50.0CVOct 23, 2023
Wonder3D: Single Image to 3D using Cross-Domain DiffusionXiaoxiao Long, Yuan-Chen Guo, Cheng Lin et al.
In this work, we introduce Wonder3D, a novel method for efficiently generating high-fidelity textured meshes from single-view images.Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of image-to-3D tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure consistency, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a geometry-aware normal fusion algorithm that extracts high-quality surfaces from the multi-view 2D representations. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and reasonably good efficiency compared to prior works.
21.0CVNov 19, 2022
TORE: Token Reduction for Efficient Human Mesh Recovery with TransformerZhiyang Dou, Qingxuan Wu, Cheng Lin et al.
In this paper, we introduce a set of simple yet effective TOken REduction (TORE) strategies for Transformer-based Human Mesh Recovery from monocular images. Current SOTA performance is achieved by Transformer-based structures. However, they suffer from high model complexity and computation cost caused by redundant tokens. We propose token reduction strategies based on two important aspects, i.e., the 3D geometry structure and 2D image feature, where we hierarchically recover the mesh geometry with priors from body structure and conduct token clustering to pass fewer but more discriminative image feature tokens to the Transformer. Our method massively reduces the number of tokens involved in high-complexity interactions in the Transformer. This leads to a significantly reduced computational cost while still achieving competitive or even higher accuracy in shape recovery. Extensive experiments across a wide range of benchmarks validate the superior effectiveness of the proposed method. We further demonstrate the generalizability of our method on hand mesh recovery. Visit our project page at https://frank-zy-dou.github.io/projects/Tore/index.html.
21.6GRSep 20, 2023
C$\cdot$ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based CharactersZhiyang Dou, Xuelin Chen, Qingnan Fan et al.
We present C$\cdot$ASE, an efficient and effective framework that learns conditional Adversarial Skill Embeddings for physics-based characters. Our physically simulated character can learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. C$\cdot$ASE divides the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character's skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.
28.8CVNov 28, 2023
TLControl: Trajectory and Language Control for Human Motion SynthesisWeilin Wan, Zhiyang Dou, Taku Komura et al.
Controllable human motion synthesis is essential for applications in AR/VR, gaming and embodied AI. Existing methods often focus solely on either language or full trajectory control, lacking precision in synthesizing motions aligned with user-specified trajectories, especially for multi-joint control. To address these issues, we present TLControl, a novel method for realistic human motion synthesis, incorporating both low-level Trajectory and high-level Language semantics controls, through the integration of neural-based and optimization-based techniques. Specifically, we begin with training a VQ-VAE for a compact and well-structured latent motion space organized by body parts. We then propose a Masked Trajectories Transformer (MTT) for predicting a motion distribution conditioned on language and trajectory. Once trained, we use MTT to sample initial motion predictions given user-specified partial trajectories and text descriptions as conditioning. Finally, we introduce a test-time optimization to refine these coarse predictions for precise trajectory control, which offers flexibility by allowing users to specify various optimization goals and ensures high runtime efficiency. Comprehensive experiments show that TLControl significantly outperforms the state-of-the-art in trajectory accuracy and time efficiency, making it practical for interactive and high-quality animation generation.
11.0CVNov 28, 2023
Surf-D: Generating High-Quality Surfaces of Arbitrary Topologies Using Diffusion ModelsZhengming Yu, Zhiyang Dou, Xiaoxiao Long et al.
We present Surf-D, a novel method for generating high-quality 3D shapes as Surfaces with arbitrary topologies using Diffusion models. Previous methods explored shape generation with different representations and they suffer from limited topologies and poor geometry details. To generate high-quality surfaces of arbitrary topologies, we use the Unsigned Distance Field (UDF) as our surface representation to accommodate arbitrary topologies. Furthermore, we propose a new pipeline that employs a point-based AutoEncoder to learn a compact and continuous latent space for accurately encoding UDF and support high-resolution mesh extraction. We further show that our new pipeline significantly outperforms the prior approaches to learning the distance fields, such as the grid-based AutoEncoder, which is not scalable and incapable of learning accurate UDF. In addition, we adopt a curriculum learning strategy to efficiently embed various surfaces. With the pretrained shape latent space, we employ a latent diffusion model to acquire the distribution of various shapes. Extensive experiments are presented on using Surf-D for unconditional generation, category conditional generation, image conditional generation, and text-to-shape tasks. The experiments demonstrate the superior performance of Surf-D in shape generation across multiple modalities as conditions. Visit our project page at https://yzmblog.github.io/projects/SurfD/.
EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion GenerationWenyang Zhou, Zhiyang Dou, Zeyu Cao et al.
We introduce Efficient Motion Diffusion Model (EMDM) for fast and high-quality human motion generation. Current state-of-the-art generative diffusion models have produced impressive results but struggle to achieve fast generation without sacrificing quality. On the one hand, previous works, like motion latent diffusion, conduct diffusion within a latent space for efficiency, but learning such a latent space can be a non-trivial effort. On the other hand, accelerating generation by naively increasing the sampling step size, e.g., DDIM, often leads to quality degradation as it fails to approximate the complex denoising distribution. To address these issues, we propose EMDM, which captures the complex distribution during multiple sampling steps in the diffusion model, allowing for much fewer sampling steps and significant acceleration in generation. This is achieved by a conditional denoising diffusion GAN to capture multimodal data distributions among arbitrary (and potentially larger) step sizes conditioned on control signals, enabling fewer-step motion sampling with high fidelity and diversity. To minimize undesired motion artifacts, geometric losses are imposed during network learning. As a result, EMDM achieves real-time motion generation and significantly improves the efficiency of motion diffusion models compared to existing methods while achieving high-quality motion generation. Our code will be publicly available upon publication.
13.1CVDec 28, 2025
EgoReAct: Egocentric Video-Driven 3D Human Reaction GenerationLibo Zhang, Zekun Li, Tianyu Li et al.
Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.
Coverage Axis++: Efficient Inner Point Selection for 3D Shape SkeletonizationZimeng Wang, Zhiyang Dou, Rui Xu et al.
We introduce Coverage Axis++, a novel and efficient approach to 3D shape skeletonization. The current state-of-the-art approaches for this task often rely on the watertightness of the input or suffer from substantial computational costs, thereby limiting their practicality. To address this challenge, Coverage Axis++ proposes a heuristic algorithm to select skeletal points, offering a high-accuracy approximation of the Medial Axis Transform (MAT) while significantly mitigating computational intensity for various shape representations. We introduce a simple yet effective strategy that considers shape coverage, uniformity, and centrality to derive skeletal points. The selection procedure enforces consistency with the shape structure while favoring the dominant medial balls, which thus introduces a compact underlying shape representation in terms of MAT. As a result, Coverage Axis++ allows for skeletonization for various shape representations (e.g., water-tight meshes, triangle soups, point clouds), specification of the number of skeletal points, few hyperparameters, and highly efficient computation with improved reconstruction accuracy. Extensive experiments across a wide range of 3D shapes validate the efficiency and effectiveness of Coverage Axis++. Our codes are available at https://github.com/Frank-ZY-Dou/Coverage_Axis.
Go to Zero: Towards Zero-shot Motion Generation with Million-scale DataKe 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.
3.7CVSep 23, 2024
Dynamic Realms: 4D Content Analysis, Recovery and Generation with Geometric, Topological and Physical PriorsZhiyang Dou
My research focuses on the analysis, recovery, and generation of 4D content, where 4D includes three spatial dimensions (x, y, z) and a temporal dimension t, such as shape and motion. This focus goes beyond static objects to include dynamic changes over time, providing a comprehensive understanding of both spatial and temporal variations. These techniques are critical in applications like AR/VR, embodied AI, and robotics. My research aims to make 4D content generation more efficient, accessible, and higher in quality by incorporating geometric, topological, and physical priors. I also aim to develop effective methods for 4D content recovery and analysis using these priors.
