Bo Hu

h-index8
2papers
311citations

2 Papers

17.8GRMay 5, 2022
Real-time Controllable Motion Transition for Characters

Xiangjun Tang, He Wang, Bo Hu et al.

Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).

4.1LGMar 3, 2025
MAB-Based Channel Scheduling for Asynchronous Federated Learning in Non-Stationary Environments

Zhiyin Li, Yubo Yang, Tao Yang et al.

Federated learning enables distributed model training across clients without raw data exchange, but in wireless implementations, frequent parameter updates cause high communication overhead. Existing research often assumes known channel state information (CSI) or stationary channels, though practical wireless channels are non-stationary due to fading, user mobility, and attacks, leading to unpredictable transmission failures and exacerbating client staleness, which hampers model convergence. To tackle these challenges, we propose an asynchronous federated learning scheduling framework for non-stationary channels that aims to reduce client staleness while enhancing communication efficiency and fairness. Our framework considers two scenarios: extremely non-stationary and piecewise-stationary channels. Age of Information (AoI) quantifies client staleness under these conditions. We conduct convergence analysis to examine the impact of AoI and per-round client participation on learning performance and formulate the scheduling problem as a multi-armed bandit (MAB) problem. We derive theoretical lower bounds on AoI regret and develop scheduling strategies based on GLR-CUCB and M-exp3 algorithms, including upper bounds on AoI regret. To address imbalanced client updates, we propose an adaptive matching strategy that incorporates marginal utility and fairness considerations. Simulation results show that our algorithm achieves sub-linear AoI regret, accelerates convergence, and promotes fairer aggregation.