VLDB 2026 Research / reviewers in the wild / expert
He Wang 0002
dblp:01/6368-2
· DBLP profile ↗
66ranked-venue papers
10as first author
48since 2021 · last 2025
0000-0002-2281-5679ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 59 · 10 first-author · 42 since 2021Artificial intelligence and machine learning · 26 · 4 first-author · 22 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 4 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | GenesisTex2: Stable, Consistent and High-Quality Text-to-Texture GenerationabstractLarge-scale text-guided image diffusion models have demonstrated remarkable results in text-to-image (T2I) generation. However, applying these models to synthesize textures for 3D geometries remains challenging due to the domain gap between 2D images and textures on a 3D surface. Early works that used a projecting-inpainting approach managed to preserve generation diversity, but often resulted in noticeable artifacts and style inconsistencies. While recent methods have attempted to address these inconsistencies, they often introduce other issues, such as blurring, over-saturation, or over-smoothing. To overcome these challenges, we propose a novel text-to-texture synthesis framework that takes advantage of pre-trained diffusion models. We introduce a local attention reweighing mechanism in the self-attention layers to guide the model in focusing on spatial-correlated patches across different views, thereby enhancing local details while preserving cross-view consistency. Additionally, we propose a novel latent space merge pipeline, which further ensures consistency across different viewpoints without sacrificing too much diversity. Our method significantly outperforms existing state-of-the-art techniques in terms of texture consistency and visual quality, while delivering results much faster than distillation-based methods. Importantly, our framework does not require additional training or fine-tuning, making it highly adaptable to a wide range of models available on public platforms. Yingpeng Zhang, Zengjun Zhao, He Wang 0002, Kun Zhou 0001, Tianjia Shao |
AAAI | 4 |
| 2025 | Learning Extremely High Density Crowds as Active MattersabstractVideo-based high-density crowd analysis and prediction has been a long-standing topic in computer vision. It is notoriously difficult due to, but not limited to, the lack of high-quality data and complex crowd dynamics. Consequently, it has been relatively under-studied. In this paper, we propose a new approach that aims to learn from in-the-wild videos, often with low quality where it is difficult to track individuals or count heads. The key novelty is a new physics prior to model crowd dynamics. We model high-density crowds as active matter, a continuum with active particles subject to stochastic forces, named ‘crowd material’. Our physics model is combined with neural networks, resulting in a neural stochastic differential equation system that can mimic complex crowd dynamics. Due to the lack of similar research, we adapt a range of existing methods which are close to ours for comparison. Through exhaustive evaluations, we show our model outperforms existing methods in analyzing and forecasting extremely high-density crowds. Furthermore, since our model is a continuous-time physics model, it can be used for simulation and analysis, providing strong interpretability. This is categorically different from most deep learning methods, which are discrete-time models and black-boxes. Feixiang He, Jiangbei Yue, Jialin Zhu 0001, Armin Seyfried, Dan Casas, Julien Pettré, He Wang 0002 |
CVPR | 7 |
| 2025 | High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction ModelabstractRecently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency. Yiyang Shen, Kun Zhou 0001, He Wang 0002, Yin Yang 0002, Tianjia Shao |
CVPR | 3 |
| 2025 | 3D Student Splatting and ScoopingabstractRecently, 3D Gaussian Splatting (3DGS) provides a new framework for novel view synthesis, and has spiked a new wave of research in neural rendering and related applications. As 3DGS is becoming a foundational component of many models, any improvement on 3DGS itself can bring huge benefits. To this end, we aim to improve the fundamental paradigm and formulation of 3DGS. We argue that as an unnormalized mixture model, it needs to be neither Gaussians nor splatting. We subsequently propose a new mixture model consisting of flexible Student’s t distributions, with both positive (splatting) and negative (scooping) densities. We name our model Student Splatting and Scooping, or SSS. When providing better expressivity, SSS also poses new challenges in learning. Therefore, we also propose a new principled sampling approach for optimization. Through exhaustive evaluation and comparison, across multiple datasets, settings, and metrics, we demonstrate that SSS outperforms existing methods in terms of quality and parameter efficiency, e.g. achieving matching or better quality with similar numbers of components, and obtaining comparable results while reducing the component number by as much as 82%. Jialin Zhu 0001, Jiangbei Yue, Feixiang He, He Wang 0002 |
CVPR | 4 |
| 2025 | Moderating the Generalization of Score-Based Generative ModelabstractScore-based Generative Models (SGMs) have demonstrated remarkable generalization abilities, e.g. generating unseen, but natural data. However, the greater the generalization power, the more likely the unintended generalization, and the more dangerous the abuse. Research on moderated generalization in SGMs remains limited. To fill this gap, we first examine the current 'gold standard' in Machine Unlearning (MU), i.e., re-training the model after removing the undesirable training data, and find it does not work in SGMs. Further analysis of score functions reveals that the MU 'gold standard' does not alter the original score function, which explains its ineffectiveness. Based on this insight, we propose the first Moderated Score-based Generative Model (MSGM), which introduces a novel score adjustment strategy that redirects the score function away from undesirable data during the continuous-time stochastic differential equation process. Extensive experimental results demonstrate that MSGM significantly reduces the likelihood of generating undesirable content while preserving high visual quality for normal image generation. Albeit designed for SGMs, MSGM is a general and flexible MU framework that is compatible with diverse diffusion architectures (SGM and DDPM) and training strategies (re-training and fine-tuning), and enables zero-shot transfer of the pre-trained models to downstream tasks, e.g. image inpainting and reconstruction. The code will be shared upon acceptance. Wan Jiang, He Wang 0002, Xin Zhang 0098, Dan Guo 0001, Zhaoxin Fan, Yunfeng Diao, Richang Hong |
ICCV | 2 |
| 2025 | On Leveraging Unlabeled Data for Concurrent Positive-Unlabeled Classification and Robust Generation
Ke Sun 0013, He Wang 0002, Zhouchen Lin, Zhanxing Zhu |
ICIG (2) | 3 |
| 2025 | TASAR: Transfer-based Attack on Skeletal Action RecognitionabstractSkeletal sequence data, as a widely employed representation of human actions, are crucial in Human Activity Recognition (HAR). Recently, adversarial attacks have been proposed in this area, which exposes potential security concerns, and more importantly provides a good tool for model robustness test. Within this research, transfer-based attack is an important tool as it mimics the real-world scenario where an attacker has no knowledge of the target model, but is under-explored in Skeleton-based HAR (S-HAR). Consequently, existing S-HAR attacks exhibit weak adversarial transferability and the reason remains largely unknown. In this paper, we investigate this phenomenon via the characterization of the loss function. We find that one prominent indicator of poor transferability is the low smoothness of the loss function. Led by this observation, we improve the transferability by properly smoothening the loss when computing the adversarial examples. This leads to the first Transfer-based Attack on Skeletal Action Recognition, TASAR. TASAR explores the smoothened model posterior of pre-trained surrogates, which is achieved by a new post-train Dual Bayesian optimization strategy. Furthermore, unlike existing transfer-based methods which overlook the temporal coherence within sequences, TASAR incorporates motion dynamics into the Bayesian attack, effectively disrupting the spatial-temporal coherence of S-HARs. For exhaustive evaluation, we build the first large-scale robust S-HAR benchmark, comprising 7 S-HAR models, 10 attack methods, 3 S-HAR datasets and 2 defense models. Extensive results demonstrate the superiority of TASAR. Our benchmark enables easy comparisons for future studies, with the code available in the https://github.com/yunfengdiao/Skeleton-Robustness-Benchmark. Yunfeng Diao, Baiqi Wu, Ajian Liu 0001, Xiaoshuai Hao, Meng Wang 0001, He Wang 0002 |
ICLR | 8 |
| 2025 | Pedestrian Intention Prediction via Vision-Language Foundation ModelsabstractPrediction of pedestrian crossing intention is a critical function in autonomous vehicles. Conventional vision-based methods of crossing intention prediction often struggle with generalizability, context understanding, and causal reasoning. This study explores the potential of vision-language foundation models (VLFMs) for predicting pedestrian crossing intentions by integrating multimodal data through hierarchical prompt templates. The methodology incorporates contextual information, including visual frames, physical cues observations, and ego-vehicle dynamics, into systematically refined prompts to guide VLFMs effectively in intention prediction. Experiments were conducted on three common datasets—JAAD, PIE, and FU-PIP. Results demonstrate that incorporating vehicle speed, its variations over time, and time-conscious prompts significantly enhances the prediction accuracy up to 19.8%. Additionally, optimised prompts generated via an automatic prompt engineering framework yielded 12.5% further accuracy gains. These findings highlight the superior performance of VLFMs compared to conventional vision-based models, offering enhanced generalisation and contextual understanding for autonomous driving applications. Mohsen Azarmi, Mahdi Rezaei 0001, He Wang 0002 |
