Hong Liu

CV
h-index39
6papers
54citations
Novelty49%
AI Score43

6 Papers

16.8CVAug 20, 2023Code
Co-Evolution of Pose and Mesh for 3D Human Body Estimation from Video

Yingxuan You, Hong Liu, Ti Wang et al.

Despite significant progress in single image-based 3D human mesh recovery, accurately and smoothly recovering 3D human motion from a video remains challenging. Existing video-based methods generally recover human mesh by estimating the complex pose and shape parameters from coupled image features, whose high complexity and low representation ability often result in inconsistent pose motion and limited shape patterns. To alleviate this issue, we introduce 3D pose as the intermediary and propose a Pose and Mesh Co-Evolution network (PMCE) that decouples this task into two parts: 1) video-based 3D human pose estimation and 2) mesh vertices regression from the estimated 3D pose and temporal image feature. Specifically, we propose a two-stream encoder that estimates mid-frame 3D pose and extracts a temporal image feature from the input image sequence. In addition, we design a co-evolution decoder that performs pose and mesh interactions with the image-guided Adaptive Layer Normalization (AdaLN) to make pose and mesh fit the human body shape. Extensive experiments demonstrate that the proposed PMCE outperforms previous state-of-the-art methods in terms of both per-frame accuracy and temporal consistency on three benchmark datasets: 3DPW, Human3.6M, and MPI-INF-3DHP. Our code is available at https://github.com/kasvii/PMCE.

10.2CVAug 20, 2025Code
UST-SSM: Unified Spatio-Temporal State Space Models for Point Cloud Video Modeling

Peiming Li, Ziyi Wang, Yulin Yuan et al.

Point cloud videos capture dynamic 3D motion while reducing the effects of lighting and viewpoint variations, making them highly effective for recognizing subtle and continuous human actions. Although Selective State Space Models (SSMs) have shown good performance in sequence modeling with linear complexity, the spatio-temporal disorder of point cloud videos hinders their unidirectional modeling when directly unfolding the point cloud video into a 1D sequence through temporally sequential scanning. To address this challenge, we propose the Unified Spatio-Temporal State Space Model (UST-SSM), which extends the latest advancements in SSMs to point cloud videos. Specifically, we introduce Spatial-Temporal Selection Scanning (STSS), which reorganizes unordered points into semantic-aware sequences through prompt-guided clustering, thereby enabling the effective utilization of points that are spatially and temporally distant yet similar within the sequence. For missing 4D geometric and motion details, Spatio-Temporal Structure Aggregation (STSA) aggregates spatio-temporal features and compensates. To improve temporal interaction within the sampled sequence, Temporal Interaction Sampling (TIS) enhances fine-grained temporal dependencies through non-anchor frame utilization and expanded receptive fields. Experimental results on the MSR-Action3D, NTU RGB+D, and Synthia 4D datasets validate the effectiveness of our method. Our code is available at https://github.com/wangzy01/UST-SSM.

2.0CVNov 7, 2024Code
D$^3$epth: Self-Supervised Depth Estimation with Dynamic Mask in Dynamic Scenes

Siyu Chen, Hong Liu, Wenhao Li et al.

Depth estimation is a crucial technology in robotics. Recently, self-supervised depth estimation methods have demonstrated great potential as they can efficiently leverage large amounts of unlabelled real-world data. However, most existing methods are designed under the assumption of static scenes, which hinders their adaptability in dynamic environments. To address this issue, we present D$^3$epth, a novel method for self-supervised depth estimation in dynamic scenes. It tackles the challenge of dynamic objects from two key perspectives. First, within the self-supervised framework, we design a reprojection constraint to identify regions likely to contain dynamic objects, allowing the construction of a dynamic mask that mitigates their impact at the loss level. Second, for multi-frame depth estimation, we introduce a cost volume auto-masking strategy that leverages adjacent frames to identify regions associated with dynamic objects and generate corresponding masks. This provides guidance for subsequent processes. Furthermore, we propose a spectral entropy uncertainty module that incorporates spectral entropy to guide uncertainty estimation during depth fusion, effectively addressing issues arising from cost volume computation in dynamic environments. Extensive experiments on KITTI and Cityscapes datasets demonstrate that the proposed method consistently outperforms existing self-supervised monocular depth estimation baselines. Code is available at \url{https://github.com/Csyunling/D3epth}.

