Yang Zhou 0009

dblp:07/4580-9 · DBLP profile ↗
← Back
22ranked-venue papers
4as first author
17since 2021 · last 2025
0000-0002-5070-6330ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 19 · 4 first-author · 14 since 2021Artificial intelligence and machine learning · 16 · 2 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Move-in-2D: 2D-Conditioned Human Motion Generation
abstract
Generating realistic human videos remains a challenging task, with the most effective methods currently relying on a human motion sequence as a control signal. Existing approaches often use existing motion extracted from other videos, which restricts applications to specific motion types and global scene matching. We propose Move-in-2D, a novel approach to generate human motion sequences conditioned on a scene image, allowing for diverse motion that adapts to different scenes. Our approach utilizes a diffusion model that accepts both a scene image and text prompt as inputs, producing a motion sequence tailored to the scene. To train this model, we collect a large-scale video dataset featuring single-human activities, annotating each video with the corresponding human motion as the target output. Experiments demonstrate that our method effectively predicts human motion that aligns with the scene image after projection. Furthermore, we show that the generated motion sequence improves human motion quality in video synthesis tasks.
Hsin-Ping Huang, Yang Zhou 0009, Jui-Hsien Wang, Difan Liu, Feng Liu 0015, Ming-Hsuan Yang 0001
CVPR2
2025 Visual Persona: Foundation Model for Full-Body Human Customization
abstract
We introduce Visual Persona, a foundation model for text-to-image full-body human customization that, given a single in-the-wild human image, generates diverse images of the individual guided by text descriptions. Unlike prior methods that focus solely on preserving facial identity, our approach captures detailed full-body appearance, aligning with text descriptions for body structure and scene variations. Training this model requires large-scale paired human data, consisting of multiple images per individual with consistent full-body identities, which is notoriously difficult to obtain. To address this, we propose a data curation pipeline leveraging vision-language models to evaluate full-body appearance consistency, resulting in Visual Persona-500K—a dataset of 580k paired human images across 100k unique identities. For precise appearance transfer, we introduce a transformer encoder-decoder architecture adapted to a pre-trained text-to-image diffusion model, which augments the input image into distinct body regions, encodes these regions as local appearance features, and projects them into dense identity embeddings independently to condition the diffusion model for synthesizing customized images. Visual Persona consistently surpasses existing approaches, generating high-quality, customized images from in-the-wild inputs. Extensive ablation studies validate design choices, and we demonstrate the versatility of Visual Persona across various downstream tasks.
Jisu Nam, Soowon Son, Jing Shi 0005, Difan Liu, Feng Liu 0015, Seungryong Kim, Yang Zhou 0009
CVPR8
2025 VideoGigaGAN: Towards Detail-rich Video Super-Resolution
abstract
Video super-resolution (VSR) models achieve temporal consistency but often produce blurrier results than their image-based counterparts due to limited generative capacity. This prompts the question: can we adapt a generative image upsampler for VSR while preserving temporal consistency? We introduce VideoGigaGAN, a new generative VSR model that combines high-frequency detail with temporal stability, building on the large-scale GigaGAN image upsampler. Simple adaptations of GigaGAN for VSR led to flickering issues, so we propose techniques to enhance temporal consistency. We validate the effectiveness of VideoGigaGAN by comparing it with state-of-the-art VSR models on public datasets and showcasing video results with 8× upsampling.
Taesung Park, Richard Zhang 0001, Yang Zhou 0009, Eli Shechtman, Feng Liu 0015, Jia-Bin Huang 0001, Difan Liu
CVPR4
2025 DMesh++: An Efficient Differentiable Mesh for Complex Shapes
abstract
Recent probabilistic methods for 3D triangular meshes capture diverse shapes by differentiable mesh connectivity, but face high computational costs with increased shape details. We introduce a new differentiable mesh processing method in 2D and 3D that addresses this challenge and efficiently handles meshes with intricate structures. Additionally, we present an algorithm that adapts the mesh resolution to local geometry in 2D for efficient representation. We demonstrate the effectiveness of our approach on 2D point cloud and 3D multi-view reconstruction tasks. Visit our project page (https://sonsang.github.io/dmesh2-project) for source code and supplementary material.