IV | 3 |
| 2025 | Learned Single-Pass Multitasking Perceptual Graphics for Immersive Displays
Doga Yilmaz, He Wang 0002, Towaki Takikawa, Duygu Ceylan, Kaan Aksit |
ACM Multimedia | 2 |
| 2025 | Cloth Animation with Time-dependent Persistent WrinklesabstractAbstract Persistent wrinkles are often observed on crumpled garments e.g., the wrinkles around the knees after sitting for a while. Such wrinkles can be easily recovered if not deformed for long, and otherwise be persistent. Since they are vital to the visual realism of cloth animation, we aim to simulate realistic looking persistent wrinkles. To this end, we present a physics‐inspired finegrained wrinkle model. Different from existing methods, we recognize the importance of the interplay between internal friction and plasticity during wrinkle formation. Furthermore, we model their time dependence for persistent wrinkles. Our model is capable of not only simulating realistic wrinkle patterns, but also their time‐dependent changes according to how long the deformation is maintained. Through extensive experiments, we show that our model is effective in simulating realistic spatial and temporal varying wrinkles, versatile in simulating different materials, and capable of generating more fine‐grained wrinkles than the state of the art. Deshan Gong, Yin Yang 0002, Tianjia Shao, He Wang 0002 |
Comput. Graph. Forum | 4 |
| 2025 | More Than Following: Introducing Reversing Behavior for Irregular-Aware Traffic Simulation by Interactive EditingabstractABSTRACT Though current traffic simulation methods can produce impressive results, reversing behavior is always ignored, potentially reducing the diversity and plausibility of simulation data. Furthermore, while common traffic behaviors like following‐the‐leader and lane changing can be easily simulated, efficiently generating irregular cases in a human‐in‐the‐loop manner with specific motions based on user desires is less discussed. To address the gap, we present a novel interactive traffic editing and simulation framework that enables users to regulate vehicles via simple inputs to introduce reversing and generate desired trajectory data with both car‐following and irregular driving behaviors. With key states specified, lane‐level navigation, including forward/backward directions, is planned through heuristic search. The customized navigation brings the vehicles' new trajectories with both car‐following and reversing, and their surrounding neighbors are also adjusted accordingly. To provide smooth and plausible motions after editing, vehicles are updated via the optimization‐based simulation method, which takes vehicle kinematics, self‐motivation, path keeping, collision avoidance, and special interaction rules into account. We demonstrate that our framework can generate uncommon traffic cases and validate it through extensive experiments. He Wang 0002, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 2 |
| 2025 | PIP-Net: Pedestrian Intention Prediction in the WildabstractAccurate pedestrian intention prediction (PIP) by Autonomous Vehicles (AVs) is one of the current research challenges in this field. In this article, we introduce PIP-Net, a novel framework designed to predict pedestrian crossing intentions by AVs in real-world urban scenarios. We offer two variants of PIP-Net designed for different camera mounts and setups. Leveraging both kinematic data and spatial features from the driving scene, the proposed model employs a recurrent and temporal attention-based solution, outperforming state-of-the-art performance. To enhance the visual representation of road users and their proximity to the ego vehicle, we introduce a categorical depth feature map, combined with a local motion flow feature, providing rich insights into the scene dynamics. Additionally, we explore the impact of expanding the camera’s field of view, from one to three cameras surrounding the ego vehicle, leading to an enhancement in the model’s contextual perception. Depending on the traffic scenario and road environment, the model excels in predicting pedestrian crossing intentions up to 4 seconds in advance, which is a breakthrough in current research studies in pedestrian intention prediction. Finally, for the first time, we present the Urban-PIP dataset, a customised pedestrian intention prediction dataset, with multi-camera annotations in real-world automated driving scenarios. Mohsen Azarmi, Mahdi Rezaei 0001, He Wang 0002 |
IEEE Trans. Intell. Transp. Syst. | 3 |
| 2025 | Ultrafast and Controllable Online Motion Retargeting for Game ScenariosabstractGeometry-aware online motion retargeting is crucial for real-time character animation in gaming and virtual reality. However, existing methods often rely on complex optimization procedures or deep neural networks, which constrain their applicability in real-time scenarios. Moreover, they offer limited control over fine-grained motion details involved in character interactions, resulting in less realistic outcomes. To overcome these limitations, we propose a novel optimization framework for ultrafast, lightweight motion retargeting with joint-level control (i.e., controls over joint position, bone orientation, etc,). Our approach introduces a semantic-aware objective grounded in a spherical geometry representation, coupled with a bone-length-preserving algorithm that iteratively solves this objective. This formulation preserves spatial relationships among spheres, thereby maintaining motion semantics, mitigating interpenetration, and ensuring contact. It is lightweight and computationally efficient, making it particularly suitable for time-critical real-time deployment scenarios. Additionally, we incorporate a heuristic optimization strategy that enables rapid convergence and precise joint-level control. We evaluate our method against state-of-the-art approaches on the Mixamo dataset, and experimental results demonstrate that it achieves comparable performance while delivering an order-of-magnitude speedup. Tianze Guo, Zhedong Chen, Linjun Wu, Xilei Wei, Yeshuang Lin, He Wang 0002, Xiaogang Jin 0001 |
ACM Trans. Graph. | 8 |
| 2025 | Relightable Detailed Human Reconstruction From Sparse Flashlight ImagesabstractWe present a lightweight system for reconstructing human geometry and appearance from sparse flashlight images. Our system produces detailed geometry including garment wrinkles and surface reflectance, which are exportable for direct rendering and relighting in traditional graphics pipelines. By capturing multi-view flashlight images using a consumer camera equipped with an co-located LED (e.g., a cell phone), we obtain view-specific shading cues that aid in the determination of surface orientation and help disambiguate between shading and material. To enable the reconstruction of geometry and appearance from sparse-view flashlight images, we integrate a pre-trained model into a differentiable physics-based rendering framework. As the learned image features from synthetic data cannot accurately reflect the shading features on real images, which is crucial for the high-quality reconstruction of geometry details and appearance, we propose to jointly optimize the image feature extractor with two MLPs for SDF and BRDF prediction using the differentiable physics-based rendering. Compared with existing methods for relightable human reconstruction, our system is able to produce high-fidelity 3D human models with more accurate geometry and appearance under the same condition. Our code and data are available at http://github.com/Jarvisss/Relightable_human_recon. Tianjia Shao, He Wang 0002, Yongliang Yang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Interactive Rendering of Relightable and Animatable Gaussian AvatarsabstractCreating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets. Youyi Zhan, Tianjia Shao, He Wang 0002, Yin Yang 0002, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Learning to sculpt neural cityscapesabstractAbstract We introduce a system that learns to sculpt 3D models of massive urban environments. The majority of humans live their lives in urban environments, using detailed virtual models for applications as diverse as virtual worlds, special effects, and urban planning. Generating such 3D models from exemplars manually is time-consuming, while 3D deep learning approaches have high memory costs. In this paper, we present a technique for training 2D neural networks to repeatedly sculpt a plane into a large-scale 3D urban environment. An initial coarse depth map is created by a GAN model, from which we refine 3D normal and depth using an image translation network regularized by a linear system. The networks are trained using real-world data to allow generative synthesis of meshes at scale. We exploit sculpting from multiple viewpoints to generate a highly detailed, concave, and water-tight 3D mesh. We show cityscapes at scales of $$100 \times 1600$$ 100 × 1600 meters with more than 2 million triangles, and demonstrate that our results are objectively and subjectively similar to our exemplars. Jialin Zhu 0001, He Wang 0002, David C. Hogg |
