Wei Mao

CV
h-index18
24papers
1,714citations
Novelty54%
AI Score63

24 Papers

CVOct 8, 2022Code
Contact-aware Human Motion Forecasting

Wei Mao, Miaomiao Liu, Richard Hartley et al.

In this paper, we tackle the task of scene-aware 3D human motion forecasting, which consists of predicting future human poses given a 3D scene and a past human motion. A key challenge of this task is to ensure consistency between the human and the scene, accounting for human-scene interactions. Previous attempts to do so model such interactions only implicitly, and thus tend to produce artifacts such as "ghost motion" because of the lack of explicit constraints between the local poses and the global motion. Here, by contrast, we propose to explicitly model the human-scene contacts. To this end, we introduce distance-based contact maps that capture the contact relationships between every joint and every 3D scene point at each time instant. We then develop a two-stage pipeline that first predicts the future contact maps from the past ones and the scene point cloud, and then forecasts the future human poses by conditioning them on the predicted contact maps. During training, we explicitly encourage consistency between the global motion and the local poses via a prior defined using the contact maps and future poses. Our approach outperforms the state-of-the-art human motion forecasting and human synthesis methods on both synthetic and real datasets. Our code is available at https://github.com/wei-mao-2019/ContAwareMotionPred.

CVMay 31, 2022Code
Weakly-supervised Action Transition Learning for Stochastic Human Motion Prediction

Wei Mao, Miaomiao Liu, Mathieu Salzmann

We introduce the task of action-driven stochastic human motion prediction, which aims to predict multiple plausible future motions given a sequence of action labels and a short motion history. This differs from existing works, which predict motions that either do not respect any specific action category, or follow a single action label. In particular, addressing this task requires tackling two challenges: The transitions between the different actions must be smooth; the length of the predicted motion depends on the action sequence and varies significantly across samples. As we cannot realistically expect training data to cover sufficiently diverse action transitions and motion lengths, we propose an effective training strategy consisting of combining multiple motions from different actions and introducing a weak form of supervision to encourage smooth transitions. We then design a VAE-based model conditioned on both the observed motion and the action label sequence, allowing us to generate multiple plausible future motions of varying length. We illustrate the generality of our approach by exploring its use with two different temporal encoding models, namely RNNs and Transformers. Our approach outperforms baseline models constructed by adapting state-of-the-art single action-conditioned motion generation methods and stochastic human motion prediction approaches to our new task of action-driven stochastic motion prediction. Our code is available at https://github.com/wei-mao-2019/WAT.

CVNov 16, 2022Code
Interacting Hand-Object Pose Estimation via Dense Mutual Attention

Rong Wang, Wei Mao, Hongdong Li

3D hand-object pose estimation is the key to the success of many computer vision applications. The main focus of this task is to effectively model the interaction between the hand and an object. To this end, existing works either rely on interaction constraints in a computationally-expensive iterative optimization, or consider only a sparse correlation between sampled hand and object keypoints. In contrast, we propose a novel dense mutual attention mechanism that is able to model fine-grained dependencies between the hand and the object. Specifically, we first construct the hand and object graphs according to their mesh structures. For each hand node, we aggregate features from every object node by the learned attention and vice versa for each object node. Thanks to such dense mutual attention, our method is able to produce physically plausible poses with high quality and real-time inference speed. Extensive quantitative and qualitative experiments on large benchmark datasets show that our method outperforms state-of-the-art methods. The code is available at https://github.com/rongakowang/DenseMutualAttention.git.

CVApr 21, 2023Code
VisFusion: Visibility-aware Online 3D Scene Reconstruction from Videos

Huiyu Gao, Wei Mao, Miaomiao Liu

We propose VisFusion, a visibility-aware online 3D scene reconstruction approach from posed monocular videos. In particular, we aim to reconstruct the scene from volumetric features. Unlike previous reconstruction methods which aggregate features for each voxel from input views without considering its visibility, we aim to improve the feature fusion by explicitly inferring its visibility from a similarity matrix, computed from its projected features in each image pair. Following previous works, our model is a coarse-to-fine pipeline including a volume sparsification process. Different from their works which sparsify voxels globally with a fixed occupancy threshold, we perform the sparsification on a local feature volume along each visual ray to preserve at least one voxel per ray for more fine details. The sparse local volume is then fused with a global one for online reconstruction. We further propose to predict TSDF in a coarse-to-fine manner by learning its residuals across scales leading to better TSDF predictions. Experimental results on benchmarks show that our method can achieve superior performance with more scene details. Code is available at: https://github.com/huiyu-gao/VisFusion

CVMar 10Code
EvoDriveVLA: Evolving Autonomous Driving Vision-Language-Action Model via Collaborative Perception-Planning Distillation

Jiajun Cao, Xiaoan Zhang, Xiaobao Wei et al.