Sanghyun Son 0003, Matheus Gadelha, Yang Zhou 0009, Matthew Fisher, Zexiang Xu, Yi-Ling Qiao, Ming C. Lin, Yi Zhou 0023
ICCV3
2025 VEGGIE: Instructional Editing and Reasoning Video Concepts with Grounded Generation
Shoubin Yu, Difan Liu, Ziqiao Ma 0001, Yicong Hong, Yang Zhou 0009, Hao Tan 0002, Joyce Y. Chai, Mohit Bansal
ICCV5
2024 GRIP: Generating Interaction Poses Using Spatial Cues and Latent Consistency
abstract
Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to encourage motion temporal consistency in the latent space (LTC) and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP “upgrades” them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets. Our models and code are available for research purposes at https://grip.is.tue.mpg.de.
Omid Taheri, Yi Zhou 0023, Dimitrios Tzionas, Yang Zhou 0009, Duygu Ceylan, Sören Pirk, Michael J. Black
3DV4
2024 HARIVO: Harnessing Text-to-Image Models for Video Generation
Mingi Kwon, Seoung Wug Oh, Yang Zhou 0009, Difan Liu, Joon-Young Lee, Haoran Cai, Baqiao Liu, Feng Liu 0015, Youngjung Uh
ECCV (53)3
2024 Customize-A-Video: One-Shot Motion Customization of Text-to-Video Diffusion Models
Yixuan Ren, Yang Zhou 0009, Jimei Yang, Jing Shi 0005, Difan Liu, Feng Liu 0015, Mingi Kwon, Abhinav Shrivastava
ECCV (89)2
2024 LRM: Large Reconstruction Model for Single Image to 3D
abstract
We propose the first Large Reconstruction Model (LRM) that predicts the 3D model of an object from a single input image within just 5 seconds. In contrast to many previous methods that are trained on small-scale datasets such as ShapeNet in a category-specific fashion, LRM adopts a highly scalable transformer-based architecture with 500 million learnable parameters to directly predict a neural radiance field (NeRF) from the input image. We train our model in an end-to-end manner on massive multi-view data containing around 1 million objects, including both synthetic renderings from Objaverse and real captures from MVImgNet. This combination of a high-capacity model and large-scale training data empowers our model to be highly generalizable and produce high-quality 3D reconstructions from various testing inputs, including real-world in-the-wild captures and images created by generative models. Video demos and interactable 3D meshes can be found on our LRM project webpage: https://yiconghong.me/LRM.
Yicong Hong, Kai Zhang 0045, Jiuxiang Gu, Sai Bi, Yang Zhou 0009, Difan Liu, Feng Liu 0015, Kalyan Sunkavalli, Trung Bui, Hao Tan 0002
ICLR5
2024 DMesh: A Differentiable Mesh Representation
abstract
We present a differentiable representation, DMesh, for general 3D triangular meshes. DMesh considers both the geometry and connectivity information of a mesh. In our design, we first get a set of convex tetrahedra that compactly tessellates the domain based on Weighted Delaunay Triangulation (WDT), and select triangular faces on the tetrahedra to define the final mesh. We formulate probability of faces to exist on the actual surface in a differentiable manner based on the WDT. This enables DMesh to represent meshes of various topology in a differentiable way, and allows us to reconstruct the mesh under various observations, such as point clouds and multi-view images using gradient-based optimization. We publicize the source code and supplementary material at our project page (https://sonsang.github.io/dmesh-project).
Sanghyun Son 0003, Matheus Gadelha, Yang Zhou 0009, Zexiang Xu, Ming C. Lin, Yi Zhou 0023
NeurIPS3
2024 ActAnywhere: Subject-Aware Video Background Generation
abstract
We study a novel problem to automatically generate video background that tailors to foreground subject motion. It is an important problem for the movie industry and visual effects community, which traditionally requires tedious manual efforts to solve. To this end, we propose ActAnywhere, a video diffusion model that takes as input a sequence of foreground subject segmentation and an image of a novel background and generates a video of the subject interacting in this background. We train our model on a large-scale dataset of 2.4M videos of human-scene interactions. Through extensive evaluation, we show that our model produces videos with realistic foreground-background interaction while strictly following the guidance of the condition image. Our model generalizes to diverse scenarios including non-human subjects, gaming and animation clips, as well as videos with multiple moving subjects. Both quantitative and qualitative comparisons demonstrate that our model significantly outperforms existing methods, which fail to accomplish the studied task. Please visit our project webpage at https://actanywhere.github.io.
