. The code is available at https://github.com/yzd-v/cls_KD.

CVSep 29, 2023
SMPLer-X: Scaling Up Expressive Human Pose and Shape Estimation

Zhongang Cai, Wanqi Yin, Ailing Zeng et al.

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods still depend largely on a confined set of training datasets. In this work, we investigate scaling up EHPS towards the first generalist foundation model (dubbed SMPLer-X), with up to ViT-Huge as the backbone and training with up to 4.5M instances from diverse data sources. With big data and the large model, SMPLer-X exhibits strong performance across diverse test benchmarks and excellent transferability to even unseen environments. 1) For the data scaling, we perform a systematic investigation on 32 EHPS datasets, including a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. 2) For the model scaling, we take advantage of vision transformers to study the scaling law of model sizes in EHPS. Moreover, our finetuning strategy turn SMPLer-X into specialist models, allowing them to achieve further performance boosts. Notably, our foundation model SMPLer-X consistently delivers state-of-the-art results on seven benchmarks such as AGORA (107.2 mm NMVE), UBody (57.4 mm PVE), EgoBody (63.6 mm PVE), and EHF (62.3 mm PVE without finetuning). Homepage: https://caizhongang.github.io/projects/SMPLer-X/

CVApr 28, 2022
HuMMan: Multi-Modal 4D Human Dataset for Versatile Sensing and Modeling

Zhongang Cai, Daxuan Ren, Ailing Zeng et al.

4D human sensing and modeling are fundamental tasks in vision and graphics with numerous applications. With the advances of new sensors and algorithms, there is an increasing demand for more versatile datasets. In this work, we contribute HuMMan, a large-scale multi-modal 4D human dataset with 1000 human subjects, 400k sequences and 60M frames. HuMMan has several appealing properties: 1) multi-modal data and annotations including color images, point clouds, keypoints, SMPL parameters, and textured meshes; 2) popular mobile device is included in the sensor suite; 3) a set of 500 actions, designed to cover fundamental movements; 4) multiple tasks such as action recognition, pose estimation, parametric human recovery, and textured mesh reconstruction are supported and evaluated. Extensive experiments on HuMMan voice the need for further study on challenges such as fine-grained action recognition, dynamic human mesh reconstruction, point cloud-based parametric human recovery, and cross-device domain gaps.

CVOct 19, 2023
HumanTOMATO: Text-aligned Whole-body Motion Generation

Shunlin Lu, Ling-Hao Chen, Ailing Zeng et al. · tsinghua

This work targets a novel text-driven whole-body motion generation task, which takes a given textual description as input and aims at generating high-quality, diverse, and coherent facial expressions, hand gestures, and body motions simultaneously. Previous works on text-driven motion generation tasks mainly have two limitations: they ignore the key role of fine-grained hand and face controlling in vivid whole-body motion generation, and lack a good alignment between text and motion. To address such limitations, we propose a Text-aligned whOle-body Motion generATiOn framework, named HumanTOMATO, which is the first attempt to our knowledge towards applicable holistic motion generation in this research area. To tackle this challenging task, our solution includes two key designs: (1) a Holistic Hierarchical VQ-VAE (aka H$^2$VQ) and a Hierarchical-GPT for fine-grained body and hand motion reconstruction and generation with two structured codebooks; and (2) a pre-trained text-motion-alignment model to help generated motion align with the input textual description explicitly. Comprehensive experiments verify that our model has significant advantages in both the quality of generated motions and their alignment with text.

CVAug 20, 2023Code
Neural Interactive Keypoint Detection

Jie Yang, Ailing Zeng, Feng Li et al.

This work proposes an end-to-end neural interactive keypoint detection framework named Click-Pose, which can significantly reduce more than 10 times labeling costs of 2D keypoint annotation compared with manual-only annotation. Click-Pose explores how user feedback can cooperate with a neural keypoint detector to correct the predicted keypoints in an interactive way for a faster and more effective annotation process. Specifically, we design the pose error modeling strategy that inputs the ground truth pose combined with four typical pose errors into the decoder and trains the model to reconstruct the correct poses, which enhances the self-correction ability of the model. Then, we attach an interactive human-feedback loop that allows receiving users' clicks to correct one or several predicted keypoints and iteratively utilizes the decoder to update all other keypoints with a minimum number of clicks (NoC) for efficient annotation. We validate Click-Pose in in-domain, out-of-domain scenes, and a new task of keypoint adaptation. For annotation, Click-Pose only needs 1.97 and 6.45 NoC@95 (at precision 95%) on COCO and Human-Art, reducing 31.4% and 36.3% efforts than the SOTA model (ViTPose) with manual correction, respectively. Besides, without user clicks, Click-Pose surpasses the previous end-to-end model by 1.4 AP on COCO and 3.0 AP on Human-Art. The code is available at https://github.com/IDEA-Research/Click-Pose.

CVMar 28, 2023
One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer

Jing Lin, Ailing Zeng, Haoqian Wang et al.

Whole-body mesh recovery aims to estimate the 3D human body, face, and hands parameters from a single image. It is challenging to perform this task with a single network due to resolution issues, i.e., the face and hands are usually located in extremely small regions. Existing works usually detect hands and faces, enlarge their resolution to feed in a specific network to predict the parameter, and finally fuse the results. While this copy-paste pipeline can capture the fine-grained details of the face and hands, the connections between different parts cannot be easily recovered in late fusion, leading to implausible 3D rotation and unnatural pose. In this work, we propose a one-stage pipeline for expressive whole-body mesh recovery, named OSX, without separate networks for each part. Specifically, we design a Component Aware Transformer (CAT) composed of a global body encoder and a local face/hand decoder. The encoder predicts the body parameters and provides a high-quality feature map for the decoder, which performs a feature-level upsample-crop scheme to extract high-resolution part-specific features and adopt keypoint-guided deformable attention to estimate hand and face precisely. The whole pipeline is simple yet effective without any manual post-processing and naturally avoids implausible prediction. Comprehensive experiments demonstrate the effectiveness of OSX. Lastly, we build a large-scale Upper-Body dataset (UBody) with high-quality 2D and 3D whole-body annotations. It contains persons with partially visible bodies in diverse real-life scenarios to bridge the gap between the basic task and downstream applications.