Vis. Comput. | 2 |
| 2024 | SocialCVAE: Predicting Pedestrian Trajectory via Interaction Conditioned LatentsabstractPedestrian trajectory prediction is the key technology in many applications for providing insights into human behavior and anticipating human future motions. Most existing empirical models are explicitly formulated by observed human behaviors using explicable mathematical terms with deterministic nature, while recent work has focused on developing hybrid models combined with learning-based techniques for powerful expressiveness while maintaining explainability. However, the deterministic nature of the learned steering behaviors from the empirical models limits the models' practical performance. To address this issue, this work proposes the social conditional variational autoencoder (SocialCVAE) for predicting pedestrian trajectories, which employs a CVAE to explore behavioral uncertainty in human motion decisions. SocialCVAE learns socially reasonable motion randomness by utilizing a socially explainable interaction energy map as the CVAE's condition, which illustrates the future occupancy of each pedestrian's local neighborhood area. The energy map is generated using an energy-based interaction model, which anticipates the energy cost (i.e., repulsion intensity) of pedestrians' interactions with neighbors. Experimental results on two public benchmarks including 25 scenes demonstrate that SocialCVAE significantly improves prediction accuracy compared with the state-of-the-art methods, with up to 16.85% improvement in Average Displacement Error (ADE) and 69.18% improvement in Final Displacement Error (FDE). Code is available at: https://github.com/ViviXiang/SocialCVAE. Haoteng Yin, He Wang 0002, Xiaogang Jin 0001 |
AAAI | 3 |
| 2024 | Bayesian Differentiable Physics for Cloth DigitalizationabstractWe propose a new method for cloth digitalization. Deviating from existing methods which learn from data captured under relatively casual settings, we propose to learn from data captured in strictly tested measuring protocols, and find plausible physical parameters of the cloths. However, such data is currently absent, so we first propose a new dataset with accurate cloth measurements. Further, the data size is considerably smaller than the ones in current deep learning, due to the nature of the data capture process. To learn from small data, we propose a new Bayesian differentiable cloth model to estimate the complex material heterogeneity of real cloths. It can provide highly accurate digitalization from very limited data samples. Through exhaustive evaluation and comparison, we show our method is accurate in cloth digitalization, efficient in learning from limited data samples, and general in capturing material variations. Code and data are available11https://github.com/realcrane/Bayesian-Differentiable-Physics-for-Cloth-Digitalization Deshan Gong, Ningtao Mao, He Wang 0002 |
CVPR | 3 |
| 2024 | Human Motion Prediction Under Unexpected PerturbationabstractWe investigate a new task in human motion prediction, which is predicting motions under unexpected physical perturbation potentially involving multiple people. Compared with existing research, this task involves predicting less controlled, unpremeditated and pure reactive motions in response to external impact and how such motions can propagate through people. It brings new challenges such as data scarcity and predicting complex interactions. To this end, we propose a new method capitalizing differentiable physics and deep neural networks, leading to an explicit Latent Differentiable Physics (LDP) model. Through experiments, we demonstrate that LDP has high data efficiency, outstanding prediction accuracy, strong generalizability and good explainability. Since there is no similar research, a comprehensive comparison with 11 adapted baselines from several relevant domains is conducted, showing LDP outperforming existing research both quantitatively and qualitatively, improving prediction accuracy by as much as 70%, and demonstrating significantly stronger generalization. Jiangbei Yue, Baiyi Li, Julien Pettré, Armin Seyfried, He Wang 0002 |
CVPR | 5 |
| 2024 | RoMo: A Robust Solver for Full-body Unlabeled Optical Motion CaptureabstractOptical motion capture (MoCap) is the "gold standard" for accurately capturing full-body motions. To make use of raw MoCap point data, the system labels the points with corresponding body part locations and solves the full-body motions. However, MoCap data often contains mislabeling, occlusion and positional errors, requiring extensive manual correction. To alleviate this burden, we introduce RoMo, a learning-based framework for robustly labeling and solving raw optical motion capture data. In the labeling stage, RoMo employs a divide-and-conquer strategy to break down the complex full-body labeling challenge into manageable subtasks: alignment, full-body segmentation and part-specific labeling. To utilize the temporal continuity of markers, RoMo generates marker tracklets using a K-partite graph-based clustering algorithm, where markers serve as nodes, and edges are formed based on positional and feature similarities. For motion solving, to prevent error accumulation along the kinematic chain, we introduce a hybrid inverse kinematic solver that utilizes joint positions as intermediate representations and adjusts the template skeleton to match estimated joint positions. We demonstrate that RoMo achieves high labeling and solving accuracy across multiple metrics and various datasets. Extensive comparisons show that our method outperforms state-of-the-art research methods. On a real dataset, RoMo improves the F1 score of hand labeling from 0.94 to 0.98, and reduces joint position error of body motion solving by 25%. Furthermore, RoMo can be applied in scenarios where commercial systems are inadequate. The code and data for RoMo are available at https://github.com/non-void/RoMo. Xinwei Jiang, Zijiao Zeng, Qilong Kou, He Wang 0002, Xiaogang Jin 0001 |
SIGGRAPH Asia | 6 |
| 2024 | Decoupling Contact for Fine-Grained Motion Style TransferabstractMotion style transfer changes the style of a motion while retaining its content and is useful in computer animations and games. Contact is an essential component of motion style transfer that should be controlled explicitly in order to express the style vividly while enhancing motion naturalness and quality. However, it is unknown how to decouple and control contact to achieve fine-grained control in motion style transfer. In this paper, we present a novel style transfer method for fine-grained control over contacts while achieving both motion naturalness and spatial-temporal variations of style. Based on our empirical evidence, we propose controlling contact indirectly through the hip velocity, which can be further decomposed into the trajectory and contact timing, respectively. To this end, we propose a new model that explicitly models the correlations between motions and trajectory/contact timing/style, allowing us to decouple and control each separately. Our approach is built around a motion manifold, where hip controls can be easily integrated into a Transformer-based decoder. It is versatile in that it can generate motions directly as well as be used as post-processing for existing methods to improve quality and contact controllability. In addition, we propose a new metric that measures a correlation pattern of motions based on our empirical evidence, aligning well with human perception in terms of motion naturalness. Based on extensive evaluation, our method outperforms existing methods in terms of style expressivity and motion quality. Xiangjun Tang, Linjun Wu, He Wang 0002, Bo Hu 0051, Songnan Li, Yuchen Liao, Qilong Kou, Xiaogang Jin 0001 |
SIGGRAPH Asia | 3 |
| 2024 | Real-time collision detection between general SDFs
Yuqing Zhang 0005, He Wang 0002, Milo K. Yip, Elvis S. Liu, Xiaogang Jin 0001 |
Comput. Aided Geom. Des. | 3 |
| 2024 | Understanding the vulnerability of skeleton-based Human Activity Recognition via black-box attack
Yunfeng Diao, He Wang 0002, Tianjia Shao, Kun Zhou 0001, David C. Hogg, Meng Wang 0001 |
Pattern Recognit. | 2 |
| 2024 | MNSS: Neural Supersampling Framework for Real-Time Rendering on Mobile DevicesabstractAlthough neural supersampling has achieved great success in various applications for improving image quality, it is still difficult to apply it to a wide range of real-time rendering applications due to the high computational power demand. Most existing methods are computationally expensive and require high-performance hardware, preventing their use on platforms with limited hardware, such as smartphones. To this end, we propose a new supersampling framework for real-time rendering applications to reconstruct a high-quality image out of a low-resolution one, which is sufficiently lightweight to run on smartphones within a real-time budget. Our model takes as input the renderer-generated low resolution content and produces high resolution and anti-aliased results. To maximize sampling efficiency, we propose using an alternate sub-pixel sample pattern during the rasterization process. This allows us to create a relatively small reconstruction model while maintaining high image quality. By accumulating new samples into a high-resolution history buffer, an efficient history check and re-usage scheme is introduced to improve temporal stability. To our knowledge, this is the first research in pushing real-time neural supersampling on mobile devices. Due to the absence of training data, we present a new dataset containing 57 training and test sequences from three game scenes. Furthermore, based on