Mingyu Liu

CV
h-index22
5papers
1,507citations
Novelty55%
AI Score44

5 Papers

41.7CVJun 28, 2019Code
PointFlow: 3D Point Cloud Generation with Continuous Normalizing Flows

Guandao Yang, Xun Huang, Zekun Hao et al.

As 3D point clouds become the representation of choice for multiple vision and graphics applications, the ability to synthesize or reconstruct high-resolution, high-fidelity point clouds becomes crucial. Despite the recent success of deep learning models in discriminative tasks of point clouds, generating point clouds remains challenging. This paper proposes a principled probabilistic framework to generate 3D point clouds by modeling them as a distribution of distributions. Specifically, we learn a two-level hierarchy of distributions where the first level is the distribution of shapes and the second level is the distribution of points given a shape. This formulation allows us to both sample shapes and sample an arbitrary number of points from a shape. Our generative model, named PointFlow, learns each level of the distribution with a continuous normalizing flow. The invertibility of normalizing flows enables the computation of the likelihood during training and allows us to train our model in the variational inference framework. Empirically, we demonstrate that PointFlow achieves state-of-the-art performance in point cloud generation. We additionally show that our model can faithfully reconstruct point clouds and learn useful representations in an unsupervised manner. The code will be available at https://github.com/stevenygd/PointFlow.

2.0LGSep 19, 2023
Implementing a new fully stepwise decomposition-based sampling technique for the hybrid water level forecasting model in real-world application

Ziqian Zhang, Nana Bao, Xingting Yan et al.

Various time variant non-stationary signals need to be pre-processed properly in hydrological time series forecasting in real world, for example, predictions of water level. Decomposition method is a good candidate and widely used in such a pre-processing problem. However, decomposition methods with an inappropriate sampling technique may introduce future data which is not available in practical applications, and result in incorrect decomposition-based forecasting models. In this work, a novel Fully Stepwise Decomposition-Based (FSDB) sampling technique is well designed for the decomposition-based forecasting model, strictly avoiding introducing future information. This sampling technique with decomposition methods, such as Variational Mode Decomposition (VMD) and Singular spectrum analysis (SSA), is applied to predict water level time series in three different stations of Guoyang and Chaohu basins in China. Results of VMD-based hybrid model using FSDB sampling technique show that Nash-Sutcliffe Efficiency (NSE) coefficient is increased by 6.4%, 28.8% and 7.0% in three stations respectively, compared with those obtained from the currently most advanced sampling technique. In the meantime, for series of SSA-based experiments, NSE is increased by 3.2%, 3.1% and 1.1% respectively. We conclude that the newly developed FSDB sampling technique can be used to enhance the performance of decomposition-based hybrid model in water level time series forecasting in real world.

12.3ROAug 11, 2025
ODYSSEY: Open-World Quadrupeds Exploration and Manipulation for Long-Horizon Tasks

Kaijun Wang, Liqin Lu, Mingyu Liu et al.

Language-guided long-horizon mobile manipulation has long been a grand challenge in embodied semantic reasoning, generalizable manipulation, and adaptive locomotion. Three fundamental limitations hinder progress: First, although large language models have improved spatial reasoning and task planning through semantic priors, existing implementations remain confined to tabletop scenarios, failing to address the constrained perception and limited actuation ranges of mobile platforms. Second, current manipulation strategies exhibit insufficient generalization when confronted with the diverse object configurations encountered in open-world environments. Third, while crucial for practical deployment, the dual requirement of maintaining high platform maneuverability alongside precise end-effector control in unstructured settings remains understudied. In this work, we present ODYSSEY, a unified mobile manipulation framework for agile quadruped robots equipped with manipulators, which seamlessly integrates high-level task planning with low-level whole-body control. To address the challenge of egocentric perception in language-conditioned tasks, we introduce a hierarchical planner powered by a vision-language model, enabling long-horizon instruction decomposition and precise action execution. At the control level, our novel whole-body policy achieves robust coordination across challenging terrains. We further present the first benchmark for long-horizon mobile manipulation, evaluating diverse indoor and outdoor scenarios. Through successful sim-to-real transfer, we demonstrate the system's generalization and robustness in real-world deployments, underscoring the practicality of legged manipulators in unstructured environments. Our work advances the feasibility of generalized robotic assistants capable of complex, dynamic tasks. Our project page: https://kaijwang.github.io/odyssey.github.io/

41.3CVNov 8, 2021
Deep Marching Tetrahedra: a Hybrid Representation for High-Resolution 3D Shape Synthesis

Tianchang Shen, Jun Gao, Kangxue Yin et al.

We introduce DMTet, a deep 3D conditional generative model that can synthesize high-resolution 3D shapes using simple user guides such as coarse voxels. It marries the merits of implicit and explicit 3D representations by leveraging a novel hybrid 3D representation. Compared to the current implicit approaches, which are trained to regress the signed distance values, DMTet directly optimizes for the reconstructed surface, which enables us to synthesize finer geometric details with fewer artifacts. Unlike deep 3D generative models that directly generate explicit representations such as meshes, our model can synthesize shapes with arbitrary topology. The core of DMTet includes a deformable tetrahedral grid that encodes a discretized signed distance function and a differentiable marching tetrahedra layer that converts the implicit signed distance representation to the explicit surface mesh representation. This combination allows joint optimization of the surface geometry and topology as well as generation of the hierarchy of subdivisions using reconstruction and adversarial losses defined explicitly on the surface mesh. Our approach significantly outperforms existing work on conditional shape synthesis from coarse voxel inputs, trained on a dataset of complex 3D animal shapes. Project page: https://nv-tlabs.github.io/DMTet/.

22.5CVNov 5, 2019Code
Dancing to Music

Hsin-Ying Lee, Xiaodong Yang, Ming-Yu Liu et al.

Dancing to music is an instinctive move by humans. Learning to model the music-to-dance generation process is, however, a challenging problem. It requires significant efforts to measure the correlation between music and dance as one needs to simultaneously consider multiple aspects, such as style and beat of both music and dance. Additionally, dance is inherently multimodal and various following movements of a pose at any moment are equally likely. In this paper, we propose a synthesis-by-analysis learning framework to generate dance from music. In the analysis phase, we decompose a dance into a series of basic dance units, through which the model learns how to move. In the synthesis phase, the model learns how to compose a dance by organizing multiple basic dancing movements seamlessly according to the input music. Experimental qualitative and quantitative results demonstrate that the proposed method can synthesize realistic, diverse,style-consistent, and beat-matching dances from music.