LGFeb 18, 2023Code
FrAug: Frequency Domain Augmentation for Time Series Forecasting

Muxi Chen, Zhijian Xu, Ailing Zeng et al.

Data augmentation (DA) has become a de facto solution to expand training data size for deep learning. With the proliferation of deep models for time series analysis, various time series DA techniques are proposed in the literature, e.g., cropping-, warping-, flipping-, and mixup-based methods. However, these augmentation methods mainly apply to time series classification and anomaly detection tasks. In time series forecasting (TSF), we need to model the fine-grained temporal relationship within time series segments to generate accurate forecasting results given data in a look-back window. Existing DA solutions in the time domain would break such a relationship, leading to poor forecasting accuracy. To tackle this problem, this paper proposes simple yet effective frequency domain augmentation techniques that ensure the semantic consistency of augmented data-label pairs in forecasting, named FrAug. We conduct extensive experiments on eight widely-used benchmarks with several state-of-the-art TSF deep models. Our results show that FrAug can boost the forecasting accuracy of TSF models in most cases. Moreover, we show that FrAug enables models trained with 1\% of the original training data to achieve similar performance to the ones trained on full training data, which is particularly attractive for cold-start forecasting. Finally, we show that applying test-time training with FrAug greatly improves forecasting accuracy for time series with significant distribution shifts, which often occurs in real-life TSF applications. Our code is available at https://anonymous.4open.science/r/Fraug-more-results-1785.

CVApr 9, 2023
HumanSD: A Native Skeleton-Guided Diffusion Model for Human Image Generation

Xuan Ju, Ailing Zeng, Chenchen Zhao et al.

Controllable human image generation (HIG) has numerous real-life applications. State-of-the-art solutions, such as ControlNet and T2I-Adapter, introduce an additional learnable branch on top of the frozen pre-trained stable diffusion (SD) model, which can enforce various conditions, including skeleton guidance of HIG. While such a plug-and-play approach is appealing, the inevitable and uncertain conflicts between the original images produced from the frozen SD branch and the given condition incur significant challenges for the learnable branch, which essentially conducts image feature editing for condition enforcement. In this work, we propose a native skeleton-guided diffusion model for controllable HIG called HumanSD. Instead of performing image editing with dual-branch diffusion, we fine-tune the original SD model using a novel heatmap-guided denoising loss. This strategy effectively and efficiently strengthens the given skeleton condition during model training while mitigating the catastrophic forgetting effects. HumanSD is fine-tuned on the assembly of three large-scale human-centric datasets with text-image-pose information, two of which are established in this work. As shown in Figure 1, HumanSD outperforms ControlNet in terms of accurate pose control and image quality, particularly when the given skeleton guidance is sophisticated.

CVMar 5, 2023
Human-Art: A Versatile Human-Centric Dataset Bridging Natural and Artificial Scenes

Xuan Ju, Ailing Zeng, Jianan Wang et al.

Humans have long been recorded in a variety of forms since antiquity. For example, sculptures and paintings were the primary media for depicting human beings before the invention of cameras. However, most current human-centric computer vision tasks like human pose estimation and human image generation focus exclusively on natural images in the real world. Artificial humans, such as those in sculptures, paintings, and cartoons, are commonly neglected, making existing models fail in these scenarios. As an abstraction of life, art incorporates humans in both natural and artificial scenes. We take advantage of it and introduce the Human-Art dataset to bridge related tasks in natural and artificial scenarios. Specifically, Human-Art contains 50k high-quality images with over 123k person instances from 5 natural and 15 artificial scenarios, which are annotated with bounding boxes, keypoints, self-contact points, and text information for humans represented in both 2D and 3D. It is, therefore, comprehensive and versatile for various downstream tasks. We also provide a rich set of baseline results and detailed analyses for related tasks, including human detection, 2D and 3D human pose estimation, image generation, and motion transfer. As a challenging dataset, we hope Human-Art can provide insights for relevant research and open up new research questions.

CVOct 12, 2023Code
X-Pose: Detecting Any Keypoints

Jie Yang, Ailing Zeng, Ruimao Zhang et al.

This work aims to address an advanced keypoint detection problem: how to accurately detect any keypoints in complex real-world scenarios, which involves massive, messy, and open-ended objects as well as their associated keypoints definitions. Current high-performance keypoint detectors often fail to tackle this problem due to their two-stage schemes, under-explored prompt designs, and limited training data. To bridge the gap, we propose X-Pose, a novel end-to-end framework with multi-modal (i.e., visual, textual, or their combinations) prompts to detect multi-object keypoints for any articulated (e.g., human and animal), rigid, and soft objects within a given image. Moreover, we introduce a large-scale dataset called UniKPT, which unifies 13 keypoint detection datasets with 338 keypoints across 1,237 categories over 400K instances. Training with UniKPT, X-Pose effectively aligns text-to-keypoint and image-to-keypoint due to the mutual enhancement of multi-modal prompts based on cross-modality contrastive learning. Our experimental results demonstrate that X-Pose achieves notable improvements of 27.7 AP, 6.44 PCK, and 7.0 AP compared to state-of-the-art non-promptable, visual prompt-based, and textual prompt-based methods in each respective fair setting. More importantly, the in-the-wild test demonstrates X-Pose's strong fine-grained keypoint localization and generalization abilities across image styles, object categories, and poses, paving a new path to multi-object keypoint detection in real applications. Our code and dataset are available at https://github.com/IDEA-Research/X-Pose.

CVJul 3, 2023
Motion-X: A Large-scale 3D Expressive Whole-body Human Motion Dataset

Jing Lin, Ailing Zeng, Shunlin Lu et al.

In this paper, we present Motion-X, a large-scale 3D expressive whole-body motion dataset. Existing motion datasets predominantly contain body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions. Moreover, they are primarily collected from limited laboratory scenes with textual descriptions manually labeled, which greatly limits their scalability. To overcome these limitations, we develop a whole-body motion and text annotation pipeline, which can automatically annotate motion from either single- or multi-view videos and provide comprehensive semantic labels for each video and fine-grained whole-body pose descriptions for each frame. This pipeline is of high precision, cost-effective, and scalable for further research. Based on it, we construct Motion-X, which comprises 15.6M precise 3D whole-body pose annotations (i.e., SMPL-X) covering 81.1K motion sequences from massive scenes. Besides, Motion-X provides 15.6M frame-level whole-body pose descriptions and 81.1K sequence-level semantic labels. Comprehensive experiments demonstrate the accuracy of the annotation pipeline and the significant benefit of Motion-X in enhancing expressive, diverse, and natural motion generation, as well as 3D whole-body human mesh recovery.