MOSPA: Human Motion Generation Driven by Spatial AudioShuyang Xu, Zhiyang Dou, Mingyi Shi et al.
Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation
11.3CVNov 25, 2024Code
MotionWavelet: Human Motion Prediction via Wavelet Manifold LearningYuming Feng, Zhiyang Dou, Ling-Hao Chen et al. · tsinghua
Modeling temporal characteristics and the non-stationary dynamics of body movement plays a significant role in predicting human future motions. However, it is challenging to capture these features due to the subtle transitions involved in the complex human motions. This paper introduces MotionWavelet, a human motion prediction framework that utilizes Wavelet Transformation and studies human motion patterns in the spatial-frequency domain. In MotionWavelet, a Wavelet Diffusion Model (WDM) learns a Wavelet Manifold by applying Wavelet Transformation on the motion data therefore encoding the intricate spatial and temporal motion patterns. Once the Wavelet Manifold is built, WDM trains a diffusion model to generate human motions from Wavelet latent vectors. In addition to the WDM, MotionWavelet also presents a Wavelet Space Shaping Guidance mechanism to refine the denoising process to improve conformity with the manifold structure. WDM also develops Temporal Attention-Based Guidance to enhance prediction accuracy. Extensive experiments validate the effectiveness of MotionWavelet, demonstrating improved prediction accuracy and enhanced generalization across various benchmarks. Our code and models will be released upon acceptance.
PDT: Point Distribution Transformation with Diffusion ModelsJionghao Wang, Cheng Lin, Yuan Liu et al.
Point-based representations have consistently played a vital role in geometric data structures. Most point cloud learning and processing methods typically leverage the unordered and unconstrained nature to represent the underlying geometry of 3D shapes. However, how to extract meaningful structural information from unstructured point cloud distributions and transform them into semantically meaningful point distributions remains an under-explored problem. We present PDT, a novel framework for point distribution transformation with diffusion models. Given a set of input points, PDT learns to transform the point set from its original geometric distribution into a target distribution that is semantically meaningful. Our method utilizes diffusion models with novel architecture and learning strategy, which effectively correlates the source and the target distribution through a denoising process. Through extensive experiments, we show that our method successfully transforms input point clouds into various forms of structured outputs - ranging from surface-aligned keypoints, and inner sparse joints to continuous feature lines. The results showcase our framework's ability to capture both geometric and semantic features, offering a powerful tool for various 3D geometry processing tasks where structured point distributions are desired. Code will be available at this link: https://github.com/shanemankiw/PDT.
Diffusion as Shader: 3D-aware Video Diffusion for Versatile Video Generation ControlZekai Gu, Rui Yan, Jiahao Lu et al.
Diffusion models have demonstrated impressive performance in generating high-quality videos from text prompts or images. However, precise control over the video generation process, such as camera manipulation or content editing, remains a significant challenge. Existing methods for controlled video generation are typically limited to a single control type, lacking the flexibility to handle diverse control demands. In this paper, we introduce Diffusion as Shader (DaS), a novel approach that supports multiple video control tasks within a unified architecture. Our key insight is that achieving versatile video control necessitates leveraging 3D control signals, as videos are fundamentally 2D renderings of dynamic 3D content. Unlike prior methods limited to 2D control signals, DaS leverages 3D tracking videos as control inputs, making the video diffusion process inherently 3D-aware. This innovation allows DaS to achieve a wide range of video controls by simply manipulating the 3D tracking videos. A further advantage of using 3D tracking videos is their ability to effectively link frames, significantly enhancing the temporal consistency of the generated videos. With just 3 days of fine-tuning on 8 H800 GPUs using less than 10k videos, DaS demonstrates strong control capabilities across diverse tasks, including mesh-to-video generation, camera control, motion transfer, and object manipulation.
31.1CVDec 4, 2024
Align3R: Aligned Monocular Depth Estimation for Dynamic VideosJiahao Lu, Tianyu Huang, Peng Li et al.