Vision-Language-Action models have shown great promise for autonomous driving, yet they suffer from degraded perception after unfreezing the visual encoder and struggle with accumulated instability in long-term planning. To address these challenges, we propose EvoDriveVLA-a novel collaborative perception-planning distillation framework that integrates self-anchored perceptual constraints and oracle-guided trajectory optimization. Specifically, self-anchored visual distillation leverages self-anchor teacher to deliver visual anchoring constraints, regularizing student representations via trajectory-guided key-region awareness. In parallel, oracle-guided trajectory distillation employs a future-aware oracle teacher with coarse-to-fine trajectory refinement and Monte Carlo dropout sampling to produce high-quality trajectory candidates, thereby selecting the optimal trajectory to guide the student's prediction. EvoDriveVLA achieves SOTA performance in open-loop evaluation and significantly enhances performance in closed-loop evaluation. Our code is available at: https://github.com/hey-cjj/EvoDriveVLA.

CVOct 11, 2023Code
DeepSimHO: Stable Pose Estimation for Hand-Object Interaction via Physics Simulation

Rong Wang, Wei Mao, Hongdong Li

This paper addresses the task of 3D pose estimation for a hand interacting with an object from a single image observation. When modeling hand-object interaction, previous works mainly exploit proximity cues, while overlooking the dynamical nature that the hand must stably grasp the object to counteract gravity and thus preventing the object from slipping or falling. These works fail to leverage dynamical constraints in the estimation and consequently often produce unstable results. Meanwhile, refining unstable configurations with physics-based reasoning remains challenging, both by the complexity of contact dynamics and by the lack of effective and efficient physics inference in the data-driven learning framework. To address both issues, we present DeepSimHO: a novel deep-learning pipeline that combines forward physics simulation and backward gradient approximation with a neural network. Specifically, for an initial hand-object pose estimated by a base network, we forward it to a physics simulator to evaluate its stability. However, due to non-smooth contact geometry and penetration, existing differentiable simulators can not provide reliable state gradient. To remedy this, we further introduce a deep network to learn the stability evaluation process from the simulator, while smoothly approximating its gradient and thus enabling effective back-propagation. Extensive experiments show that our method noticeably improves the stability of the estimation and achieves superior efficiency over test-time optimization. The code is available at https://github.com/rongakowang/DeepSimHO.

CVJul 15, 2024Code
Towards High-Quality 3D Motion Transfer with Realistic Apparel Animation

Rong Wang, Wei Mao, Changsheng Lu et al.

Animating stylized characters to match a reference motion sequence is a highly demanded task in film and gaming industries. Existing methods mostly focus on rigid deformations of characters' body, neglecting local deformations on the apparel driven by physical dynamics. They deform apparel the same way as the body, leading to results with limited details and unrealistic artifacts, e.g. body-apparel penetration. In contrast, we present a novel method aiming for high-quality motion transfer with realistic apparel animation. As existing datasets lack annotations necessary for generating realistic apparel animations, we build a new dataset named MMDMC, which combines stylized characters from the MikuMikuDance community with real-world Motion Capture data. We then propose a data-driven pipeline that learns to disentangle body and apparel deformations via two neural deformation modules. For body parts, we propose a geodesic attention block to effectively incorporate semantic priors into skeletal body deformation to tackle complex body shapes for stylized characters. Since apparel motion can significantly deviate from respective body joints, we propose to model apparel deformation in a non-linear vertex displacement field conditioned on its historic states. Extensive experiments show that our method produces results with superior quality for various types of apparel. Our dataset is released in https://github.com/rongakowang/MMDMC.

CVOct 1, 2023
Scene-aware Human Motion Forecasting via Mutual Distance Prediction

Chaoyue Xing, Wei Mao, Miaomiao Liu

In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.