the rendered motion vectors and a visual perception study, we introduce a new metric called inter-frame structural similarity (IF-SSIM) to quantitatively measure the temporal stability of rendered videos. Extensive evaluations demonstrate that our supersampling model outperforms existing or alternative solutions in both performance and temporal stability. Sipeng Yang, Yunlu Zhao, Yuzhe Luo, He Wang 0002, Hongyu Sun 0001, Chen Li 0062, Binghuang Cai, Xiaogang Jin 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Defending Black-Box Skeleton-Based Human Activity ClassifiersabstractSkeletal motions have been heavily relied upon for human activity recognition (HAR). Recently, a universal vulnerability of skeleton-based HAR has been identified across a variety of classifiers and data, calling for mitigation. To this end, we propose the first black-box defense method for skeleton-based HAR to our best knowledge. Our method is featured by full Bayesian treatments of the clean data, the adversaries and the classifier, leading to (1) a new Bayesian Energy-based formulation of robust discriminative classifiers, (2) a new adversary sampling scheme based on natural motion manifolds, and (3) a new post-train Bayesian strategy for black-box defense. We name our framework Bayesian Energy-based Adversarial Training or BEAT. BEAT is straightforward but elegant, which turns vulnerable black-box classifiers into robust ones without sacrificing accuracy. It demonstrates surprising and universal effectiveness across a wide range of skeletal HAR classifiers and datasets, under various attacks. Appendix and code are available. He Wang 0002, Yunfeng Diao, Zichang Tan, Guodong Guo |
AAAI | 1 |
| 2023 | Hard No-Box Adversarial Attack on Skeleton-Based Human Action Recognition with Skeleton-Motion-Informed GradientabstractRecently, methods for skeleton-based human activity recognition have been shown to be vulnerable to adversarial attacks. However, these attack methods require either the full knowledge of the victim (i.e. white-box attacks), access to training data (i.e. transfer-based attacks) or frequent model queries (i.e. black-box attacks). All their requirements are highly restrictive, raising the question of how detrimental the vulnerability is. In this paper, we show that the vulnerability indeed exists. To this end, we consider a new attack task: the attacker has no access to the victim model or the training data or labels, where we coin the term hard no-box attack. Specifically, we first learn a motion manifold where we define an adversarial loss to compute a new gradient for the attack, named skeleton-motioninformed (SMI) gradient. Our gradient contains information of the motion dynamics, which is different from existing gradient-based attack methods that compute the loss gradient assuming each dimension in the data is independent. The SMI gradient can augment many gradient-based attack methods, leading to a new family of no-box attack methods. Extensive evaluation and comparison show that our method imposes a real threat to existing classifiers. They also show that the SMI gradient improves the transferability and imperceptibility of adversarial samples in both no-box and transfer-based black-box settings. Zhengzhi Lu, He Wang 0002, Ziyi Chang, Guoan Yang, Hubert P. H. Shum |
ICCV | 2 |
| 2023 | Unlearnable Examples Give a False Sense of Security: Piercing through Unexploitable Data with Learnable ExamplesabstractSafeguarding data from unauthorized exploitation is vital for privacy and security, especially in recent rampant research in security breach such as adversarial/membership attacks. To this end,unlearnable examples (UEs) have been recently proposed as a compelling protection, by adding imperceptible perturbation to data so that models trained on them cannot classify them accurately on original clean distribution. Unfortunately, we find UEs provide a false sense of security, because they cannot stop unauthorized users from utilizing other unprotected data to remove the protection, by turning unlearnable data into learnable again. Motivated by this observation, we formally define a new threat by introducinglearnable unauthorized examples (LEs) which are UEs with their protection removed. The core of this approach is a novel purification process that projects UEs onto the manifold of LEs. This is realized by a new joint-conditional diffusion model which denoises UEs conditioned on the pixel and perceptual similarity between UEs and LEs. Extensive experiments demonstrate that LE delivers state-of-the-art countering performance against both supervised UEs and unsupervised UEs in various scenarios, which is the first generalizable countermeasure to UEs across supervised learning and unsupervised learning. Our code is available at https://github.com/jiangw-0/LE_JCDP. Wan Jiang, Yunfeng Diao, He Wang 0002, Jianxin Sun 0003, Meng Wang 0001, Richang Hong |
ACM Multimedia | 3 |
| 2023 | A Locality-based Neural Solver for Optical Motion CaptureabstractWe present a novel locality-based learning method for cleaning and solving optical motion capture data. Given noisy marker data, we propose a new heterogeneous graph neural network which treats markers and joints as different types of nodes, and uses graph convolution operations to extract the local features of markers and joints and transform them to clean motions. To deal with anomaly markers (e.g. occluded or with big tracking errors), the key insight is that a marker’s motion shows strong correlations with the motions of its immediate neighboring markers but less so with other markers, a.k.a. locality, which enables us to efficiently fill missing markers (e.g. due to occlusion). Additionally, we also identify marker outliers due to tracking errors by investigating their acceleration profiles. Finally, we propose a training regime based on representation learning and data augmentation, by training the model on data with masking. The masking schemes aim to mimic the occluded and noisy markers often observed in the real data. Finally, we show that our method achieves high accuracy on multiple metrics across various datasets. Extensive comparison shows our method outperforms state-of-the-art methods in terms of prediction accuracy of occluded marker position error by approximately 20%, which leads to a further error reduction on the reconstructed joint rotations and positions by 30%. The code and data for this paper are available at https://github.com/non-void/LocalMoCap. Xinwei Jiang, Guanglong Xu, Xianli Gu, Qilong Kou, He Wang 0002, Tianjia Shao, Kun Zhou 0001, Xiaogang Jin 0001 |
SIGGRAPH Asia | 8 |
| 2023 | Reconstructing 3D Human Pose from RGB-D Data with OcclusionsabstractAbstract We propose a new method to reconstruct the 3D human body from RGB‐D images with occlusions. The foremost challenge is the incompleteness of the RGB‐D data due to occlusions between the body and the environment, leading to implausible reconstructions that suffer from severe human‐scene penetration. To reconstruct a semantically and physically plausible human body, we propose to reduce the solution space based on scene information and prior knowledge. Our key idea is to constrain the solution space of the human body by considering the occluded body parts and visible body parts separately: modeling all plausible poses where the occluded body parts do not penetrate the scene, and constraining the visible body parts using depth data. Specifically, the first component is realized by a neural network that estimates the candidate region named the “free zone”, a region carved out of the open space within which it is safe to search for poses of the invisible body parts without concern for penetration. The second component constrains the visible body parts using the “truncated shadow volume” of the scanned body point cloud. Furthermore, we propose to use a volume matching strategy, which yields better performance than surface matching, to match the human body with the confined region. We conducted experiments on the PROX dataset, and the results demonstrate that our method produces more accurate and plausible results compared with other methods. Bowen Dang, Xi Zhao 0002, He Wang 0002 |
Comput. Graph. Forum | 4 |
| 2023 | Model-based Crowd Behaviours in Human-solution SpaceabstractAbstract Realistic crowd simulation has been pursued for decades, but it still necessitates tedious human labour and a lot of trial and error. The majority of currently used crowd modelling is either empirical (model‐based) or data‐driven (model‐free). Model‐based methods cannot fit observed data precisely, whereas model‐free methods are limited by the availability/quality of data and are uninterpretable. In this paper, we aim at taking advantage of both model‐based and data‐driven approaches. In order to accomplish this, we propose a new simulation framework built on a physics‐based model that is designed to be data‐friendly. Both the general prior knowledge about crowds encoded by the physics‐based model and the specific real‐world crowd data at hand jointly influence the system dynamics. With a multi‐granularity physics‐based model, the framework combines microscopic and macroscopic motion control. Each simulation step is formulated as an energy optimization problem, where the minimizer is the desired crowd behaviour. In contrast to traditional optimization‐based methods which seek the theoretical minimizer, we designed an acceleration‐aware data‐driven scheme to compute the minimizer from real‐world data in order to achieve higher realism by parameterizing both velocity and acceleration. Experiments demonstrate that our method can produce crowd animations that are more realistically behaved in a variety of scales and scenarios when compared to the earlier methods. He Wang 0002, Yuqing Zhang 0005, Milo K. Yip, Xiaogang Jin 0001 |