Recent developments in monocular depth estimation methods enable high-quality depth estimation of single-view images but fail to estimate consistent video depth across different frames. Recent works address this problem by applying a video diffusion model to generate video depth conditioned on the input video, which is training-expensive and can only produce scale-invariant depth values without camera poses. In this paper, we propose a novel video-depth estimation method called Align3R to estimate temporal consistent depth maps for a dynamic video. Our key idea is to utilize the recent DUSt3R model to align estimated monocular depth maps of different timesteps. First, we fine-tune the DUSt3R model with additional estimated monocular depth as inputs for the dynamic scenes. Then, we apply optimization to reconstruct both depth maps and camera poses. Extensive experiments demonstrate that Align3R estimates consistent video depth and camera poses for a monocular video with superior performance than baseline methods.
20.1CVDec 8, 2023
Disentangled Clothed Avatar Generation from Text DescriptionsJionghao Wang, Yuan Liu, Zhiyang Dou et al.
In this paper, we introduce a novel text-to-avatar generation method that separately generates the human body and the clothes and allows high-quality animation on the generated avatar. While recent advancements in text-to-avatar generation have yielded diverse human avatars from text prompts, these methods typically combine all elements-clothes, hair, and body-into a single 3D representation. Such an entangled approach poses challenges for downstream tasks like editing or animation. To overcome these limitations, we propose a novel disentangled 3D avatar representation named Sequentially Offset-SMPL (SO-SMPL), building upon the SMPL model. SO-SMPL represents the human body and clothes with two separate meshes but associates them with offsets to ensure the physical alignment between the body and the clothes. Then, we design a Score Distillation Sampling (SDS)-based distillation framework to generate the proposed SO-SMPL representation from text prompts. Our approach not only achieves higher texture and geometry quality and better semantic alignment with text prompts, but also significantly improves the visual quality of character animation, virtual try-on, and avatar editing. Project page: https://shanemankiw.github.io/SO-SMPL/.
LaserHuman: Language-guided Scene-aware Human Motion Generation in Free EnvironmentPeishan Cong, Ziyi Wang, Zhiyang Dou et al.
Language-guided scene-aware human motion generation has great significance for entertainment and robotics. In response to the limitations of existing datasets, we introduce LaserHuman, a pioneering dataset engineered to revolutionize Scene-Text-to-Motion research. LaserHuman stands out with its inclusion of genuine human motions within 3D environments, unbounded free-form natural language descriptions, a blend of indoor and outdoor scenarios, and dynamic, ever-changing scenes. Diverse modalities of capture data and rich annotations present great opportunities for the research of conditional motion generation, and can also facilitate the development of real-life applications. Moreover, to generate semantically consistent and physically plausible human motions, we propose a multi-conditional diffusion model, which is simple but effective, achieving state-of-the-art performance on existing datasets.
21.1CVFeb 17, 2025
MVTokenFlow: High-quality 4D Content Generation using Multiview Token FlowHanzhuo Huang, Yuan Liu, Ge Zheng et al.
In this paper, we present MVTokenFlow for high-quality 4D content creation from monocular videos. Recent advancements in generative models such as video diffusion models and multiview diffusion models enable us to create videos or 3D models. However, extending these generative models for dynamic 4D content creation is still a challenging task that requires the generated content to be consistent spatially and temporally. To address this challenge, MVTokenFlow utilizes the multiview diffusion model to generate multiview images on different timesteps, which attains spatial consistency across different viewpoints and allows us to reconstruct a reasonable coarse 4D field. Then, MVTokenFlow further regenerates all the multiview images using the rendered 2D flows as guidance. The 2D flows effectively associate pixels from different timesteps and improve the temporal consistency by reusing tokens in the regeneration process. Finally, the regenerated images are spatiotemporally consistent and utilized to refine the coarse 4D field to get a high-quality 4D field. Experiments demonstrate the effectiveness of our design and show significantly improved quality than baseline methods.