CVMay 1
InterPhys: Physics-aware Human Motion Synthesis in a Dynamic Scene

Chaoyue Xing, Wei Mao, Miaomiao Liu

This paper tackles the problem of physics-aware human motion synthesis in a dynamic scene. Unlike existing works which mainly tend to generate physically unrealistic motions due to limited contact modeling, typically restricted to hands, in this paper, we introduce a physics-aware human motion generation framework that explicitly models the full spectrum of human-related forces, including human-object, human-scene, and internal body dynamics.~Our method imposes soft physical constraints to maintain force and torque balance, ensuring physically grounded motion synthesis. We further propose a novel continuous distance-based force model that generalizes contact modeling to arbitrary surfaces, capturing interactions not only with static environments but also with dynamic, moving objects. Extensive experiments show that our approach significantly improves physical plausibility and generalizes well to complex scenes, setting a new benchmark for physically consistent human motion generation.

CVApr 28, 2025Code
Joint Optimization of Neural Radiance Fields and Continuous Camera Motion from a Monocular Video

Hoang Chuong Nguyen, Wei Mao, Jose M. Alvarez et al.

Neural Radiance Fields (NeRF) has demonstrated its superior capability to represent 3D geometry but require accurately precomputed camera poses during training. To mitigate this requirement, existing methods jointly optimize camera poses and NeRF often relying on good pose initialisation or depth priors. However, these approaches struggle in challenging scenarios, such as large rotations, as they map each camera to a world coordinate system. We propose a novel method that eliminates prior dependencies by modeling continuous camera motions as time-dependent angular velocity and velocity. Relative motions between cameras are learned first via velocity integration, while camera poses can be obtained by aggregating such relative motions up to a world coordinate system defined at a single time step within the video. Specifically, accurate continuous camera movements are learned through a time-dependent NeRF, which captures local scene geometry and motion by training from neighboring frames for each time step. The learned motions enable fine-tuning the NeRF to represent the full scene geometry. Experiments on Co3D and Scannet show our approach achieves superior camera pose and depth estimation and comparable novel-view synthesis performance compared to state-of-the-art methods. Our code is available at https://github.com/HoangChuongNguyen/cope-nerf.

CVAug 19, 2021Code
Generating Smooth Pose Sequences for Diverse Human Motion Prediction

Wei Mao, Miaomiao Liu, Mathieu Salzmann

Recent progress in stochastic motion prediction, i.e., predicting multiple possible future human motions given a single past pose sequence, has led to producing truly diverse future motions and even providing control over the motion of some body parts. However, to achieve this, the state-of-the-art method requires learning several mappings for diversity and a dedicated model for controllable motion prediction. In this paper, we introduce a unified deep generative network for both diverse and controllable motion prediction. To this end, we leverage the intuition that realistic human motions consist of smooth sequences of valid poses, and that, given limited data, learning a pose prior is much more tractable than a motion one. We therefore design a generator that predicts the motion of different body parts sequentially, and introduce a normalizing flow based pose prior, together with a joint angle loss, to achieve motion realism.Our experiments on two standard benchmark datasets, Human3.6M and HumanEva-I, demonstrate that our approach outperforms the state-of-the-art baselines in terms of both sample diversity and accuracy. The code is available at https://github.com/wei-mao-2019/gsps

CVJun 17, 2021Code
Multi-level Motion Attention for Human Motion Prediction

Wei Mao, Miaomiao Liu, Mathieu Salzmann et al.

Human motion prediction aims to forecast future human poses given a historical motion. Whether based on recurrent or feed-forward neural networks, existing learning based methods fail to model the observation that human motion tends to repeat itself, even for complex sports actions and cooking activities. Here, we introduce an attention based feed-forward network that explicitly leverages this observation. In particular, instead of modeling frame-wise attention via pose similarity, we propose to extract motion attention to capture the similarity between the current motion context and the historical motion sub-sequences. In this context, we study the use of different types of attention, computed at joint, body part, and full pose levels. Aggregating the relevant past motions and processing the result with a graph convolutional network allows us to effectively exploit motion patterns from the long-term history to predict the future poses. Our experiments on Human3.6M, AMASS and 3DPW validate the benefits of our approach for both periodical and non-periodical actions. Thanks to our attention model, it yields state-of-the-art results on all three datasets. Our code is available at https://github.com/wei-mao-2019/HisRepItself.