CVJul 8, 2024
MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions

Xuan Ju, Yiming Gao, Zhaoyang Zhang et al.

Sora's high-motion intensity and long consistent videos have significantly impacted the field of video generation, attracting unprecedented attention. However, existing publicly available datasets are inadequate for generating Sora-like videos, as they mainly contain short videos with low motion intensity and brief captions. To address these issues, we propose MiraData, a high-quality video dataset that surpasses previous ones in video duration, caption detail, motion strength, and visual quality. We curate MiraData from diverse, manually selected sources and meticulously process the data to obtain semantically consistent clips. GPT-4V is employed to annotate structured captions, providing detailed descriptions from four different perspectives along with a summarized dense caption. To better assess temporal consistency and motion intensity in video generation, we introduce MiraBench, which enhances existing benchmarks by adding 3D consistency and tracking-based motion strength metrics. MiraBench includes 150 evaluation prompts and 17 metrics covering temporal consistency, motion strength, 3D consistency, visual quality, text-video alignment, and distribution similarity. To demonstrate the utility and effectiveness of MiraData, we conduct experiments using our DiT-based video generation model, MiraDiT. The experimental results on MiraBench demonstrate the superiority of MiraData, especially in motion strength.

CVOct 2, 2023
Direct Inversion: Boosting Diffusion-based Editing with 3 Lines of Code

Xuan Ju, Ailing Zeng, Yuxuan Bian et al.

Text-guided diffusion models have revolutionized image generation and editing, offering exceptional realism and diversity. Specifically, in the context of diffusion-based editing, where a source image is edited according to a target prompt, the process commences by acquiring a noisy latent vector corresponding to the source image via the diffusion model. This vector is subsequently fed into separate source and target diffusion branches for editing. The accuracy of this inversion process significantly impacts the final editing outcome, influencing both essential content preservation of the source image and edit fidelity according to the target prompt. Prior inversion techniques aimed at finding a unified solution in both the source and target diffusion branches. However, our theoretical and empirical analyses reveal that disentangling these branches leads to a distinct separation of responsibilities for preserving essential content and ensuring edit fidelity. Building on this insight, we introduce "Direct Inversion," a novel technique achieving optimal performance of both branches with just three lines of code. To assess image editing performance, we present PIE-Bench, an editing benchmark with 700 images showcasing diverse scenes and editing types, accompanied by versatile annotations and comprehensive evaluation metrics. Compared to state-of-the-art optimization-based inversion techniques, our solution not only yields superior performance across 8 editing methods but also achieves nearly an order of speed-up.

CVApr 25, 2023
A Strong and Reproducible Object Detector with Only Public Datasets

Tianhe Ren, Jianwei Yang, Shilong Liu et al.

This work presents Focal-Stable-DINO, a strong and reproducible object detection model which achieves 64.6 AP on COCO val2017 and 64.8 AP on COCO test-dev using only 700M parameters without any test time augmentation. It explores the combination of the powerful FocalNet-Huge backbone with the effective Stable-DINO detector. Different from existing SOTA models that utilize an extensive number of parameters and complex training techniques on large-scale private data or merged data, our model is exclusively trained on the publicly available dataset Objects365, which ensures the reproducibility of our approach.

CVOct 6, 2023
Bridging the Gap between Human Motion and Action Semantics via Kinematic Phrases

Xinpeng Liu, Yong-Lu Li, Ailing Zeng et al.

Motion understanding aims to establish a reliable mapping between motion and action semantics, while it is a challenging many-to-many problem. An abstract action semantic (i.e., walk forwards) could be conveyed by perceptually diverse motions (walking with arms up or swinging). In contrast, a motion could carry different semantics w.r.t. its context and intention. This makes an elegant mapping between them difficult. Previous attempts adopted direct-mapping paradigms with limited reliability. Also, current automatic metrics fail to provide reliable assessments of the consistency between motions and action semantics. We identify the source of these problems as the significant gap between the two modalities. To alleviate this gap, we propose Kinematic Phrases (KP) that take the objective kinematic facts of human motion with proper abstraction, interpretability, and generality. Based on KP, we can unify a motion knowledge base and build a motion understanding system. Meanwhile, KP can be automatically converted from motions to text descriptions with no subjective bias, inspiring Kinematic Prompt Generation (KPG) as a novel white-box motion generation benchmark. In extensive experiments, our approach shows superiority over other methods. Our project is available at https://foruck.github.io/KP/.

CVFeb 25, 2023
Introducing Depth into Transformer-based 3D Object Detection

Hao Zhang, Hongyang Li, Ailing Zeng et al.

In this paper, we present DAT, a Depth-Aware Transformer framework designed for camera-based 3D detection. Our model is based on observing two major issues in existing methods: large depth translation errors and duplicate predictions along depth axes. To mitigate these issues, we propose two key solutions within DAT. To address the first issue, we introduce a Depth-Aware Spatial Cross-Attention (DA-SCA) module that incorporates depth information into spatial cross-attention when lifting image features to 3D space. To address the second issue, we introduce an auxiliary learning task called Depth-aware Negative Suppression loss. First, based on their reference points, we organize features as a Bird's-Eye-View (BEV) feature map. Then, we sample positive and negative features along each object ray that connects an object and a camera and train the model to distinguish between them. The proposed DA-SCA and DNS methods effectively alleviate these two problems. We show that DAT is a versatile method that enhances the performance of all three popular models, BEVFormer, DETR3D, and PETR. Our evaluation on BEVFormer demonstrates that DAT achieves a significant improvement of +2.8 NDS on nuScenes val under the same settings. Moreover, when using pre-trained VoVNet-99 as the backbone, DAT achieves strong results of 60.0 NDS and 51.5 mAP on nuScenes test. Our code will be soon.

CVJul 30, 2024
MotionCraft: Crafting Whole-Body Motion with Plug-and-Play Multimodal Controls

Yuxuan Bian, Ailing Zeng, Xuan Ju et al.