Boosting Segment Anything Model Towards Open-Vocabulary LearningXumeng Han, Longhui Wei, Xuehui Yu et al.
The recent Segment Anything Model (SAM) has emerged as a new paradigmatic vision foundation model, showcasing potent zero-shot generalization and flexible prompting. Despite SAM finding applications and adaptations in various domains, its primary limitation lies in the inability to grasp object semantics. In this paper, we present Sambor to seamlessly integrate SAM with the open-vocabulary object detector in an end-to-end framework. While retaining all the remarkable capabilities inherent to SAM, we boost it to detect arbitrary objects from human inputs like category names or reference expressions. Building upon the SAM image encoder, we introduce a novel SideFormer module designed to acquire SAM features adept at perceiving objects and inject comprehensive semantic information for recognition. In addition, we devise an Open-set RPN that leverages SAM proposals to assist in finding potential objects. Consequently, Sambor enables the open-vocabulary detector to equally focus on generalizing both localization and classification sub-tasks. Our approach demonstrates superior zero-shot performance across benchmarks, including COCO and LVIS, proving highly competitive against previous state-of-the-art methods. We aspire for this work to serve as a meaningful endeavor in endowing SAM to recognize diverse object categories and advancing open-vocabulary learning with the support of vision foundation models.
16.8CVOct 21, 2024
ViMoE: An Empirical Study of Designing Vision Mixture-of-ExpertsXumeng Han, Longhui Wei, Zhiyang Dou et al.
Mixture-of-Experts (MoE) models embody the divide-and-conquer concept and are a promising approach for increasing model capacity, demonstrating excellent scalability across multiple domains. In this paper, we integrate the MoE structure into the classic Vision Transformer (ViT), naming it ViMoE, and explore the potential of applying MoE to vision through a comprehensive study on image classification and semantic segmentation. However, we observe that the performance is sensitive to the configuration of MoE layers, making it challenging to obtain optimal results without careful design. The underlying cause is that inappropriate MoE layers lead to unreliable routing and hinder experts from effectively acquiring helpful information. To address this, we introduce a shared expert to learn and capture common knowledge, serving as an effective way to construct stable ViMoE. Furthermore, we demonstrate how to analyze expert routing behavior, revealing which MoE layers are capable of specializing in handling specific information and which are not. This provides guidance for retaining the critical layers while removing redundancies, thereby advancing ViMoE to be more efficient without sacrificing accuracy. We aspire for this work to offer new insights into the design of vision MoE models and provide valuable empirical guidance for future research.
16.4CVFeb 19, 2025
ModSkill: Physical Character Skill ModularizationYiming Huang, Zhiyang Dou, Lingjie Liu
Human motion is highly diverse and dynamic, posing challenges for imitation learning algorithms that aim to generalize motor skills for controlling simulated characters. Previous methods typically rely on a universal full-body controller for tracking reference motion (tracking-based model) or a unified full-body skill embedding space (skill embedding). However, these approaches often struggle to generalize and scale to larger motion datasets. In this work, we introduce a novel skill learning framework, ModSkill, that decouples complex full-body skills into compositional, modular skills for independent body parts. Our framework features a skill modularization attention layer that processes policy observations into modular skill embeddings that guide low-level controllers for each body part. We also propose an Active Skill Learning approach with Generative Adaptive Sampling, using large motion generation models to adaptively enhance policy learning in challenging tracking scenarios. Our results show that this modularized skill learning framework, enhanced by generative sampling, outperforms existing methods in precise full-body motion tracking and enables reusable skill embeddings for diverse goal-driven tasks.
12.8CVDec 12, 2024
GaGA: Towards Interactive Global Geolocation AssistantZhiyang Dou, Zipeng Wang, Xumeng Han et al.