6.5CVFeb 4, 2024Code
Learning Mutual Excitation for Hand-to-Hand and Human-to-Human Interaction Recognition

Mengyuan Liu, Chen Chen, Songtao Wu et al.

Recognizing interactive actions, including hand-to-hand interaction and human-to-human interaction, has attracted increasing attention for various applications in the field of video analysis and human-robot interaction. Considering the success of graph convolution in modeling topology-aware features from skeleton data, recent methods commonly operate graph convolution on separate entities and use late fusion for interactive action recognition, which can barely model the mutual semantic relationships between pairwise entities. To this end, we propose a mutual excitation graph convolutional network (me-GCN) by stacking mutual excitation graph convolution (me-GC) layers. Specifically, me-GC uses a mutual topology excitation module to firstly extract adjacency matrices from individual entities and then adaptively model the mutual constraints between them. Moreover, me-GC extends the above idea and further uses a mutual feature excitation module to extract and merge deep features from pairwise entities. Compared with graph convolution, our proposed me-GC gradually learns mutual information in each layer and each stage of graph convolution operations. Extensive experiments on a challenging hand-to-hand interaction dataset, i.e., the Assembely101 dataset, and two large-scale human-to-human interaction datasets, i.e., NTU60-Interaction and NTU120-Interaction consistently verify the superiority of our proposed method, which outperforms the state-of-the-art GCN-based and Transformer-based methods.

3.2ROJun 11, 2025
DCIRNet: Depth Completion with Iterative Refinement for Dexterous Grasping of Transparent and Reflective Objects

Guanghu Xie, Zhiduo Jiang, Yonglong Zhang et al.

Transparent and reflective objects in everyday environments pose significant challenges for depth sensors due to their unique visual properties, such as specular reflections and light transmission. These characteristics often lead to incomplete or inaccurate depth estimation, which severely impacts downstream geometry-based vision tasks, including object recognition, scene reconstruction, and robotic manipulation. To address the issue of missing depth information in transparent and reflective objects, we propose DCIRNet, a novel multimodal depth completion network that effectively integrates RGB images and depth maps to enhance depth estimation quality. Our approach incorporates an innovative multimodal feature fusion module designed to extract complementary information between RGB images and incomplete depth maps. Furthermore, we introduce a multi-stage supervision and depth refinement strategy that progressively improves depth completion and effectively mitigates the issue of blurred object boundaries. We integrate our depth completion model into dexterous grasping frameworks and achieve a $44\%$ improvement in the grasp success rate for transparent and reflective objects. We conduct extensive experiments on public datasets, where DCIRNet demonstrates superior performance. The experimental results validate the effectiveness of our approach and confirm its strong generalization capability across various transparent and reflective objects.

1.6RONov 1, 2018
Collision-Free Kinematics for Redundant Manipulators in Dynamic Scenes using Optimal Reciprocal Velocity Obstacles

Liangliang Zhao, Jingdong Zhao, Hong Liu et al.

We present a novel algorithm for collision-free kinematics of multiple manipulators in a shared workspace with moving obstacles. Our optimization-based approach simultaneously handles collision-free constraints based on reciprocal velocity obstacles and inverse kinematics constraints for high-DOF manipulators. We present an efficient method based on particle swarm optimization that can generate collision-free configurations for each redundant manipulator. Furthermore, our approach can be used to compute safe and oscillation-free trajectories in a few milli-seconds. We highlight the real-time performance of our algorithm on multiple Baxter robots with 14-DOF manipulators operating in a workspace with dynamic obstacles. Videos are available at https://sites.google.com/view/collision-free-kinematics