Comput. Graph. Forum | 2 |
| 2023 | Unsupervised image translation with distributional semantics awarenessabstractUnsupervised image translation (UIT) studies the mapping between two image domains. Since such mappings are under-constrained, existing research has pursued various desirable properties such as distributional matching or two-way consistency. In this paper, we re-examine UIT from a new perspective: distributional semantics consistency, based on the observation that data variations contain semantics, e.g., shoes varying in colors. Further, the semantics can be multi-dimensional, e.g., shoes also varying in style, functionality, etc. Given two image domains, matching these semantic dimensions during UIT will produce mappings with explicable correspondences, which has not been investigated previously. We propose distributional semantics mapping (DSM), the first UIT method which explicitly matches semantics between two domains. We show that distributional semantics has been rarely considered within and beyond UIT, even though it is a common problem in deep learning. We evaluate DSM on several benchmark datasets, demonstrating its general ability to capture distributional semantics. Extensive comparisons show that DSM not only produces explicable mappings, but also improves image quality in general. Zhexi Peng, He Wang 0002, Yanlin Weng, Yin Yang 0002, Tianjia Shao |
Comput. Vis. Media | 2 |
| 2022 | Pose Guided Image Generation from Misaligned Sources via Residual Flow Based CorrectionabstractGenerating new images with desired properties (e.g. new view/poses) from source images has been enthusiastically pursued recently, due to its wide range of potential applications. One way to ensure high-quality generation is to use multiple sources with complementary information such as different views of the same object. However, as source images are often misaligned due to the large disparities among the camera settings, strong assumptions have been made in the past with respect to the camera(s) or/and the object in interest, limiting the application of such techniques. Therefore, we propose a new general approach which models multiple types of variations among sources, such as view angles, poses, facial expressions, in a unified framework, so that it can be employed on datasets of vastly different nature. We verify our approach on a variety of data including humans bodies, faces, city scenes and 3D objects. Both the qualitative and quantitative results demonstrate the better performance of our method than the state of the art. He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
AAAI | 2 |
| 2022 | Crowd Simulation with Detailed Body Motion and Interaction
Xinran Yao, Shuning Wang, Wenxin Sun, He Wang 0002, Yangjun Wang, Xiaogang Jin 0001 |
CGI | 4 |
| 2022 | iPLAN: Interactive and Procedural Layout PlanningabstractLayout design is ubiquitous in many applications, e.g. architecture/urban planning, etc, which involves a lengthy iterative design process. Recently, deep learning has been leveraged to automatically generate layouts via image generation, showing a huge potential to free designers from laborious routines. While automatic generation can greatly boost productivity, designer input is undoubtedly crucial. An ideal AI-aided design tool should automate repetitive routines, and meanwhile accept human guidance and provide smart/proactive suggestions. However, the capability of involving humans into the loop has been largely ignored in existing methods which are mostly end-to-end approaches. To this end, we propose a new human-in-the-loop generative model, iPLAN, which is capable of automatically generating layouts, but also interacting with designers throughout the whole procedure, enabling humans and AI to co-evolve a sketchy idea gradually into the final design. iPLAN is evaluated on diverse datasets and compared with existing methods. The results show that iPLAN has high fidelity in producing similar layouts to those from human designers, great flexibility in accepting designer inputs and providing design suggestions accordingly, and strong generalizability when facing unseen design tasks and limited training data. Feixiang He, He Wang 0002 |
CVPR | 3 |
| 2022 | Human Trajectory Prediction via Neural Social Physics
Jiangbei Yue, Dinesh Manocha, He Wang 0002 |
ECCV (34) | 3 |
| 2022 | Fine-grained Differentiable Physics: A Yarn-level Model for Fabrics
Deshan Gong, Zhanxing Zhu, Andrew J. Bulpitt, He Wang 0002 |
ICLR | 4 |
| 2022 | Talking Head from Speech Audio using a Pre-trained Image GeneratorabstractWe propose a novel method for generating high-resolution videos of talking-heads from speech audio and a single 'identity' image. Our method is based on a convolutional neural network model that incorporates a pre-trained StyleGAN generator. We model each frame as a point in the latent space of StyleGAN so that a video corresponds to a trajectory through the latent space. Training the network is in two stages. The first stage is to model trajectories in the latent space conditioned on speech utterances. To do this, we use an existing encoder to invert the generator, mapping from each video frame into the latent space. We train a recurrent neural network to map from speech utterances to displacements in the latent space of the image generator. These displacements are relative to the back-projection into the latent space of an identity image chosen from the individuals depicted in the training dataset. In the second stage, we improve the visual quality of the generated videos by tuning the image generator on a single image or a short video of any chosen identity. We evaluate our model on standard measures (PSNR, SSIM, FID and LMD) and show that it significantly outperforms recent state-of-the-art methods on one of two commonly used datasets and gives comparable performance on the other. Finally, we report on ablation experiments that validate the components of the model. The code and videos from experiments can be found at https://mohammedalghamdi.github.io/talking-heads-acm-mm/ Mohammed M. Alghamdi, He Wang 0002, Andrew J. Bulpitt, David C. Hogg |
ACM Multimedia | 2 |
| 2022 | Shape Completion with Points in the ShadowabstractSingle-view point cloud completion aims to recover the full geometry of an object based on only limited observation, which is extremely hard due to the data sparsity and occlusion. The core challenge is to generate plausible geometries to fill the unobserved part of the object based on a partial scan, which is under-constrained and suffers from a huge solution space. Inspired by the classic shadow volume technique in computer graphics, we propose a new method to reduce the solution space effectively. Our method considers the camera a light source that casts rays toward the object. Such light rays build a reasonably constrained but sufficiently expressive basis for completion. The completion process is then formulated as a point displacement optimization problem. Points are initialized at the partial scan and then moved to their goal locations with two types of movements for each point: directional movements along the light rays and constrained local movement for shape refinement. We design neural networks to predict the ideal point movements to get the completion results. We demonstrate that our method is accurate, robust, and generalizable through exhaustive evaluation and comparison. Moreover, it outperforms state-of-the-art methods qualitatively and quantitatively on MVP datasets. Xi Zhao 0002, He Wang 0002, Ruizhen Hu |
SIGGRAPH Asia | 3 |
| 2022 | Spatio-temporal Keyframe Control of Traffic Simulation using Coarse-to-Fine OptimizationabstractAbstract We present a novel traffic trajectory editing method which uses spatio‐temporal keyframes to control vehicles during the simulation to generate desired traffic trajectories. By taking self‐motivation, path following and collision avoidance into account, the proposed force‐based traffic simulation framework updates vehicle's motions in both the Frenet coordinates and the Cartesian coordinates. With the way‐points from users, lane‐level navigation can be generated by reference path planning. With a given keyframe, the coarse‐to‐fine optimization is proposed to efficiently generate the plausible trajectory which can satisfy the spatio‐temporal constraints. At first, a directed state‐time graph constructed along the reference path is used to search for a coarse‐grained trajectory by mapping the keyframe as the goal. Then, using the information extracted from the coarse trajectory as initialization, adjoint‐based optimization is applied to generate a finer trajectory with smooth motions based on our force‐based simulation. We validate our method with extensive experiments. He Wang 0002, Xiaogang Jin 0001 |
Comput. Graph. Forum | 2 |
| 2022 | Formation control for UAVs using a Flux Guided approachabstractExisting studies on formation control for unmanned aerial vehicles (UAV) have not considered encircling targets where an optimum coverage of the target is required at all times. Such coverage plays a critical role in many real-world applications such as tracking hostile UAVs. This paper proposes a new path planning approach called the Flux Guided (FG) method, which generates collision-free trajectories for multiple UAVs while maximising the coverage of target(s). Our method enables UAVs to track directly toward a target whilst maintaining maximum coverage. Furthermore, multiple scattered targets can be tracked by scaling the formation during flight. FG is highly scalable since it only requires communication between sub-set of UAVs on the open boundary of the formation’s surface. Experimental results further validate that FG generates UAV trajectories 1.5× shorter than previous work and that trajectory planning for 9 leader/follower UAVs to surround a target in two different scenarios only requires 0.52 s and 0.88 s, respectively. The resulting trajectories are suitable for robotic controls after time-optimal parameterisation; we demonstrate this using a 3d dynamic particle system that tracks the desired trajectories using a PID controller. John Hartley, Hubert P. H. Shum, Edmond S. L. Ho, He Wang 0002, Subramanian Ramamoorthy |
