Runyi Yu

CV
h-index21
16papers
394citations
Novelty56%
AI Score55

16 Papers

CVJul 20, 2022Code
Locality Guidance for Improving Vision Transformers on Tiny Datasets

Kehan Li, Runyi Yu, Zhennan Wang et al. · pku

While the Vision Transformer (VT) architecture is becoming trendy in computer vision, pure VT models perform poorly on tiny datasets. To address this issue, this paper proposes the locality guidance for improving the performance of VTs on tiny datasets. We first analyze that the local information, which is of great importance for understanding images, is hard to be learned with limited data due to the high flexibility and intrinsic globality of the self-attention mechanism in VTs. To facilitate local information, we realize the locality guidance for VTs by imitating the features of an already trained convolutional neural network (CNN), inspired by the built-in local-to-global hierarchy of CNN. Under our dual-task learning paradigm, the locality guidance provided by a lightweight CNN trained on low-resolution images is adequate to accelerate the convergence and improve the performance of VTs to a large extent. Therefore, our locality guidance approach is very simple and efficient, and can serve as a basic performance enhancement method for VTs on tiny datasets. Extensive experiments demonstrate that our method can significantly improve VTs when training from scratch on tiny datasets and is compatible with different kinds of VTs and datasets. For example, our proposed method can boost the performance of various VTs on tiny datasets (e.g., 13.07% for DeiT, 8.98% for T2T and 7.85% for PVT), and enhance even stronger baseline PVTv2 by 1.86% to 79.30%, showing the potential of VTs on tiny datasets. The code is available at https://github.com/lkhl/tiny-transformers.

CVMar 1, 2023Code
Unlimited-Size Diffusion Restoration

Yinhuai Wang, Jiwen Yu, Runyi Yu et al. · pku

Recently, using diffusion models for zero-shot image restoration (IR) has become a new hot paradigm. This type of method only needs to use the pre-trained off-the-shelf diffusion models, without any finetuning, and can directly handle various IR tasks. The upper limit of the restoration performance depends on the pre-trained diffusion models, which are in rapid evolution. However, current methods only discuss how to deal with fixed-size images, but dealing with images of arbitrary sizes is very important for practical applications. This paper focuses on how to use those diffusion-based zero-shot IR methods to deal with any size while maintaining the excellent characteristics of zero-shot. A simple way to solve arbitrary size is to divide it into fixed-size patches and solve each patch independently. But this may yield significant artifacts since it neither considers the global semantics of all patches nor the local information of adjacent patches. Inspired by the Range-Null space Decomposition, we propose the Mask-Shift Restoration to address local incoherence and propose the Hierarchical Restoration to alleviate out-of-domain issues. Our simple, parameter-free approaches can be used not only for image restoration but also for image generation of unlimited sizes, with the potential to be a general tool for diffusion models. Code: https://github.com/wyhuai/DDNM/tree/main/hq_demo

CVDec 10, 2022Code
Position Embedding Needs an Independent Layer Normalization

Runyi Yu, Zhennan Wang, Yinhuai Wang et al. · pku

The Position Embedding (PE) is critical for Vision Transformers (VTs) due to the permutation-invariance of self-attention operation. By analyzing the input and output of each encoder layer in VTs using reparameterization and visualization, we find that the default PE joining method (simply adding the PE and patch embedding together) operates the same affine transformation to token embedding and PE, which limits the expressiveness of PE and hence constrains the performance of VTs. To overcome this limitation, we propose a simple, effective, and robust method. Specifically, we provide two independent layer normalizations for token embeddings and PE for each layer, and add them together as the input of each layer's Muti-Head Self-Attention module. Since the method allows the model to adaptively adjust the information of PE for different layers, we name it as Layer-adaptive Position Embedding, abbreviated as LaPE. Extensive experiments demonstrate that LaPE can improve various VTs with different types of PE and make VTs robust to PE types. For example, LaPE improves 0.94% accuracy for ViT-Lite on Cifar10, 0.98% for CCT on Cifar100, and 1.72% for DeiT on ImageNet-1K, which is remarkable considering the negligible extra parameters, memory and computational cost brought by LaPE. The code is publicly available at https://github.com/Ingrid725/LaPE.