CVJul 23, 2020Code
History Repeats Itself: Human Motion Prediction via Motion Attention

Wei Mao, Miaomiao Liu, Mathieu Salzmann

Human motion prediction aims to forecast future human poses given a past motion. Whether based on recurrent or feed-forward neural networks, existing methods fail to model the observation that human motion tends to repeat itself, even for complex sports actions and cooking activities. Here, we introduce an attention-based feed-forward network that explicitly leverages this observation. In particular, instead of modeling frame-wise attention via pose similarity, we propose to extract motion attention to capture the similarity between the current motion context and the historical motion sub-sequences. Aggregating the relevant past motions and processing the result with a graph convolutional network allows us to effectively exploit motion patterns from the long-term history to predict the future poses. Our experiments on Human3.6M, AMASS and 3DPW evidence the benefits of our approach for both periodical and non-periodical actions. Thanks to our attention model, it yields state-of-the-art results on all three datasets. Our code is available at https://github.com/wei-mao-2019/HisRepItself.

CVDec 18, 2019Code
Cost Volume Pyramid Based Depth Inference for Multi-View Stereo

Jiayu Yang, Wei Mao, Jose M. Alvarez et al.

We propose a cost volume-based neural network for depth inference from multi-view images. We demonstrate that building a cost volume pyramid in a coarse-to-fine manner instead of constructing a cost volume at a fixed resolution leads to a compact, lightweight network and allows us inferring high resolution depth maps to achieve better reconstruction results. To this end, we first build a cost volume based on uniform sampling of fronto-parallel planes across the entire depth range at the coarsest resolution of an image. Then, given current depth estimate, we construct new cost volumes iteratively on the pixelwise depth residual to perform depth map refinement. While sharing similar insight with Point-MVSNet as predicting and refining depth iteratively, we show that working on cost volume pyramid can lead to a more compact, yet efficient network structure compared with the Point-MVSNet on 3D points. We further provide detailed analyses of the relation between (residual) depth sampling and image resolution, which serves as a principle for building compact cost volume pyramid. Experimental results on benchmark datasets show that our model can perform 6x faster and has similar performance as state-of-the-art methods. Code is available at https://github.com/JiayuYANG/CVP-MVSNet

CVAug 15, 2019Code
Learning Trajectory Dependencies for Human Motion Prediction

Wei Mao, Miaomiao Liu, Mathieu Salzmann et al.

Human motion prediction, i.e., forecasting future body poses given observed pose sequence, has typically been tackled with recurrent neural networks (RNNs). However, as evidenced by prior work, the resulted RNN models suffer from prediction errors accumulation, leading to undesired discontinuities in motion prediction. In this paper, we propose a simple feed-forward deep network for motion prediction, which takes into account both temporal smoothness and spatial dependencies among human body joints. In this context, we then propose to encode temporal information by working in trajectory space, instead of the traditionally-used pose space. This alleviates us from manually defining the range of temporal dependencies (or temporal convolutional filter size, as done in previous work). Moreover, spatial dependency of human pose is encoded by treating a human pose as a generic graph (rather than a human skeletal kinematic tree) formed by links between every pair of body joints. Instead of using a pre-defined graph structure, we design a new graph convolutional network to learn graph connectivity automatically. This allows the network to capture long range dependencies beyond that of human kinematic tree. We evaluate our approach on several standard benchmark datasets for motion prediction, including Human3.6M, the CMU motion capture dataset and 3DPW. Our experiments clearly demonstrate that the proposed approach achieves state of the art performance, and is applicable to both angle-based and position-based pose representations. The code is available at https://github.com/wei-mao-2019/LearnTrajDep

CVMar 10, 2025
Motion Anything: Any to Motion Generation

Zeyu Zhang, Yiran Wang, Wei Mao et al.

Conditional motion generation has been extensively studied in computer vision, yet two critical challenges remain. First, while masked autoregressive methods have recently outperformed diffusion-based approaches, existing masking models lack a mechanism to prioritize dynamic frames and body parts based on given conditions. Second, existing methods for different conditioning modalities often fail to integrate multiple modalities effectively, limiting control and coherence in generated motion. To address these challenges, we propose Motion Anything, a multimodal motion generation framework that introduces an Attention-based Mask Modeling approach, enabling fine-grained spatial and temporal control over key frames and actions. Our model adaptively encodes multimodal conditions, including text and music, improving controllability. Additionally, we introduce Text-Music-Dance (TMD), a new motion dataset consisting of 2,153 pairs of text, music, and dance, making it twice the size of AIST++, thereby filling a critical gap in the community. Extensive experiments demonstrate that Motion Anything surpasses state-of-the-art methods across multiple benchmarks, achieving a 15% improvement in FID on HumanML3D and showing consistent performance gains on AIST++ and TMD. See our project website https://steve-zeyu-zhang.github.io/MotionAnything

GRApr 26
Personalizing Causal Audio-Driven Facial Motion via Dynamic Multi-modal Retrieval

Xuangeng Chu, Yu Han, Wei Mao et al.