Whole-body multimodal motion generation, controlled by text, speech, or music, has numerous applications including video generation and character animation. However, employing a unified model to achieve various generation tasks with different condition modalities presents two main challenges: motion distribution drifts across different tasks (e.g., co-speech gestures and text-driven daily actions) and the complex optimization of mixed conditions with varying granularities (e.g., text and audio). Additionally, inconsistent motion formats across different tasks and datasets hinder effective training toward multimodal motion generation. In this paper, we propose MotionCraft, a unified diffusion transformer that crafts whole-body motion with plug-and-play multimodal control. Our framework employs a coarse-to-fine training strategy, starting with the first stage of text-to-motion semantic pre-training, followed by the second stage of multimodal low-level control adaptation to handle conditions of varying granularities. To effectively learn and transfer motion knowledge across different distributions, we design MC-Attn for parallel modeling of static and dynamic human topology graphs. To overcome the motion format inconsistency of existing benchmarks, we introduce MC-Bench, the first available multimodal whole-body motion generation benchmark based on the unified SMPL-X format. Extensive experiments show that MotionCraft achieves state-of-the-art performance on various standard motion generation tasks.

CVAug 12, 2024
SkillMimic: Learning Basketball Interaction Skills from Demonstrations

Yinhuai Wang, Qihan Zhao, Runyi Yu et al.

Traditional reinforcement learning methods for human-object interaction (HOI) rely on labor-intensive, manually designed skill rewards that do not generalize well across different interactions. We introduce SkillMimic, a unified data-driven framework that fundamentally changes how agents learn interaction skills by eliminating the need for skill-specific rewards. Our key insight is that a unified HOI imitation reward can effectively capture the essence of diverse interaction patterns from HOI datasets. This enables SkillMimic to learn a single policy that not only masters multiple interaction skills but also facilitates skill transitions, with both diversity and generalization improving as the HOI dataset grows. For evaluation, we collect and introduce two basketball datasets containing approximately 35 minutes of diverse basketball skills. Extensive experiments show that SkillMimic successfully masters a wide range of basketball skills including stylistic variations in dribbling, layup, and shooting. Moreover, these learned skills can be effectively composed by a high-level controller to accomplish complex and long-horizon tasks such as consecutive scoring, opening new possibilities for scalable and generalizable interaction skill learning. Project page: https://ingrid789.github.io/SkillMimic/

CVSep 25, 2024
DreamWaltz-G: Expressive 3D Gaussian Avatars from Skeleton-Guided 2D Diffusion

Yukun Huang, Jianan Wang, Ailing Zeng et al.

Leveraging pretrained 2D diffusion models and score distillation sampling (SDS), recent methods have shown promising results for text-to-3D avatar generation. However, generating high-quality 3D avatars capable of expressive animation remains challenging. In this work, we present DreamWaltz-G, a novel learning framework for animatable 3D avatar generation from text. The core of this framework lies in Skeleton-guided Score Distillation and Hybrid 3D Gaussian Avatar representation. Specifically, the proposed skeleton-guided score distillation integrates skeleton controls from 3D human templates into 2D diffusion models, enhancing the consistency of SDS supervision in terms of view and human pose. This facilitates the generation of high-quality avatars, mitigating issues such as multiple faces, extra limbs, and blurring. The proposed hybrid 3D Gaussian avatar representation builds on the efficient 3D Gaussians, combining neural implicit fields and parameterized 3D meshes to enable real-time rendering, stable SDS optimization, and expressive animation. Extensive experiments demonstrate that DreamWaltz-G is highly effective in generating and animating 3D avatars, outperforming existing methods in both visual quality and animation expressiveness. Our framework further supports diverse applications, including human video reenactment and multi-subject scene composition.

CVOct 30, 2025
The Quest for Generalizable Motion Generation: Data, Model, and Evaluation

Jing Lin, Ruisi Wang, Junzhe Lu et al.

Despite recent advances in 3D human motion generation (MoGen) on standard benchmarks, existing models still face a fundamental bottleneck in their generalization capability. In contrast, adjacent generative fields, most notably video generation (ViGen), have demonstrated remarkable generalization in modeling human behaviors, highlighting transferable insights that MoGen can leverage. Motivated by this observation, we present a comprehensive framework that systematically transfers knowledge from ViGen to MoGen across three key pillars: data, modeling, and evaluation. First, we introduce ViMoGen-228K, a large-scale dataset comprising 228,000 high-quality motion samples that integrates high-fidelity optical MoCap data with semantically annotated motions from web videos and synthesized samples generated by state-of-the-art ViGen models. The dataset includes both text-motion pairs and text-video-motion triplets, substantially expanding semantic diversity. Second, we propose ViMoGen, a flow-matching-based diffusion transformer that unifies priors from MoCap data and ViGen models through gated multimodal conditioning. To enhance efficiency, we further develop ViMoGen-light, a distilled variant that eliminates video generation dependencies while preserving strong generalization. Finally, we present MBench, a hierarchical benchmark designed for fine-grained evaluation across motion quality, prompt fidelity, and generalization ability. Extensive experiments show that our framework significantly outperforms existing approaches in both automatic and human evaluations. The code, data, and benchmark will be made publicly available.

CVSep 10, 2023
FreeMan: Towards Benchmarking 3D Human Pose Estimation under Real-World Conditions

Jiong Wang, Fengyu Yang, Wenbo Gou et al.

Estimating the 3D structure of the human body from natural scenes is a fundamental aspect of visual perception. 3D human pose estimation is a vital step in advancing fields like AIGC and human-robot interaction, serving as a crucial technique for understanding and interacting with human actions in real-world settings. However, the current datasets, often collected under single laboratory conditions using complex motion capture equipment and unvarying backgrounds, are insufficient. The absence of datasets on variable conditions is stalling the progress of this crucial task. To facilitate the development of 3D pose estimation, we present FreeMan, the first large-scale, multi-view dataset collected under the real-world conditions. FreeMan was captured by synchronizing 8 smartphones across diverse scenarios. It comprises 11M frames from 8000 sequences, viewed from different perspectives. These sequences cover 40 subjects across 10 different scenarios, each with varying lighting conditions. We have also established an semi-automated pipeline containing error detection to reduce the workload of manual check and ensure precise annotation. We provide comprehensive evaluation baselines for a range of tasks, underlining the significant challenges posed by FreeMan. Further evaluations of standard indoor/outdoor human sensing datasets reveal that FreeMan offers robust representation transferability in real and complex scenes. Code and data are available at https://wangjiongw.github.io/freeman.