CVNov 26, 2023
GAIA: Zero-shot Talking Avatar Generation

Tianyu He, Junliang Guo, Runyi Yu et al. · pku

Zero-shot talking avatar generation aims at synthesizing natural talking videos from speech and a single portrait image. Previous methods have relied on domain-specific heuristics such as warping-based motion representation and 3D Morphable Models, which limit the naturalness and diversity of the generated avatars. In this work, we introduce GAIA (Generative AI for Avatar), which eliminates the domain priors in talking avatar generation. In light of the observation that the speech only drives the motion of the avatar while the appearance of the avatar and the background typically remain the same throughout the entire video, we divide our approach into two stages: 1) disentangling each frame into motion and appearance representations; 2) generating motion sequences conditioned on the speech and reference portrait image. We collect a large-scale high-quality talking avatar dataset and train the model on it with different scales (up to 2B parameters). Experimental results verify the superiority, scalability, and flexibility of GAIA as 1) the resulting model beats previous baseline models in terms of naturalness, diversity, lip-sync quality, and visual quality; 2) the framework is scalable since larger models yield better results; 3) it is general and enables different applications like controllable talking avatar generation and text-instructed avatar generation.

CVOct 12, 2022
ACSeg: Adaptive Conceptualization for Unsupervised Semantic Segmentation

Kehan Li, Zhennan Wang, Zesen Cheng et al. · pku

Recently, self-supervised large-scale visual pre-training models have shown great promise in representing pixel-level semantic relationships, significantly promoting the development of unsupervised dense prediction tasks, e.g., unsupervised semantic segmentation (USS). The extracted relationship among pixel-level representations typically contains rich class-aware information that semantically identical pixel embeddings in the representation space gather together to form sophisticated concepts. However, leveraging the learned models to ascertain semantically consistent pixel groups or regions in the image is non-trivial since over/ under-clustering overwhelms the conceptualization procedure under various semantic distributions of different images. In this work, we investigate the pixel-level semantic aggregation in self-supervised ViT pre-trained models as image Segmentation and propose the Adaptive Conceptualization approach for USS, termed ACSeg. Concretely, we explicitly encode concepts into learnable prototypes and design the Adaptive Concept Generator (ACG), which adaptively maps these prototypes to informative concepts for each image. Meanwhile, considering the scene complexity of different images, we propose the modularity loss to optimize ACG independent of the concept number based on estimating the intensity of pixel pairs belonging to the same concept. Finally, we turn the USS task into classifying the discovered concepts in an unsupervised manner. Extensive experiments with state-of-the-art results demonstrate the effectiveness of the proposed ACSeg.

CVJul 15, 2024
Local Action-Guided Motion Diffusion Model for Text-to-Motion Generation

Peng Jin, Hao Li, Zesen Cheng et al. · pku

Text-to-motion generation requires not only grounding local actions in language but also seamlessly blending these individual actions to synthesize diverse and realistic global motions. However, existing motion generation methods primarily focus on the direct synthesis of global motions while neglecting the importance of generating and controlling local actions. In this paper, we propose the local action-guided motion diffusion model, which facilitates global motion generation by utilizing local actions as fine-grained control signals. Specifically, we provide an automated method for reference local action sampling and leverage graph attention networks to assess the guiding weight of each local action in the overall motion synthesis. During the diffusion process for synthesizing global motion, we calculate the local-action gradient to provide conditional guidance. This local-to-global paradigm reduces the complexity associated with direct global motion generation and promotes motion diversity via sampling diverse actions as conditions. Extensive experiments on two human motion datasets, i.e., HumanML3D and KIT, demonstrate the effectiveness of our method. Furthermore, our method provides flexibility in seamlessly combining various local actions and continuous guiding weight adjustment, accommodating diverse user preferences, which may hold potential significance for the community. The project page is available at https://jpthu17.github.io/GuidedMotion-project/.

CVJul 6, 2022
$L_2$BN: Enhancing Batch Normalization by Equalizing the $L_2$ Norms of Features

Zhennan Wang, Kehan Li, Runyi Yu et al. · pku

In this paper, we analyze batch normalization from the perspective of discriminability and find the disadvantages ignored by previous studies: the difference in $l_2$ norms of sample features can hinder batch normalization from obtaining more distinguished inter-class features and more compact intra-class features. To address this issue, we propose a simple yet effective method to equalize the $l_2$ norms of sample features. Concretely, we $l_2$-normalize each sample feature before feeding them into batch normalization, and therefore the features are of the same magnitude. Since the proposed method combines the $l_2$ normalization and batch normalization, we name our method $L_2$BN. The $L_2$BN can strengthen the compactness of intra-class features and enlarge the discrepancy of inter-class features. The $L_2$BN is easy to implement and can exert its effect without any additional parameters or hyper-parameters. We evaluate the effectiveness of $L_2$BN through extensive experiments with various models on image classification and acoustic scene classification tasks. The results demonstrate that the $L_2$BN can boost the generalization ability of various neural network models and achieve considerable performance improvements.