Expert Syst. Appl. | 4 |
| 2022 | Real-time controllable motion transition for charactersabstractReal-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). Xiangjun Tang, He Wang 0002, Bo Hu 0051, Ruifan Yi, Qilong Kou, Xiaogang Jin 0001 |
ACM Trans. Graph. | 2 |
| 2021 | In-game Residential Home Planning via Visual Context-aware Global Relation LearningabstractIn this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction. Yin Yang 0002, Yi Yuan 0002, Tianjia Shao, He Wang 0002, Kun Zhou 0001 |
AAAI | 5 |
| 2021 | Understanding the Robustness of Skeleton-Based Action Recognition Under Adversarial AttackabstractAction recognition has been heavily employed in many applications such as autonomous vehicles, surveillance, etc, where its robustness is a primary concern. In this paper, we examine the robustness of state-of-the-art action recognizers against adversarial attack, which has been rarely investigated so far. To this end, we propose a new method to attack action recognizers which rely on the 3D skeletal motion. Our method involves an innovative perceptual loss which ensures the imperceptibility of the attack. Empirical studies demonstrate that our method is effective in both white-box and black-box scenarios. Its generalizability is evidenced on a variety of action recognizers and datasets. Its versatility is shown in different attacking strategies. Its deceitfulness is proven in extensive perceptual studies. Our method shows that adversarial attack on 3D skeletal motions, one type of time-series data, is significantly different from traditional adversarial attack problems. Its success raises serious concern on the robustness of action recognizers and provides insights on potential improvements. He Wang 0002, Feixiang He, Zhexi Peng, Tianjia Shao, Kun Zhou 0001, David C. Hogg |
CVPR | 1 |
| 2021 | BASAR: Black-Box Attack on Skeletal Action RecognitionabstractSkeletal motion plays a vital role in human activity recognition as either an independent data source or a complement [33]. The robustness of skeleton-based activity recognizers has been questioned recently [29], [50], which shows that they are vulnerable to adversarial attacks when the full-knowledge of the recognizer is accessible to the attacker. However, this white-box requirement is overly restrictive in most scenarios and the attack is not truly threatening. In this paper, we show that such threats do exist under black-box settings too. To this end, we propose the first black-box adversarial attack method BASAR. Through BASAR, we show that adversarial attack is not only truly a threat but also can be extremely deceitful, because on-manifold adversarial samples are rather common in skeletal motions, in contrast to the common belief that adversarial samples only exist off-manifold [18]. Through exhaustive evaluation and comparison, we show that BASAR can deliver successful attacks across models, data, and attack modes. Through harsh perceptual studies, we show that it achieves effective yet imperceptible attacks. By analyzing the attack on different activity recognizers, BASAR helps identify the potential causes of their vulnerability and provides insights on what classifiers are likely to be more robust against attack. Yunfeng Diao, Tianjia Shao, Kun Zhou 0001, He Wang 0002 |
CVPR | 5 |
| 2021 | Unsupervised Image Generation with Infinite Generative Adversarial NetworksabstractImage generation has been heavily investigated in computer vision, where one core research challenge is to generate images from arbitrarily complex distributions with little supervision. Generative Adversarial Networks (GANs) as an implicit approach have achieved great successes in this direction and therefore been employed widely. However, GANs are known to suffer from issues such as mode collapse, non-structured latent space, being unable to compute likelihoods, etc. In this paper, we propose a new unsupervised non-parametric method named mixture of infinite conditional GANs or MIC-GANs, to tackle several GAN issues together, aiming for image generation with parsimonious prior knowledge. Through comprehensive evaluations across different datasets, we show that MIC-GANs are effective in structuring the latent space and avoiding mode collapse, and outperform state-of-the-art methods. MICGANs are adaptive, versatile, and robust. They offer a promising solution to several well-known GAN issues. Code available:github.com/yinghdb/MICGANs. Hui Ying, He Wang 0002, Tianjia Shao, Yin Yang 0002, Kun Zhou 0001 |
ICCV | 2 |
| 2021 | High-order differentiable autoencoder for nonlinear model reductionabstractThis paper provides a new avenue for exploiting deep neural networks to improve physics-based simulation. Specifically, we integrate the classic Lagrangian mechanics with a deep autoencoder to accelerate elastic simulation of deformable solids. Due to the inertia effect, the dynamic equilibrium cannot be established without evaluating the second-order derivatives of the deep autoencoder network. This is beyond the capability of off-the-shelf automatic differentiation packages and algorithms, which mainly focus on the gradient evaluation. Solving the nonlinear force equilibrium is even more challenging if the standard Newton's method is to be used. This is because we need to compute a third-order derivative of the network to obtain the variational Hessian. We attack those difficulties by exploiting complex-step finite difference, coupled with reverse automatic differentiation. This strategy allows us to enjoy the convenience and accuracy of complex-step finite difference and in the meantime, to deploy complex-value perturbations as collectively as possible to save excessive network passes. With a GPU-based implementation, we are able to wield deep autoencoders (e.g., 10+ layers) with a relatively high-dimension latent space in real-time. Along this pipeline, we also design a sampling network and a weighting network to enable weight-varying Cubature integration in order to incorporate nonlinearity in the model reduction. We believe this work will inspire and benefit future research efforts in nonlinearly reduced physical simulation problems. Yin Yang 0002, Tianjia Shao, He Wang 0002, Chenfanfu Jiang, Lei Lan, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2021 | Spatio-Temporal Manifold Learning for Human Motions via Long-Horizon ModelingabstractData-driven modeling of human motions is ubiquitous in computer graphics and computer vision applications, such as synthesizing realistic motions or recognizing actions. Recent research has shown that such problems can be approached by learning a natural motion manifold using deep learning on a large amount data, to address the shortcomings of traditional data-driven approaches. However, previous deep learning methods can be sub-optimal for two reasons. First, the skeletal information has not been fully utilized for feature extraction. Unlike images, it is difficult to define spatial proximity in skeletal motions in the way that deep networks can be applied for feature extraction. Second, motion is time-series data with strong multi-modal temporal correlations between frames. On the one hand, a frame could be followed by several candidate frames leading to different motions; on the other hand, long-range dependencies exist where a number of frames in the beginning are correlated with a number of frames later. Ineffective temporal modeling would either under-estimate the multi-modality and variance, resulting in featureless mean motion or over-estimate them resulting in jittery motions, which is a major source of visual artifacts. In this paper, we propose a new deep network to tackle these challenges by creating a natural motion manifold that is versatile for many applications. The network has a new spatial component for feature extraction. It is also equipped with a new batch prediction model that predicts a large number of frames at once, such that long-term temporally-based objective functions can be employed to correctly learn the motion multi-modality and variances. With our system, long-duration motions can be predicted/synthesized using an open-loop setup where the motion retains the dynamics accurately. It can also be used for denoising corrupted motions and synthesizing new motions with given control signals. We demonstrate that our system can create superior results comparing to existing work in multiple applications. He Wang 0002, Edmond S. L. Ho, Hubert P. H. Shum, Zhanxing Zhu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Automatic embroidery texture synthesis for garment design and online display
Xinyang Guan, Likang Luo, He Wang 0002, Chen Liu 0012, Xiaogang Jin 0001 |
Vis. Comput. | 4 |