Boxiao Pan, Chun-Hao Paul Huang, Krishna Kumar Singh, Yang Zhou 0009, Leonidas J. Guibas, Jimei Yang
NeurIPS5
2023 Learning Navigational Visual Representations with Semantic Map Supervision
abstract
Being able to perceive the semantics and the spatial structure of the environment is essential for visual navigation of a household robot. However, most existing works only employ visual backbones pre-trained either with independent images for classification or with self-supervised learning methods to adapt to the indoor navigation domain, neglecting the spatial relationships that are essential to the learning of navigation. Inspired by the behavior that humans naturally build semantically and spatially meaningful cognitive maps in their brains during navigation, in this paper, we propose a novel navigational-specific visual representation learning method by contrasting the agent’s egocentric views and semantic maps (Ego2-Map). We apply the visual transformer as the backbone encoder and train the model with data collected from the large-scale HabitatMatterport3D environments. Ego2-Map learning transfers the compact and rich information from a map, such as objects, structure and transition, to the agent’s egocentric representations for navigation. Experiments show that agents using our learned representations on object-goal navigation outperform recent visual pre-training methods. Moreover, our representations significantly improve vision-and-language navigation in continuous environments for both high-level and low-level action spaces, achieving new state-of-the-art results of 47% SR and 41% SPL on the test server.
Yicong Hong, Yang Zhou 0009, Ruiyi Zhang 0002, Franck Dernoncourt, Trung Bui, Stephen Gould, Hao Tan 0002
ICCV2
2022 APES: Articulated Part Extraction from Sprite Sheets
abstract
Rigged puppets are one of the most prevalent representations to create 2D character animations. Creating these puppets requires partitioning characters into independently moving parts. In this work, we present a method to automatically identify such articulated parts from a small set of character poses shown in a sprite sheet, which is an illustration of the character that artists often draw before puppet creation. Our method is trained to infer articulated parts, e.g. head, torso and limbs, that can be reassembled to best reconstruct the given poses. Our results demonstrate significantly better performance than alternatives qualitatively and quantitatively. Our project page https://zhan-xu.github.io/parts/ includes our code and data.
Matthew Fisher, Yang Zhou 0009, Deepali Aneja, Rushikesh Dudhat, Li Yi 0001, Evangelos Kalogerakis
CVPR3
2022 Audio-driven Neural Gesture Reenactment with Video Motion Graphs
abstract
Human speech is often accompanied by body gestures including arm and hand gestures. We present a method that reenacts a high-quality video with gestures matching a target speech audio. The key idea of our method is to split and re-assemble clips from a reference video through a novel video motion graph encoding valid transitions between clips. To seamlessly connect different clips in the reenactment, we propose a pose-aware video blending network which synthesizes video frames around the stitched frames between two clips. Moreover, we developed an audio-based gesture searching algorithm to find the optimal order of the reenacted frames. Our system generates reen-actments that are consistent with both the audio rhythms and the speech content. We evaluate our synthesized video quality quantitatively, qualitatively, and with user studies, demonstrating that our method produces videos of much higher quality and consistency with the target audio compared to previous work and baselines. Our project page https://github.com/yzhou359/vid-reenact includes code and data.
Yang Zhou 0009, Jimei Yang, Dingzeyu Li, Jun Saito, Deepali Aneja, Evangelos Kalogerakis
CVPR1
2022 Skeleton-Free Pose Transfer for Stylized 3D Characters
Zhouyingcheng Liao, Jimei Yang, Jun Saito, Gerard Pons-Moll, Yang Zhou 0009
ECCV (2)5
2022 Learning Visibility for Robust Dense Human Body Estimation
Chun-Han Yao, Jimei Yang, Duygu Ceylan, Yi Zhou 0023, Yang Zhou 0009, Ming-Hsuan Yang 0001
ECCV (1)5
2022 Morig: Motion-Aware Rigging of Character Meshes from Point Clouds
abstract
We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point cloud motion. MoRig’s neural network encodes motion cues from the point clouds into features that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh, which is then animated based on the point cloud motion. Our method can rig and animate diverse characters, including humanoids, quadrupeds, and toys with varying articulation. It accounts for occluded regions in the point clouds and mismatches in the part proportions between the input mesh and captured character. Compared to other rigging approaches that ignore motion cues, MoRig produces more accurate rigs, well-suited for re-targeting motion from captured characters.