CVJan 16, 2025Code
SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation

Wanqi Yin, Zhongang Cai, Ruisi Wang et al.

Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With big data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation. (Code is available at: https://github.com/wqyin/SMPLest-X).

CVApr 9
LPM 1.0: Video-based Character Performance Model

Ailing Zeng, Casper Yang, Chauncey Ge et al.

Performance, the externalization of intent, emotion, and personality through visual, vocal, and temporal behavior, is what makes a character alive. Learning such performance from video is a promising alternative to traditional 3D pipelines. However, existing video models struggle to jointly achieve high expressiveness, real-time inference, and long-horizon identity stability, a tension we call the performance trilemma. Conversation is the most comprehensive performance scenario, as characters simultaneously speak, listen, react, and emote while maintaining identity over time. To address this, we present LPM 1.0 (Large Performance Model), focusing on single-person full-duplex audio-visual conversational performance. Concretely, we build a multimodal human-centric dataset through strict filtering, speaking-listening audio-video pairing, performance understanding, and identity-aware multi-reference extraction; train a 17B-parameter Diffusion Transformer (Base LPM) for highly controllable, identity-consistent performance through multimodal conditioning; and distill it into a causal streaming generator (Online LPM) for low-latency, infinite-length interaction. At inference, given a character image with identity-aware references, LPM 1.0 generates listening videos from user audio and speaking videos from synthesized audio, with text prompts for motion control, all at real-time speed with identity-stable, infinite-length generation. LPM 1.0 thus serves as a visual engine for conversational agents, live streaming characters, and game NPCs. To systematically evaluate this setting, we propose LPM-Bench, the first benchmark for interactive character performance. LPM 1.0 achieves state-of-the-art results across all evaluated dimensions while maintaining real-time inference.

CVDec 27, 2021Code
SmoothNet: A Plug-and-Play Network for Refining Human Poses in Videos

Ailing Zeng, Lei Yang, Xuan Ju et al.

When analyzing human motion videos, the output jitters from existing pose estimators are highly-unbalanced with varied estimation errors across frames. Most frames in a video are relatively easy to estimate and only suffer from slight jitters. In contrast, for rarely seen or occluded actions, the estimated positions of multiple joints largely deviate from the ground truth values for a consecutive sequence of frames, rendering significant jitters on them. To tackle this problem, we propose to attach a dedicated temporal-only refinement network to existing pose estimators for jitter mitigation, named SmoothNet. Unlike existing learning-based solutions that employ spatio-temporal models to co-optimize per-frame precision and temporal smoothness at all the joints, SmoothNet models the natural smoothness characteristics in body movements by learning the long-range temporal relations of every joint without considering the noisy correlations among joints. With a simple yet effective motion-aware fully-connected network, SmoothNet improves the temporal smoothness of existing pose estimators significantly and enhances the estimation accuracy of those challenging frames as a side-effect. Moreover, as a temporal-only model, a unique advantage of SmoothNet is its strong transferability across various types of estimators and datasets. Comprehensive experiments on five datasets with eleven popular backbone networks across 2D and 3D pose estimation and body recovery tasks demonstrate the efficacy of the proposed solution. Code is available at https://github.com/cure-lab/SmoothNet.

CVAug 16, 2021Code
Learning Skeletal Graph Neural Networks for Hard 3D Pose Estimation

Ailing Zeng, Xiao Sun, Lei Yang et al.

Various deep learning techniques have been proposed to solve the single-view 2D-to-3D pose estimation problem. While the average prediction accuracy has been improved significantly over the years, the performance on hard poses with depth ambiguity, self-occlusion, and complex or rare poses is still far from satisfactory. In this work, we target these hard poses and present a novel skeletal GNN learning solution. To be specific, we propose a hop-aware hierarchical channel-squeezing fusion layer to effectively extract relevant information from neighboring nodes while suppressing undesired noises in GNN learning. In addition, we propose a temporal-aware dynamic graph construction procedure that is robust and effective for 3D pose estimation. Experimental results on the Human3.6M dataset show that our solution achieves 10.3\% average prediction accuracy improvement and greatly improves on hard poses over state-of-the-art techniques. We further apply the proposed technique on the skeleton-based action recognition task and also achieve state-of-the-art performance. Our code is available at https://github.com/ailingzengzzz/Skeletal-GNN.

CVAug 7, 2021Code
Information Bottleneck Approach to Spatial Attention Learning

Qiuxia Lai, Yu Li, Ailing Zeng et al.

The selective visual attention mechanism in the human visual system (HVS) restricts the amount of information to reach visual awareness for perceiving natural scenes, allowing near real-time information processing with limited computational capacity [Koch and Ullman, 1987]. This kind of selectivity acts as an 'Information Bottleneck (IB)', which seeks a trade-off between information compression and predictive accuracy. However, such information constraints are rarely explored in the attention mechanism for deep neural networks (DNNs). In this paper, we propose an IB-inspired spatial attention module for DNN structures built for visual recognition. The module takes as input an intermediate representation of the input image, and outputs a variational 2D attention map that minimizes the mutual information (MI) between the attention-modulated representation and the input, while maximizing the MI between the attention-modulated representation and the task label. To further restrict the information bypassed by the attention map, we quantize the continuous attention scores to a set of learnable anchor values during training. Extensive experiments show that the proposed IB-inspired spatial attention mechanism can yield attention maps that neatly highlight the regions of interest while suppressing backgrounds, and bootstrap standard DNN structures for visual recognition tasks (e.g., image classification, fine-grained recognition, cross-domain classification). The attention maps are interpretable for the decision making of the DNNs as verified in the experiments. Our code is available at https://github.com/ashleylqx/AIB.git.

CVJul 23, 2021Code
Human Pose Regression with Residual Log-likelihood Estimation

Jiefeng Li, Siyuan Bian, Ailing Zeng et al.