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/

90.6ROApr 16
Switch: Learning Agile Skills Switching for Humanoid Robots

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

Recent advancements in whole-body control through deep reinforcement learning have enabled humanoid robots to achieve remarkable progress in real-world chal lenging locomotion skills. However, existing approaches often struggle with flexible transitions between distinct skills, cre ating safety concerns and practical limitations. To address this challenge, we introduce a hierarchical multi-skill system, Switch, enabling seamless skill transitions at any moment. Our approach comprises three key components: (1) a Skill Graph (SG) that establishes potential cross-skill transitions based on kinematic similarity within multi-skill motion data, (2) a whole-body tracking policy trained on this skill graph through deep reinforcement learning, and (3) an online skill scheduler to drive the tracking policy for robust skill execution and smooth transitions. For skill switching or significant tracking deviations, the scheduler performs online graph search to find the optimal feasible path, which ensures efficient, stable, and real-time execution of diverse locomotion skills. Comprehensive experiments demonstrate that Switch empowers humanoid to execute agile skill transitions with high success rates while maintaining strong motion imitation performance.

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

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

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

CVJul 9, 2025Code
Go to Zero: Towards Zero-shot Motion Generation with Million-scale Data

Ke Fan, Shunlin Lu, Minyue Dai et al.

Generating diverse and natural human motion sequences based on textual descriptions constitutes a fundamental and challenging research area within the domains of computer vision, graphics, and robotics. Despite significant advancements in this field, current methodologies often face challenges regarding zero-shot generalization capabilities, largely attributable to the limited size of training datasets. Moreover, the lack of a comprehensive evaluation framework impedes the advancement of this task by failing to identify directions for improvement. In this work, we aim to push text-to-motion into a new era, that is, to achieve the generalization ability of zero-shot. To this end, firstly, we develop an efficient annotation pipeline and introduce MotionMillion-the largest human motion dataset to date, featuring over 2,000 hours and 2 million high-quality motion sequences. Additionally, we propose MotionMillion-Eval, the most comprehensive benchmark for evaluating zero-shot motion generation. Leveraging a scalable architecture, we scale our model to 7B parameters and validate its performance on MotionMillion-Eval. Our results demonstrate strong generalization to out-of-domain and complex compositional motions, marking a significant step toward zero-shot human motion generation. The code is available at https://github.com/VankouF/MotionMillion-Codes.

LGOct 16, 2019Code
On the Global Optima of Kernelized Adversarial Representation Learning

Bashir Sadeghi, Runyi Yu, Vishnu Naresh Boddeti

Adversarial representation learning is a promising paradigm for obtaining data representations that are invariant to certain sensitive attributes while retaining the information necessary for predicting target attributes. Existing approaches solve this problem through iterative adversarial minimax optimization and lack theoretical guarantees. In this paper, we first study the "linear" form of this problem i.e., the setting where all the players are linear functions. We show that the resulting optimization problem is both non-convex and non-differentiable. We obtain an exact closed-form expression for its global optima through spectral learning and provide performance guarantees in terms of analytical bounds on the achievable utility and invariance. We then extend this solution and analysis to non-linear functions through kernel representation. Numerical experiments on UCI, Extended Yale B and CIFAR-100 datasets indicate that, (a) practically, our solution is ideal for "imparting" provable invariance to any biased pre-trained data representation, and (b) empirically, the trade-off between utility and invariance provided by our solution is comparable to iterative minimax optimization of existing deep neural network based approaches. Code is available at https://github.com/human-analysis/Kernel-ARL

CVMay 24, 2024
InstructAvatar: Text-Guided Emotion and Motion Control for Avatar Generation

Yuchi Wang, Junliang Guo, Jianhong Bai et al. · pku

Recent talking avatar generation models have made strides in achieving realistic and accurate lip synchronization with the audio, but often fall short in controlling and conveying detailed expressions and emotions of the avatar, making the generated video less vivid and controllable. In this paper, we propose a novel text-guided approach for generating emotionally expressive 2D avatars, offering fine-grained control, improved interactivity, and generalizability to the resulting video. Our framework, named InstructAvatar, leverages a natural language interface to control the emotion as well as the facial motion of avatars. Technically, we design an automatic annotation pipeline to construct an instruction-video paired training dataset, equipped with a novel two-branch diffusion-based generator to predict avatars with audio and text instructions at the same time. Experimental results demonstrate that InstructAvatar produces results that align well with both conditions, and outperforms existing methods in fine-grained emotion control, lip-sync quality, and naturalness. Our project page is https://wangyuchi369.github.io/InstructAvatar/.