Audio-driven facial animation is essential for immersive digital interaction, yet existing frameworks fail to reconcile real-time streaming with high-fidelity personalization. Current methods often rely on latency-inducing audio look-ahead, or require high user compliance to pre-encode static embeddings that fails to capture dynamic idiosyncrasies. We present an end-to-end causal framework for personalizing causal facial motion generation via dynamic multi-modal style retrieval, enabling ultra-low latency while uniquely leveraging unstructured style references. We introduce two key innovations: (1) a temporal hierarchical motion representation that captures global temporal context and high-frequency details while maintaining decoding causality, and (2) a multi-modal style retriever that jointly queries audio and motion to dynamically extract stylistic priors without breaking causality. This mechanism allows for scalable personalization with total flexibility regarding the number and contents of templates. By integrating these components into a causal autoregressive architecture, our method significantly outperforms state-of-the-art approaches in lip-sync accuracy, identity consistency, and perceived realism, supported by extensive quantitative evaluations and user studies.

NIJul 28, 2025
Deep Reinforcement Learning-based Cell DTX/DRX Configuration for Network Energy Saving

Wei Mao, Lili Wei, Omid Semiari et al.

3GPP Release 18 cell discontinuous transmission and reception (cell DTX/DRX) is an important new network energy saving feature for 5G. As a time-domain technique, it periodically aggregates the user data transmissions in a given duration of time when the traffic load is not heavy, so that the remaining time can be kept silent and advanced sleep modes (ASM) can be enabled to shut down more radio components and save more energy for the cell. However, inevitably the packet delay is increased, as during the silent period no transmission is allowed. In this paper we study how to configure cell DTX/DRX to optimally balance energy saving and packet delay, so that for delay-sensitive traffic maximum energy saving can be achieved while the degradation of quality of service (QoS) is minimized. As the optimal configuration can be different for different network and traffic conditions, the problem is complex and we resort to deep reinforcement learning (DRL) framework to train an AI agent to solve it. Through careful design of 1) the learning algorithm, which implements a deep Q-network (DQN) on a contextual bandit (CB) model, and 2) the reward function, which utilizes a smooth approximation of a theoretically optimal but discontinuous reward function, we are able to train an AI agent that always tries to select the best possible Cell DTX/DRX configuration under any network and traffic conditions. Simulation results show that compared to the case when cell DTX/DRX is not used, our agent can achieve up to ~45% energy saving depending on the traffic load scenario, while always maintaining no more than ~1% QoS degradation.

CVDec 5, 2025
Learning High-Fidelity Cloth Animation via Skinning-Free Image Transfer

Rong Wang, Wei Mao, Changsheng Lu et al.

We present a novel method for generating 3D garment deformations from given body poses, which is key to a wide range of applications, including virtual try-on and extended reality. To simplify the cloth dynamics, existing methods mostly rely on linear blend skinning to obtain low-frequency posed garment shape and only regress high-frequency wrinkles. However, due to the lack of explicit skinning supervision, such skinning-based approach often produces misaligned shapes when posing the garment, consequently corrupts the high-frequency signals and fails to recover high-fidelity wrinkles. To tackle this issue, we propose a skinning-free approach by independently estimating posed (i) vertex position for low-frequency posed garment shape, and (ii) vertex normal for high-frequency local wrinkle details. In this way, each frequency modality can be effectively decoupled and directly supervised by the geometry of the deformed garment. To further improve the visual quality of animation, we propose to encode both vertex attributes as rendered texture images, so that 3D garment deformation can be equivalently achieved via 2D image transfer. This enables us to leverage powerful pretrained image models to recover fine-grained visual details in wrinkles, while maintaining superior scalability for garments of diverse topologies without relying on manual UV partition. Finally, we propose a multimodal fusion to incorporate constraints from both frequency modalities and robustly recover deformed 3D garments from transferred images. Extensive experiments show that our method significantly improves animation quality on various garment types and recovers finer wrinkles than state-of-the-art methods.

CVNov 18, 2025
IBGS: Image-Based Gaussian Splatting

Hoang Chuong Nguyen, Wei Mao, Jose M. Alvarez et al.

3D Gaussian Splatting (3DGS) has recently emerged as a fast, high-quality method for novel view synthesis (NVS). However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.