Heatmap-based methods dominate in the field of human pose estimation by modelling the output distribution through likelihood heatmaps. In contrast, regression-based methods are more efficient but suffer from inferior performance. In this work, we explore maximum likelihood estimation (MLE) to develop an efficient and effective regression-based methods. From the perspective of MLE, adopting different regression losses is making different assumptions about the output density function. A density function closer to the true distribution leads to a better regression performance. In light of this, we propose a novel regression paradigm with Residual Log-likelihood Estimation (RLE) to capture the underlying output distribution. Concretely, RLE learns the change of the distribution instead of the unreferenced underlying distribution to facilitate the training process. With the proposed reparameterization design, our method is compatible with off-the-shelf flow models. The proposed method is effective, efficient and flexible. We show its potential in various human pose estimation tasks with comprehensive experiments. Compared to the conventional regression paradigm, regression with RLE bring 12.4 mAP improvement on MSCOCO without any test-time overhead. Moreover, for the first time, especially on multi-person pose estimation, our regression method is superior to the heatmap-based methods. Our code is available at https://github.com/Jeff-sjtu/res-loglikelihood-regression

LGJun 17, 2021Code
SCINet: Time Series Modeling and Forecasting with Sample Convolution and Interaction

Minhao Liu, Ailing Zeng, Muxi Chen et al.

One unique property of time series is that the temporal relations are largely preserved after downsampling into two sub-sequences. By taking advantage of this property, we propose a novel neural network architecture that conducts sample convolution and interaction for temporal modeling and forecasting, named SCINet. Specifically, SCINet is a recursive downsample-convolve-interact architecture. In each layer, we use multiple convolutional filters to extract distinct yet valuable temporal features from the downsampled sub-sequences or features. By combining these rich features aggregated from multiple resolutions, SCINet effectively models time series with complex temporal dynamics. Experimental results show that SCINet achieves significant forecasting accuracy improvements over both existing convolutional models and Transformer-based solutions across various real-world time series forecasting datasets. Our codes and data are available at https://github.com/cure-lab/SCINet.

CVDec 7, 2023
PhysHOI: Physics-Based Imitation of Dynamic Human-Object Interaction

Yinhuai Wang, Jing Lin, Ailing Zeng et al.

Humans interact with objects all the time. Enabling a humanoid to learn human-object interaction (HOI) is a key step for future smart animation and intelligent robotics systems. However, recent progress in physics-based HOI requires carefully designed task-specific rewards, making the system unscalable and labor-intensive. This work focuses on dynamic HOI imitation: teaching humanoid dynamic interaction skills through imitating kinematic HOI demonstrations. It is quite challenging because of the complexity of the interaction between body parts and objects and the lack of dynamic HOI data. To handle the above issues, we present PhysHOI, the first physics-based whole-body HOI imitation approach without task-specific reward designs. Except for the kinematic HOI representations of humans and objects, we introduce the contact graph to model the contact relations between body parts and objects explicitly. A contact graph reward is also designed, which proved to be critical for precise HOI imitation. Based on the key designs, PhysHOI can imitate diverse HOI tasks simply yet effectively without prior knowledge. To make up for the lack of dynamic HOI scenarios in this area, we introduce the BallPlay dataset that contains eight whole-body basketball skills. We validate PhysHOI on diverse HOI tasks, including whole-body grasping and basketball skills.

SDJan 9, 2024
DiffSHEG: A Diffusion-Based Approach for Real-Time Speech-driven Holistic 3D Expression and Gesture Generation

Junming Chen, Yunfei Liu, Jianan Wang et al.

We propose DiffSHEG, a Diffusion-based approach for Speech-driven Holistic 3D Expression and Gesture generation with arbitrary length. While previous works focused on co-speech gesture or expression generation individually, the joint generation of synchronized expressions and gestures remains barely explored. To address this, our diffusion-based co-speech motion generation transformer enables uni-directional information flow from expression to gesture, facilitating improved matching of joint expression-gesture distributions. Furthermore, we introduce an outpainting-based sampling strategy for arbitrary long sequence generation in diffusion models, offering flexibility and computational efficiency. Our method provides a practical solution that produces high-quality synchronized expression and gesture generation driven by speech. Evaluated on two public datasets, our approach achieves state-of-the-art performance both quantitatively and qualitatively. Additionally, a user study confirms the superiority of DiffSHEG over prior approaches. By enabling the real-time generation of expressive and synchronized motions, DiffSHEG showcases its potential for various applications in the development of digital humans and embodied agents.

CVMar 26, 2024
AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation

Qingping Sun, Yanjun Wang, Ailing Zeng et al.

Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.

CVDec 19, 2024
IDOL: Instant Photorealistic 3D Human Creation from a Single Image

Yiyu Zhuang, Jiaxi Lv, Hao Wen et al.

Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks. Project page: https://yiyuzhuang.github.io/IDOL/.

CVDec 9, 2023
DPoser: Diffusion Model as Robust 3D Human Pose Prior

Junzhe Lu, Jing Lin, Hongkun Dou et al.

This work targets to construct a robust human pose prior. However, it remains a persistent challenge due to biomechanical constraints and diverse human movements. Traditional priors like VAEs and NDFs often exhibit shortcomings in realism and generalization, notably with unseen noisy poses. To address these issues, we introduce DPoser, a robust and versatile human pose prior built upon diffusion models. DPoser regards various pose-centric tasks as inverse problems and employs variational diffusion sampling for efficient solving. Accordingly, designed with optimization frameworks, DPoser seamlessly benefits human mesh recovery, pose generation, pose completion, and motion denoising tasks. Furthermore, due to the disparity between the articulated poses and structured images, we propose truncated timestep scheduling to enhance the effectiveness of DPoser. Our approach demonstrates considerable enhancements over common uniform scheduling used in image domains, boasting improvements of 5.4%, 17.2%, and 3.8% across human mesh recovery, pose completion, and motion denoising, respectively. Comprehensive experiments demonstrate the superiority of DPoser over existing state-of-the-art pose priors across multiple tasks.