Global geolocation, which seeks to predict the geographical location of images captured anywhere in the world, is one of the most challenging tasks in the field of computer vision. In this paper, we introduce an innovative interactive global geolocation assistant named GaGA, built upon the flourishing large vision-language models (LVLMs). GaGA uncovers geographical clues within images and combines them with the extensive world knowledge embedded in LVLMs to determine the geolocations while also providing justifications and explanations for the prediction results. We further designed a novel interactive geolocation method that surpasses traditional static inference approaches. It allows users to intervene, correct, or provide clues for the predictions, making the model more flexible and practical. The development of GaGA relies on the newly proposed Multi-modal Global Geolocation (MG-Geo) dataset, a comprehensive collection of 5 million high-quality image-text pairs. GaGA achieves state-of-the-art performance on the GWS15k dataset, improving accuracy by 4.57% at the country level and 2.92% at the city level, setting a new benchmark. These advancements represent a significant leap forward in developing highly accurate, interactive geolocation systems with global applicability.
8.0GRMay 27, 2025
CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated ObjectsHuaijin Pi, Zhi Cen, Zhiyang Dou et al.
Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
13.5CVNov 29, 2024
SIMS: Simulating Stylized Human-Scene Interactions with Retrieval-Augmented Script GenerationWenjia Wang, Liang Pan, Zhiyang Dou et al.
Simulating stylized human-scene interactions (HSI) in physical environments is a challenging yet fascinating task. Prior works emphasize long-term execution but fall short in achieving both diverse style and physical plausibility. To tackle this challenge, we introduce a novel hierarchical framework named SIMS that seamlessly bridges highlevel script-driven intent with a low-level control policy, enabling more expressive and diverse human-scene interactions. Specifically, we employ Large Language Models with Retrieval-Augmented Generation (RAG) to generate coherent and diverse long-form scripts, providing a rich foundation for motion planning. A versatile multicondition physics-based control policy is also developed, which leverages text embeddings from the generated scripts to encode stylistic cues, simultaneously perceiving environmental geometries and accomplishing task goals. By integrating the retrieval-augmented script generation with the multi-condition controller, our approach provides a unified solution for generating stylized HSI motions. We further introduce a comprehensive planning dataset produced by RAG and a stylized motion dataset featuring diverse locomotions and interactions. Extensive experiments demonstrate SIMS's effectiveness in executing various tasks and generalizing across different scenarios, significantly outperforming previous methods.
6.6GRMar 31, 2025
CBIL: Collective Behavior Imitation Learning for Fish from Real VideosYifan Wu, Zhiyang Dou, Yuko Ishiwaka et al.
Reproducing realistic collective behaviors presents a captivating yet formidable challenge. Traditional rule-based methods rely on hand-crafted principles, limiting motion diversity and realism in generated collective behaviors. Recent imitation learning methods learn from data but often require ground truth motion trajectories and struggle with authenticity, especially in high-density groups with erratic movements. In this paper, we present a scalable approach, Collective Behavior Imitation Learning (CBIL), for learning fish schooling behavior directly from videos, without relying on captured motion trajectories. Our method first leverages Video Representation Learning, where a Masked Video AutoEncoder (MVAE) extracts implicit states from video inputs in a self-supervised manner. The MVAE effectively maps 2D observations to implicit states that are compact and expressive for following the imitation learning stage. Then, we propose a novel adversarial imitation learning method to effectively capture complex movements of the schools of fish, allowing for efficient imitation of the distribution for motion patterns measured in the latent space. It also incorporates bio-inspired rewards alongside priors to regularize and stabilize training. Once trained, CBIL can be used for various animation tasks with the learned collective motion priors. We further show its effectiveness across different species. Finally, we demonstrate the application of our system in detecting abnormal fish behavior from in-the-wild videos.
15.5CVOct 7, 2025
Text2Interact: High-Fidelity and Diverse Text-to-Two-Person Interaction GenerationQingxuan Wu, Zhiyang Dou, Chuan Guo et al.