| 2020 | Human-like Planning for Reaching in Cluttered EnvironmentsabstractHumans, in comparison to robots, are remarkably adept at reaching for objects in cluttered environments. The best existing robot planners are based on random sampling of configuration space- which becomes excessively high-dimensional with large number of objects. Consequently, most planners often fail to efficiently find object manipulation plans in such environments. We addressed this problem by identifying high-level manipulation plans in humans, and transferring these skills to robot planners. We used virtual reality to capture human participants reaching for a target object on a tabletop cluttered with obstacles. From this, we devised a qualitative representation of the task space to abstract the decision making, irrespective of the number of obstacles. Based on this representation, human demonstrations were segmented and used to train decision classifiers. Using these classifiers, our planner produced a list of waypoints in task space. These waypoints provided a high-level plan, which could be transferred to an arbitrary robot model and used to initialise a local trajectory optimiser. We evaluated this approach through testing on unseen human VR data, a physics-based robot simulation, and a real robot (dataset and code are publicly available1). We found that the human-like planner outperformed a state-of-the-art standard trajectory optimisation algorithm, and was able to generate effective strategies for rapid planning- irrespective of the number of obstacles in the environment. Mohamed Hasan, Matthew Warburton, Wisdom C. Agboh, Mehmet Remzi Dogar, Matteo Leonetti, He Wang 0002, Faisal Mushtaq, Mark Mon-Williams, Anthony G. Cohn 0001 |
ICRA | 6 |
| 2020 | Dynamic Future Net: Diversified Human Motion GenerationabstractHuman motion modelling is crucial in many areas such as computergraphics, vision and virtual reality. Acquiring high-quality skele-tal motions is difficult due to the need for specialized equipmentand laborious manual post-posting, which necessitates maximiz-ing the use of existing data to synthesize new data. However, it is a challenge due to the intrinsic motion stochasticity of humanmotion dynamics, manifested in the short and long terms. In theshort term, there is strong randomness within a couple frames, e.g.one frame followed by multiple possible frames leading to differentmotion styles; while in the long term, there are non-deterministicaction transitions. In this paper, we present Dynamic Future Net,a new deep learning model where we explicitly focuses on the aforementioned motion stochasticity by constructing a generative model with non-trivial modelling capacity in temporal stochas-ticity. Given limited amounts of data, our model can generate a large number of high-quality motions with arbitrary duration, andvisually-convincing variations in both space and time. We evaluateour model on a wide range of motions and compare it with the state-of-the-art methods. Both qualitative and quantitative results show the superiority of our method, for its robustness, versatility and high-quality. Wenheng Chen, He Wang 0002, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 2 |
| 2020 | Cover ImageabstractThe cover image is based on the Original Article FASTSWARM: A Data-driven FrAmework for Real-time Flying InSecT SWARM Simulation by Wei Xiang et al., https://doi.org/10.1002/cav.1957. Xinran Yao, He Wang 0002, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 3 |
| 2020 | FASTSWARM: A data-driven framework for real-time flying insect swarm simulationabstractAbstract Insect swarms are common phenomena in nature and therefore have been actively pursued in computer animation. Realistic insect swarm simulation is difficult due to two challenges: high‐fidelity behaviors and large scales, which make the simulation practice subject to laborious manual work and excessive trial‐and‐error processes. To address both challenges, we present a novel data‐driven framework, FASTSWARM, to model complex behaviors of flying insects based on real‐world data and simulate plausible animations of flying insect swarms. FASTSWARM has a linear time complexity and achieves real‐time performance for large swarms. The high‐fidelity behavior model of FASTSWARM explicitly takes into consideration the most common behaviors of flying insects, including the interactions among insects such as repulsion and attraction, self‐propelled behaviors such as target following and obstacle avoidance, and other characteristics such as random movements. To achieve scalability, an energy minimization problem is formed with different behaviors modeled as energy terms, where the minimizer is the desired behavior. The minimizer is computed from the real‐world data, which ensures the plausibility of the simulation results. Extensive simulation results and evaluations show that FASTSWARM is versatile in simulating various swarm behaviors, high fidelity measured by various metrics, easily controllable in inducing user controls and highly scalable. Xinran Yao, He Wang 0002, Xiaogang Jin 0001 |
Comput. Animat. Virtual Worlds | 3 |
| 2020 | Informative scene decomposition for crowd analysis, comparison and simulation guidanceabstractCrowd simulation is a central topic in several fields including graphics. To achieve high-fidelity simulations, data has been increasingly relied upon for analysis and simulation guidance. However, the information in real-world data is often noisy, mixed and unstructured, making it difficult for effective analysis, therefore has not been fully utilized. With the fast-growing volume of crowd data, such a bottleneck needs to be addressed. In this paper, we propose a new framework which comprehensively tackles this problem. It centers at an unsupervised method for analysis. The method takes as input raw and noisy data with highly mixed multi-dimensional (space, time and dynamics) information, and automatically structure it by learning the correlations among these dimensions. The dimensions together with their correlations fully describe the scene semantics which consists of recurring activity patterns in a scene, manifested as space flows with temporal and dynamics profiles. The effectiveness and robustness of the analysis have been tested on datasets with great variations in volume, duration, environment and crowd dynamics. Based on the analysis, new methods for data visualization, simulation evaluation and simulation guidance are also proposed. Together, our framework establishes a highly automated pipeline from raw data to crowd analysis, comparison and simulation guidance. Extensive experiments and evaluations have been conducted to show the flexibility, versatility and intuitiveness of our framework. Feixiang He, Yuanhang Xiang, Xi Zhao 0002, He Wang 0002 |
ACM Trans. Graph. | 4 |
| 2019 | A generic framework for editing and synthesizing multimodal data with relative emotion strengthabstractAbstract Emotion is considered to be a core element in performances. In computer animation, both body motions and facial expressions are two popular mediums for a character to express the emotion. However, there has been limited research in studying how to effectively synthesize these two types of character movements using different levels of emotion strength with intuitive control, which is difficult to be modeled effectively. In this work, we explore a common model that can be used to represent the emotion for the applications of body motions and facial expressions synthesis. Unlike previous work that encode emotions into discrete motion style descriptors, we propose a continuous control indicator called emotion strength by controlling which a data‐driven approach is presented to synthesize motions with fine control over emotions. Rather than interpolating motion features to synthesize new motion as in existing work, our method explicitly learns a model mapping low‐level motion features to the emotion strength. Because the motion synthesis model is learned in the training stage, the computation time required for synthesizing motions at run time is very low. We further demonstrate the generality of our proposed framework by editing 2D face images using relative emotion strength. As a result, our method can be applied to interactive applications such as computer games, image editing tools, and virtual reality applications, as well as offline applications such as animation and movie production. Jacky C. P. Chan, Hubert P. H. Shum, He Wang 0002, Wei Wei 0006, Edmond S. L. Ho |
Comput. Animat. Virtual Worlds | 3 |
| 2018 | Data-Driven Crowd Motion Control With Multi-Touch GesturesabstractAbstract Controlling a crowd using multi‐touch devices appeals to the computer games and animation industries, as such devices provide a high‐dimensional control signal that can effectively define the crowd formation and movement. However, existing works relying on pre‐defined control schemes require the users to learn a scheme that may not be intuitive. We propose a data‐driven gesture‐based crowd control system, in which the control scheme is learned from example gestures provided by different users. In particular, we build a database with pairwise samples of gestures and crowd motions. To effectively generalize the gesture style of different users, such as the use of different numbers of fingers, we propose a set of gesture features for representing a set of hand gesture trajectories. Similarly, to represent crowd motion trajectories of different numbers of characters over time, we propose a set of crowd motion features that are extracted from a Gaussian mixture model. Given a run‐time gesture, our system extracts the K nearest gestures from the database and interpolates the corresponding crowd motions in order to generate the run‐time control. Our system is accurate and efficient, making it suitable for real‐time applications such as real‐time strategy games and interactive animation controls. Joseph Henry, He Wang 0002, Edmond S. L. Ho, Taku Komura, Hubert P. H. Shum |