LGMay 4, 2025
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations

Runyi Yu, Yinhuai Wang, Qihan Zhao et al.

We address a fundamental challenge in Reinforcement Learning from Interaction Demonstration (RLID): demonstration noise and coverage limitations. While existing data collection approaches provide valuable interaction demonstrations, they often yield sparse, disconnected, and noisy trajectories that fail to capture the full spectrum of possible skill variations and transitions. Our key insight is that despite noisy and sparse demonstrations, there exist infinite physically feasible trajectories that naturally bridge between demonstrated skills or emerge from their neighboring states, forming a continuous space of possible skill variations and transitions. Building upon this insight, we present two data augmentation techniques: a Stitched Trajectory Graph (STG) that discovers potential transitions between demonstration skills, and a State Transition Field (STF) that establishes unique connections for arbitrary states within the demonstration neighborhood. To enable effective RLID with augmented data, we develop an Adaptive Trajectory Sampling (ATS) strategy for dynamic curriculum generation and a historical encoding mechanism for memory-dependent skill learning. Our approach enables robust skill acquisition that significantly generalizes beyond the reference demonstrations. Extensive experiments across diverse interaction tasks demonstrate substantial improvements over state-of-the-art methods in terms of convergence stability, generalization capability, and recovery robustness.

ROOct 13, 2025
PhysHSI: Towards a Real-World Generalizable and Natural Humanoid-Scene Interaction System

Huayi Wang, Wentao Zhang, Runyi Yu et al.

Deploying humanoid robots to interact with real-world environments--such as carrying objects or sitting on chairs--requires generalizable, lifelike motions and robust scene perception. Although prior approaches have advanced each capability individually, combining them in a unified system is still an ongoing challenge. In this work, we present a physical-world humanoid-scene interaction system, PhysHSI, that enables humanoids to autonomously perform diverse interaction tasks while maintaining natural and lifelike behaviors. PhysHSI comprises a simulation training pipeline and a real-world deployment system. In simulation, we adopt adversarial motion prior-based policy learning to imitate natural humanoid-scene interaction data across diverse scenarios, achieving both generalization and lifelike behaviors. For real-world deployment, we introduce a coarse-to-fine object localization module that combines LiDAR and camera inputs to provide continuous and robust scene perception. We validate PhysHSI on four representative interactive tasks--box carrying, sitting, lying, and standing up--in both simulation and real-world settings, demonstrating consistently high success rates, strong generalization across diverse task goals, and natural motion patterns.

CVJun 12, 2024
Make Your Actor Talk: Generalizable and High-Fidelity Lip Sync with Motion and Appearance Disentanglement

Runyi Yu, Tianyu He, Ailing Zhang et al.

We aim to edit the lip movements in talking video according to the given speech while preserving the personal identity and visual details. The task can be decomposed into two sub-problems: (1) speech-driven lip motion generation and (2) visual appearance synthesis. Current solutions handle the two sub-problems within a single generative model, resulting in a challenging trade-off between lip-sync quality and visual details preservation. Instead, we propose to disentangle the motion and appearance, and then generate them one by one with a speech-to-motion diffusion model and a motion-conditioned appearance generation model. However, there still remain challenges in each stage, such as motion-aware identity preservation in (1) and visual details preservation in (2). Therefore, to preserve personal identity, we adopt landmarks to represent the motion, and further employ a landmark-based identity loss. To capture motion-agnostic visual details, we use separate encoders to encode the lip, non-lip appearance and motion, and then integrate them with a learned fusion module. We train MyTalk on a large-scale and diverse dataset. Experiments show that our method generalizes well to the unknown, even out-of-domain person, in terms of both lip sync and visual detail preservation. We encourage the readers to watch the videos on our project page (https://Ingrid789.github.io/MyTalk/).