CVJan 9, 2025
Motion-X++: A Large-Scale Multimodal 3D Whole-body Human Motion Dataset

Yuhong Zhang, Jing Lin, Ailing Zeng et al. · tsinghua

In this paper, we introduce Motion-X++, a large-scale multimodal 3D expressive whole-body human motion dataset. Existing motion datasets predominantly capture body-only poses, lacking facial expressions, hand gestures, and fine-grained pose descriptions, and are typically limited to lab settings with manually labeled text descriptions, thereby restricting their scalability. To address this issue, we develop a scalable annotation pipeline that can automatically capture 3D whole-body human motion and comprehensive textural labels from RGB videos and build the Motion-X dataset comprising 81.1K text-motion pairs. Furthermore, we extend Motion-X into Motion-X++ by improving the annotation pipeline, introducing more data modalities, and scaling up the data quantities. Motion-X++ provides 19.5M 3D whole-body pose annotations covering 120.5K motion sequences from massive scenes, 80.8K RGB videos, 45.3K audios, 19.5M frame-level whole-body pose descriptions, and 120.5K sequence-level semantic labels. Comprehensive experiments validate the accuracy of our annotation pipeline and highlight Motion-X++'s significant benefits for generating expressive, precise, and natural motion with paired multimodal labels supporting several downstream tasks, including text-driven whole-body motion generation,audio-driven motion generation, 3D whole-body human mesh recovery, and 2D whole-body keypoints estimation, etc.

CVMar 30, 2025
VideoGen-Eval: Agent-based System for Video Generation Evaluation

Yuhang Yang, Ke Fan, Shangkun Sun et al.

The rapid advancement of video generation has rendered existing evaluation systems inadequate for assessing state-of-the-art models, primarily due to simple prompts that cannot showcase the model's capabilities, fixed evaluation operators struggling with Out-of-Distribution (OOD) cases, and misalignment between computed metrics and human preferences. To bridge the gap, we propose VideoGen-Eval, an agent evaluation system that integrates LLM-based content structuring, MLLM-based content judgment, and patch tools designed for temporal-dense dimensions, to achieve a dynamic, flexible, and expandable video generation evaluation. Additionally, we introduce a video generation benchmark to evaluate existing cutting-edge models and verify the effectiveness of our evaluation system. It comprises 700 structured, content-rich prompts (both T2V and I2V) and over 12,000 videos generated by 20+ models, among them, 8 cutting-edge models are selected as quantitative evaluation for the agent and human. Extensive experiments validate that our proposed agent-based evaluation system demonstrates strong alignment with human preferences and reliably completes the evaluation, as well as the diversity and richness of the benchmark.

CVFeb 9, 2025
VFX Creator: Animated Visual Effect Generation with Controllable Diffusion Transformer

Xinyu Liu, Ailing Zeng, Wei Xue et al.

Crafting magic and illusions is one of the most thrilling aspects of filmmaking, with visual effects (VFX) serving as the powerhouse behind unforgettable cinematic experiences. While recent advances in generative artificial intelligence have driven progress in generic image and video synthesis, the domain of controllable VFX generation remains relatively underexplored. In this work, we propose a novel paradigm for animated VFX generation as image animation, where dynamic effects are generated from user-friendly textual descriptions and static reference images. Our work makes two primary contributions: (i) Open-VFX, the first high-quality VFX video dataset spanning 15 diverse effect categories, annotated with textual descriptions, instance segmentation masks for spatial conditioning, and start-end timestamps for temporal control. (ii) VFX Creator, a simple yet effective controllable VFX generation framework based on a Video Diffusion Transformer. The model incorporates a spatial and temporal controllable LoRA adapter, requiring minimal training videos. Specifically, a plug-and-play mask control module enables instance-level spatial manipulation, while tokenized start-end motion timestamps embedded in the diffusion process, alongside the text encoder, allow precise temporal control over effect timing and pace. Extensive experiments on the Open-VFX test set demonstrate the superiority of the proposed system in generating realistic and dynamic effects, achieving state-of-the-art performance and generalization ability in both spatial and temporal controllability. Furthermore, we introduce a specialized metric to evaluate the precision of temporal control. By bridging traditional VFX techniques with generative approaches, VFX Creator unlocks new possibilities for efficient and high-quality video effect generation, making advanced VFX accessible to a broader audience.

CVSep 20, 2025
Follow-Your-Emoji-Faster: Towards Efficient, Fine-Controllable, and Expressive Freestyle Portrait Animation

Yue Ma, Zexuan Yan, Hongyu Liu et al. · tencent-ai

We present Follow-Your-Emoji-Faster, an efficient diffusion-based framework for freestyle portrait animation driven by facial landmarks. The main challenges in this task are preserving the identity of the reference portrait, accurately transferring target expressions, and maintaining long-term temporal consistency while ensuring generation efficiency. To address identity preservation and accurate expression retargeting, we enhance Stable Diffusion with two key components: a expression-aware landmarks as explicit motion signals, which improve motion alignment, support exaggerated expressions, and reduce identity leakage; and a fine-grained facial loss that leverages both expression and facial masks to better capture subtle expressions and faithfully preserve the reference appearance. With these components, our model supports controllable and expressive animation across diverse portrait types, including real faces, cartoons, sculptures, and animals. However, diffusion-based frameworks typically struggle to efficiently generate long-term stable animation results, which remains a core challenge in this task. To address this, we propose a progressive generation strategy for stable long-term animation, and introduce a Taylor-interpolated cache, achieving a 2.6X lossless acceleration. These two strategies ensure that our method produces high-quality results efficiently, making it user-friendly and accessible. Finally, we introduce EmojiBench++, a more comprehensive benchmark comprising diverse portraits, driving videos, and landmark sequences. Extensive evaluations on EmojiBench++ demonstrate that Follow-Your-Emoji-Faster achieves superior performance in both animation quality and controllability. The code, training dataset and benchmark will be found in https://follow-your-emoji.github.io/.

CVAug 1, 2025
DPoser-X: Diffusion Model as Robust 3D Whole-body Human Pose Prior

Junzhe Lu, Jing Lin, Hongkun Dou et al.