CVJan 27, 2025
BAG: Body-Aligned 3D Wearable Asset Generation

Zhongjin Luo, Yang Li, Mingrui Zhang et al.

While recent advancements have shown remarkable progress in general 3D shape generation models, the challenge of leveraging these approaches to automatically generate wearable 3D assets remains unexplored. To this end, we present BAG, a Body-aligned Asset Generation method to output 3D wearable asset that can be automatically dressed on given 3D human bodies. This is achived by controlling the 3D generation process using human body shape and pose information. Specifically, we first build a general single-image to consistent multiview image diffusion model, and train it on the large Objaverse dataset to achieve diversity and generalizability. Then we train a Controlnet to guide the multiview generator to produce body-aligned multiview images. The control signal utilizes the multiview 2D projections of the target human body, where pixel values represent the XYZ coordinates of the body surface in a canonical space. The body-conditioned multiview diffusion generates body-aligned multiview images, which are then fed into a native 3D diffusion model to produce the 3D shape of the asset. Finally, by recovering the similarity transformation using multiview silhouette supervision and addressing asset-body penetration with physics simulators, the 3D asset can be accurately fitted onto the target human body. Experimental results demonstrate significant advantages over existing methods in terms of image prompt-following capability, shape diversity, and shape quality. Our project page is available at https://bag-3d.github.io/.

SDApr 18, 2024
MIDGET: Music Conditioned 3D Dance Generation

Jinwu Wang, Wei Mao, Miaomiao Liu

In this paper, we introduce a MusIc conditioned 3D Dance GEneraTion model, named MIDGET based on Dance motion Vector Quantised Variational AutoEncoder (VQ-VAE) model and Motion Generative Pre-Training (GPT) model to generate vibrant and highquality dances that match the music rhythm. To tackle challenges in the field, we introduce three new components: 1) a pre-trained memory codebook based on the Motion VQ-VAE model to store different human pose codes, 2) employing Motion GPT model to generate pose codes with music and motion Encoders, 3) a simple framework for music feature extraction. We compare with existing state-of-the-art models and perform ablation experiments on AIST++, the largest publicly available music-dance dataset. Experiments demonstrate that our proposed framework achieves state-of-the-art performance on motion quality and its alignment with the music.

CVMar 6, 2021
Panoptic Lintention Network: Towards Efficient Navigational Perception for the Visually Impaired

Wei Mao, Jiaming Zhang, Kailun Yang et al.

Classic computer vision algorithms, instance segmentation, and semantic segmentation can not provide a holistic understanding of the surroundings for the visually impaired. In this paper, we utilize panoptic segmentation to assist the navigation of visually impaired people by offering both things and stuff awareness in the proximity of the visually impaired efficiently. To this end, we propose an efficient Attention module -- Lintention which can model long-range interactions in linear time using linear space. Based on Lintention, we then devise a novel panoptic segmentation model which we term Panoptic Lintention Net. Experiments on the COCO dataset indicate that the Panoptic Lintention Net raises the Panoptic Quality (PQ) from 39.39 to 41.42 with 4.6\% performance gain while only requiring 10\% fewer GFLOPs and 25\% fewer parameters in the semantic branch. Furthermore, a real-world test via our designed compact wearable panoptic segmentation system, indicates that our system based on the Panoptic Lintention Net accomplishes a relatively stable and exceptionally remarkable panoptic segmentation in real-world scenes.

CVJul 20, 2020
Can we cover navigational perception needs of the visually impaired by panoptic segmentation?

Wei Mao, Jiaming Zhang, Kailun Yang et al.

Navigational perception for visually impaired people has been substantially promoted by both classic and deep learning based segmentation methods. In classic visual recognition methods, the segmentation models are mostly object-dependent, which means a specific algorithm has to be devised for the object of interest. In contrast, deep learning based models such as instance segmentation and semantic segmentation allow to individually recognize part of the entire scene, namely things or stuff, for blind individuals. However, both of them can not provide a holistic understanding of the surroundings for the visually impaired. Panoptic segmentation is a newly proposed visual model with the aim of unifying semantic segmentation and instance segmentation. Motivated by that, we propose to utilize panoptic segmentation as an approach to navigating visually impaired people by offering both things and stuff awareness in the proximity of the visually impaired. We demonstrate that panoptic segmentation is able to equip the visually impaired with a holistic real-world scene perception through a wearable assistive system.