Comput. Graph. Forum | 3 |
| 2017 | Posture-based and action-based graphs for boxing skill visualizationabstractAutomatic evaluation of sports skills has been an active research area. However, most of the existing research focuses on low-level features such as movement speed and strength. In this work, we propose a framework for automatic motion analysis and visualization, which allows us to evaluate high-level skills such as the richness of actions, the flexibility of transitions and the unpredictability of action patterns. The core of our framework is the construction and visualization of the posture-based graph that focuses on the standard postures for launching and ending actions, as well as the action-based graph that focuses on the preference of actions and their transition probability. We further propose two numerical indices, the Connectivity Index and the Action Strategy Index, to assess skill level according to the graph. We demonstrate our framework with motions captured from different boxers. Experimental results demonstrate that our system can effectively visualize the strengths and weaknesses of the boxers. He Wang 0002, Edmond S. L. Ho, Longzhi Yang, Hubert P. H. Shum |
Comput. Graph. | 2 |
| 2017 | Trending Paths: A New Semantic-Level Metric for Comparing Simulated and Real Crowd DataabstractWe propose a new semantic-level crowd evaluation metric in this paper. Crowd simulation has been an active and important area for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose the first approach based on finding semantic information represented by latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd behavior. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process ( SV-DHDP) model. The fidelity of the patterns is computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly. Detailed evaluations and comparisons with existing metrics show that our method is a good alternative for comparing crowd data at a different level and also works with more types of data, holds fewer assumptions and is more robust to noise. He Wang 0002, Jan Ondrej, Carol O'Sullivan |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Globally Continuous and Non-Markovian Crowd Activity Analysis from Videos
He Wang 0002, Carol O'Sullivan |
ECCV (5) | 1 |
| 2016 | SkillVis: a visualization tool for boxing skill assessmentabstractMotion analysis and visualization are crucial in sports science for sports training and performance evaluation. While primitive computational methods have been proposed for simple analysis such as postures and movements, few can evaluate the high-level quality of sports players such as their skill levels and strategies. We propose a visualization tool to help visualizing boxers' motions and assess their skill levels. Our system automatically builds a graph-based representation from motion capture data and reduces the dimension of the graph onto a 3D space so that it can be easily visualized and understood. In particular, our system allows easy understanding of the boxer's boxing behaviours, preferred actions, potential strength and weakness. We demonstrate the effectiveness of our system on different boxers' motions. Our system not only serves as a tool for visualization, it also provides intuitive motion analysis that can be further used beyond sports science. Hubert P. H. Shum, He Wang 0002, Edmond S. L. Ho, Taku Komura |
MIG | 2 |
| 2016 | Path patterns: analyzing and comparing real and simulated crowdsabstractCrowd simulation has been an active and important area of research in the field of interactive 3D graphics for several decades. However, only recently has there been an increased focus on evaluating the fidelity of the results with respect to real-world situations. The focus to date has been on analyzing the properties of low-level features such as pedestrian trajectories, or global features such as crowd densities. We propose a new approach based on finding latent Path Patterns in both real and simulated data in order to analyze and compare them. Unsupervised clustering by non-parametric Bayesian inference is used to learn the patterns, which themselves provide a rich visualization of the crowd's behaviour. To this end, we present a new Stochastic Variational Dual Hierarchical Dirichlet Process (SV-DHDP) model. The fidelity of the patterns is then computed with respect to a reference, thus allowing the outputs of different algorithms to be compared with each other and/or with real data accordingly. He Wang 0002, Jan Ondrej, Carol O'Sullivan |
I3D | 1 |
| 2015 | An Energy-Driven Motion Planning Method for Two Distant PosturesabstractIn this paper, we present a local motion planning algorithm for character animation. We focus on motion planning between two distant postures where linear interpolation leads to penetrations. Our framework has two stages. The motion planning problem is first solved as a Boundary Value Problem (BVP) on an energy graph which encodes penetrations, motion smoothness and user control. Having established a mapping from the configuration space to the energy graph, a fast and robust local motion planning algorithm is introduced to solve the BVP to generate motions that could only previously be computed by global planning methods. In the second stage, a projection of the solution motion onto a constraint manifold is proposed for more user control. Our method can be integrated into current keyframing techniques. It also has potential applications in motion planning problems in robotics. He Wang 0002, Edmond S. L. Ho, Taku Komura |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | A multi-resolution approach for adapting close character interactionabstractSynthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots. Edmond S. L. Ho, He Wang 0002, Taku Komura |
VRST | 2 |
| 2014 | Indexing 3D Scenes Using the Interaction Bisector SurfaceabstractThe spatial relationship between different objects plays an important role in defining the context of scenes. Most previous 3D classification and retrieval methods take into account either the individual geometry of the objects or simple relationships between them such as the contacts or adjacencies. In this article we propose a new method for the classification and retrieval of 3D objects based on the Interaction Bisector Surface (IBS), a subset of the Voronoi diagram defined between objects. The IBS is a sophisticated representation that describes topological relationships such as whether an object is wrapped in, linked to, or tangled with others, as well as geometric relationships such as the distance between objects. We propose a hierarchical framework to index scenes by examining both the topological structure and the geometric attributes of the IBS. The topology-based indexing can compare spatial relations without being severely affected by local geometric details of the object. Geometric attributes can also be applied in comparing the precise way in which the objects are interacting with one another. Experimental results show that our method is effective at relationship classification and content-based relationship retrieval. Xi Zhao 0002, He Wang 0002, Taku Komura |
ACM Trans. Graph. | 2 |
| 2013 | Harmonic parameterization by electrostaticsabstractIn this article, we introduce a method to apply ideas from electrostatics to parameterize the open space around an object. By simulating the object as a virtually charged conductor, we can define an object-centric coordinate system which we call Electric Coordinates. It parameterizes the outer space of a reference object in a way analogous to polar coordinates. We also introduce a measure that quantifies the extent to which an object is wrapped by a surface. This measure can be computed as the electric flux through the wrapping surface due to the electric field around the charged conductor. The electrostatic parameters, which comprise the Electric Coordinates and flux, have several applications in computer graphics, including: texturing, morphing, meshing, path planning relative to a target object, mesh parameterization, designing deformable objects, and computing coverage. Our method works for objects of arbitrary geometry and topology, and thus is applicable in a wide variety of scenarios. He Wang 0002, Kirill A. Sidorov, Peter Sandilands, Taku Komura |
ACM Trans. Graph. | 1 |
| 2012 | Manipulation of Flexible Objects by Geodesic ControlabstractAbstract We propose an effective and intuitive method for controlling flexible models such as ropes and cloth. Automating manipulation of such flexible objects is not an easy task due to the high dimensionality of the objects and the low dimensionality of the control. In order to cope with this problem, we introduce a method called Geodesic Control, which greatly helps to manipulate flexible objects. The core idea is to decrease the degrees of freedom of the flexible object by moving it along the geodesic line of the object that it is interacting with. By repeatedly applying this control, users can easily synthesize animations of twisting and knotting a piece of rope or wrapping a cloth around an object. We show examples of “furoshiki wrapping”, in which an object is wrapped by a cloth by a series of maneuvers based on Geodesic Control. As our representation can abstract such maneuvers well, the procedure designed by a user can be re‐applied for different combinations of cloth and an object. The method is applicable not only for computer animation but also for 3D computer games and virtual reality systems. He Wang 0002, Taku Komura |
Comput. Graph. Forum | 1 |
| 2011 | Energy-Based Pose Unfolding and Interpolation for 3D Articulated Characters
He Wang 0002, Taku Komura |
MIG | 1 |