Modeling human-human interactions from text remains challenging because it requires not only realistic individual dynamics but also precise, text-consistent spatiotemporal coupling between agents. Currently, progress is hindered by 1) limited two-person training data, inadequate to capture the diverse intricacies of two-person interactions; and 2) insufficiently fine-grained text-to-interaction modeling, where language conditioning collapses rich, structured prompts into a single sentence embedding. To address these limitations, we propose our Text2Interact framework, designed to generate realistic, text-aligned human-human interactions through a scalable high-fidelity interaction data synthesizer and an effective spatiotemporal coordination pipeline. First, we present InterCompose, a scalable synthesis-by-composition pipeline that aligns LLM-generated interaction descriptions with strong single-person motion priors. Given a prompt and a motion for an agent, InterCompose retrieves candidate single-person motions, trains a conditional reaction generator for another agent, and uses a neural motion evaluator to filter weak or misaligned samples-expanding interaction coverage without extra capture. Second, we propose InterActor, a text-to-interaction model with word-level conditioning that preserves token-level cues (initiation, response, contact ordering) and an adaptive interaction loss that emphasizes contextually relevant inter-person joint pairs, improving coupling and physical plausibility for fine-grained interaction modeling. Extensive experiments show consistent gains in motion diversity, fidelity, and generalization, including out-of-distribution scenarios and user studies. We will release code and models to facilitate reproducibility.
19.0CVAug 18, 2025
Motion2Motion: Cross-topology Motion Transfer with Sparse CorrespondenceLing-Hao Chen, Yuhong Zhang, Zixin Yin et al.
This work studies the challenge of transfer animations between characters whose skeletal topologies differ substantially. While many techniques have advanced retargeting techniques in decades, transfer motions across diverse topologies remains less-explored. The primary obstacle lies in the inherent topological inconsistency between source and target skeletons, which restricts the establishment of straightforward one-to-one bone correspondences. Besides, the current lack of large-scale paired motion datasets spanning different topological structures severely constrains the development of data-driven approaches. To address these limitations, we introduce Motion2Motion, a novel, training-free framework. Simply yet effectively, Motion2Motion works with only one or a few example motions on the target skeleton, by accessing a sparse set of bone correspondences between the source and target skeletons. Through comprehensive qualitative and quantitative evaluations, we demonstrate that Motion2Motion achieves efficient and reliable performance in both similar-skeleton and cross-species skeleton transfer scenarios. The practical utility of our approach is further evidenced by its successful integration in downstream applications and user interfaces, highlighting its potential for industrial applications. Code and data are available at https://lhchen.top/Motion2Motion.
11.3CVJun 26, 2024
DICE: End-to-end Deformation Capture of Hand-Face Interactions from a Single ImageQingxuan Wu, Zhiyang Dou, Sirui Xu et al.
Reconstructing 3D hand-face interactions with deformations from a single image is a challenging yet crucial task with broad applications in AR, VR, and gaming. The challenges stem from self-occlusions during single-view hand-face interactions, diverse spatial relationships between hands and face, complex deformations, and the ambiguity of the single-view setting. The first and only method for hand-face interaction recovery, Decaf, introduces a global fitting optimization guided by contact and deformation estimation networks trained on studio-collected data with 3D annotations. However, Decaf suffers from a time-consuming optimization process and limited generalization capability due to its reliance on 3D annotations of hand-face interaction data. To address these issues, we present DICE, the first end-to-end method for Deformation-aware hand-face Interaction reCovEry from a single image. DICE estimates the poses of hands and faces, contacts, and deformations simultaneously using a Transformer-based architecture. It features disentangling the regression of local deformation fields and global mesh vertex locations into two network branches, enhancing deformation and contact estimation for precise and robust hand-face mesh recovery. To improve generalizability, we propose a weakly-supervised training approach that augments the training set using in-the-wild images without 3D ground-truth annotations, employing the depths of 2D keypoints estimated by off-the-shelf models and adversarial priors of poses for supervision. Our experiments demonstrate that DICE achieves state-of-the-art performance on a standard benchmark and in-the-wild data in terms of accuracy and physical plausibility. Additionally, our method operates at an interactive rate (20 fps) on an Nvidia 4090 GPU, whereas Decaf requires more than 15 seconds for a single image. Our code will be publicly available upon publication.