We present DPoser-X, a diffusion-based prior model for 3D whole-body human poses. Building a versatile and robust full-body human pose prior remains challenging due to the inherent complexity of articulated human poses and the scarcity of high-quality whole-body pose datasets. To address these limitations, we introduce a Diffusion model as body Pose prior (DPoser) and extend it to DPoser-X for expressive whole-body human pose modeling. Our approach unifies various pose-centric tasks as inverse problems, solving them through variational diffusion sampling. To enhance performance on downstream applications, we introduce a novel truncated timestep scheduling method specifically designed for pose data characteristics. We also propose a masked training mechanism that effectively combines whole-body and part-specific datasets, enabling our model to capture interdependencies between body parts while avoiding overfitting to specific actions. Extensive experiments demonstrate DPoser-X's robustness and versatility across multiple benchmarks for body, hand, face, and full-body pose modeling. Our model consistently outperforms state-of-the-art alternatives, establishing a new benchmark for whole-body human pose prior modeling.

CVOct 22, 2025
OmniMotion-X: Versatile Multimodal Whole-Body Motion Generation

Guowei Xu, Yuxuan Bian, Ailing Zeng et al.

This paper introduces OmniMotion-X, a versatile multimodal framework for whole-body human motion generation, leveraging an autoregressive diffusion transformer in a unified sequence-to-sequence manner. OmniMotion-X efficiently supports diverse multimodal tasks, including text-to-motion, music-to-dance, speech-to-gesture, and global spatial-temporal control scenarios (e.g., motion prediction, in-betweening, completion, and joint/trajectory-guided synthesis), as well as flexible combinations of these tasks. Specifically, we propose the use of reference motion as a novel conditioning signal, substantially enhancing the consistency of generated content, style, and temporal dynamics crucial for realistic animations. To handle multimodal conflicts, we introduce a progressive weak-to-strong mixed-condition training strategy. To enable high-quality multimodal training, we construct OmniMoCap-X, the largest unified multimodal motion dataset to date, integrating 28 publicly available MoCap sources across 10 distinct tasks, standardized to the SMPL-X format at 30 fps. To ensure detailed and consistent annotations, we render sequences into videos and use GPT-4o to automatically generate structured and hierarchical captions, capturing both low-level actions and high-level semantics. Extensive experimental evaluations confirm that OmniMotion-X significantly surpasses existing methods, demonstrating state-of-the-art performance across multiple multimodal tasks and enabling the interactive generation of realistic, coherent, and controllable long-duration motions.

CVOct 8, 2025
TalkCuts: A Large-Scale Dataset for Multi-Shot Human Speech Video Generation

Jiaben Chen, Zixin Wang, Ailing Zeng et al.

In this work, we present TalkCuts, a large-scale dataset designed to facilitate the study of multi-shot human speech video generation. Unlike existing datasets that focus on single-shot, static viewpoints, TalkCuts offers 164k clips totaling over 500 hours of high-quality human speech videos with diverse camera shots, including close-up, half-body, and full-body views. The dataset includes detailed textual descriptions, 2D keypoints and 3D SMPL-X motion annotations, covering over 10k identities, enabling multimodal learning and evaluation. As a first attempt to showcase the value of the dataset, we present Orator, an LLM-guided multi-modal generation framework as a simple baseline, where the language model functions as a multi-faceted director, orchestrating detailed specifications for camera transitions, speaker gesticulations, and vocal modulation. This architecture enables the synthesis of coherent long-form videos through our integrated multi-modal video generation module. Extensive experiments in both pose-guided and audio-driven settings show that training on TalkCuts significantly enhances the cinematographic coherence and visual appeal of generated multi-shot speech videos. We believe TalkCuts provides a strong foundation for future work in controllable, multi-shot speech video generation and broader multimodal learning.

CVJul 3, 2025
UniMC: Taming Diffusion Transformer for Unified Keypoint-Guided Multi-Class Image Generation

Qin Guo, Ailing Zeng, Dongxu Yue et al.

Although significant advancements have been achieved in the progress of keypoint-guided Text-to-Image diffusion models, existing mainstream keypoint-guided models encounter challenges in controlling the generation of more general non-rigid objects beyond humans (e.g., animals). Moreover, it is difficult to generate multiple overlapping humans and animals based on keypoint controls solely. These challenges arise from two main aspects: the inherent limitations of existing controllable methods and the lack of suitable datasets. First, we design a DiT-based framework, named UniMC, to explore unifying controllable multi-class image generation. UniMC integrates instance- and keypoint-level conditions into compact tokens, incorporating attributes such as class, bounding box, and keypoint coordinates. This approach overcomes the limitations of previous methods that struggled to distinguish instances and classes due to their reliance on skeleton images as conditions. Second, we propose HAIG-2.9M, a large-scale, high-quality, and diverse dataset designed for keypoint-guided human and animal image generation. HAIG-2.9M includes 786K images with 2.9M instances. This dataset features extensive annotations such as keypoints, bounding boxes, and fine-grained captions for both humans and animals, along with rigorous manual inspection to ensure annotation accuracy. Extensive experiments demonstrate the high quality of HAIG-2.9M and the effectiveness of UniMC, particularly in heavy occlusions and multi-class scenarios.

CVJun 11, 2024
Open-World Human-Object Interaction Detection via Multi-modal Prompts

Jie Yang, Bingliang Li, Ailing Zeng et al.

In this paper, we develop \textbf{MP-HOI}, a powerful Multi-modal Prompt-based HOI detector designed to leverage both textual descriptions for open-set generalization and visual exemplars for handling high ambiguity in descriptions, realizing HOI detection in the open world. Specifically, it integrates visual prompts into existing language-guided-only HOI detectors to handle situations where textual descriptions face difficulties in generalization and to address complex scenarios with high interaction ambiguity. To facilitate MP-HOI training, we build a large-scale HOI dataset named Magic-HOI, which gathers six existing datasets into a unified label space, forming over 186K images with 2.4K objects, 1.2K actions, and 20K HOI interactions. Furthermore, to tackle the long-tail issue within the Magic-HOI dataset, we introduce an automated pipeline for generating realistically annotated HOI images and present SynHOI, a high-quality synthetic HOI dataset containing 100K images. Leveraging these two datasets, MP-HOI optimizes the HOI task as a similarity learning process between multi-modal prompts and objects/interactions via a unified contrastive loss, to learn generalizable and transferable objects/interactions representations from large-scale data. MP-HOI could serve as a generalist HOI detector, surpassing the HOI vocabulary of existing expert models by more than 30 times. Concurrently, our results demonstrate that MP-HOI exhibits remarkable zero-shot capability in real-world scenarios and consistently achieves a new state-of-the-art performance across various benchmarks.