Yang Zhou 0009, Li Yi 0001, Evangelos Kalogerakis
SIGGRAPH Asia2
2020 MakeltTalk: speaker-aware talking-head animation
abstract
We present a method that generates expressive talking-head videos from a single facial image with audio as the only input. In contrast to previous attempts to learn direct mappings from audio to raw pixels for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking-head dynamics. Another key component of our method is the prediction of facial landmarks reflecting the speaker-aware dynamics. Based on this intermediate representation, our method works with many portrait images in a single unified framework, including artistic paintings, sketches, 2D cartoon characters, Japanese mangas, and stylized caricatures. In addition, our method generalizes well for faces and characters that were not observed during training. We present extensive quantitative and qualitative evaluation of our method, in addition to user studies, demonstrating generated talking-heads of significantly higher quality compared to prior state-of-the-art methods.
Yang Zhou 0009, Xintong Han, Eli Shechtman, Jose Echevarria, Evangelos Kalogerakis, Dingzeyu Li
ACM Trans. Graph.1
2020 RigNet: neural rigging for articulated characters
abstract
We present RigNet , an end-to-end automated method for producing animation rigs from input character models. Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton. Our method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights. Our evaluation is three-fold: we show better results than prior art when quantitatively compared to animator rigs; qualitatively we show that our rigs can be expressively posed and animated at multiple levels of detail; and finally, we evaluate the impact of various algorithm choices on our output rigs. 1
Yang Zhou 0009, Evangelos Kalogerakis, Chris Landreth, Karan Singh 0004
ACM Trans. Graph.2
2019 Predicting Animation Skeletons for 3D Articulated Models via Volumetric Nets
abstract
We present a learning method for predicting animation skeletons for input 3D models of articulated characters. In contrast to previous approaches that fit pre-defined skeleton templates or predict fixed sets of joints, our method produces an animation skeleton tailored for the structure and geometry of the input 3D model. Our architecture is based on a stack of hourglass modules trained on a large dataset of 3D rigged characters mined from the web. It operates on the volumetric representation of the input 3D shapes augmented with geometric shape features that provide additional cues for joint and bone locations. Our method also enables intuitive user control of the level-of-detail for the output skeleton. Our evaluation demonstrates that our approach predicts animation skeletons that are much more similar to the ones created by humans compared to several alternatives and baselines.
Yang Zhou 0009, Evangelos Kalogerakis, Karan Singh 0004
3DV2
2019 SceneGraphNet: Neural Message Passing for 3D Indoor Scene Augmentation
abstract
In this paper we propose a neural message passing approach to augment an input 3D indoor scene with new objects matching their surroundings. Given an input, potentially incomplete, 3D scene and a query location, our method predicts a probability distribution over object types that fit well in that location. Our distribution is predicted though passing learned messages in a dense graph whose nodes represent objects in the input scene and edges represent spatial and structural relationships. By weighting messages through an attention mechanism, our method learns to focus on the most relevant surrounding scene context to predict new scene objects. We found that our method significantly outperforms state-of-the-art approaches in terms of correctly predicting objects missing in a scene based on our experiments in the SUNCG dataset. We also demonstrate other applications of our method, including context-based 3D object recognition and iterative scene generation.
Yang Zhou 0009, Zachary While, Evangelos Kalogerakis
ICCV1
2018 Visemenet: audio-driven animator-centric speech animation
abstract
We present a novel deep-learning based approach to producing animator-centric speech motion curves that drive a JALI or standard FACS-based production face-rig, directly from input audio. Our three-stage Long Short-Term Memory (LSTM) network architecture is motivated by psycho-linguistic insights: segmenting speech audio into a stream of phonetic-groups is sufficient for viseme construction; speech styles like mumbling or shouting are strongly co-related to the motion of facial landmarks; and animator style is encoded in viseme motion curve profiles. Our contribution is an automatic real-time lip-synchronization from audio solution that integrates seamlessly into existing animation pipelines. We evaluate our results by: cross-validation to ground-truth data; animator critique and edits; visual comparison to recent deep-learning lip-synchronization solutions; and showing our approach to be resilient to diversity in speaker and language.
Yang Zhou 0009, Chris Landreth, Evangelos Kalogerakis, Subhransu Maji, Karan Singh 0004
ACM Trans. Graph.1