VLDB 2026 Research / reviewers in the wild / expert
Yixuan Li 0002
dblp:144/6087-2
· DBLP profile ↗
10ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0002-3972-4124ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Multi-Identity Human Image Animation with Structural Video DiffusionabstractGenerating human videos from a single image while ensuring high visual quality and precise control is a challenging task, especially in complex scenarios involving multiple individuals and interactions with objects. Existing methods, while effective for single-human cases, often fail to handle the intricacies of multi-identity interactions because they struggle to associate the correct pairs of human appearance and pose condition and model the distribution of 3D-aware dynamics. To address these limitations, we present \emph{Structural Video Diffusion}, a novel framework designed for generating realistic multi-human videos. Our approach introduces two core innovations: identity-specific embeddings to maintain consistent appearances across individuals and a structural learning mechanism that incorporates depth and surface-normal cues to model human-object interactions. Additionally, we expand existing human video dataset with 25K new videos featuring diverse multi-human and object interaction scenarios, providing a robust foundation for training. Experimental results demonstrate that Structural Video Diffusion achieves superior performance in generating lifelike, coherent videos for multiple subjects with dynamic and rich interactions, advancing the state of human-centric video generation. Code is available at https://github.com/zhenzhiwang/Multi-HumanVid Zhenzhi Wang 0001, Yixuan Li 0002, Yanhong Zeng, Yuwei Guo 0002, Dahua Lin, Tianfan Xue, Bo Dai 0002 |
ICCV | 2 |
| 2025 | ObjectGS: Object-Aware Scene Reconstruction and Scene Understanding via Gaussian Splatting
Ruijie Zhu 0002, Mulin Yu, Linning Xu, Lihan Jiang, Yixuan Li 0002, Tianzhu Zhang 0001, Jiangmiao Pang, Bo Dai 0002 |
ICCV | 5 |
| 2025 | Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial ReasoningabstractRealistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility. Xingjian Ran, Yixuan Li 0002, Linning Xu, Mulin Yu, Bo Dai 0002 |
NeurIPS | 2 |
| 2024 | PACER+: On-Demand Pedestrian Animation Controller in Driving ScenariosabstractWe address the challenge of content diversity and controllability in pedestrian simulation for driving scenarios. Recent pedestrian animation frameworks have a significant limitation wherein they primarily focus on either following trajectory [48] or the content of the reference video [60], consequently overlooking the potential diversity of human motion within such scenarios. This limitation restricts the ability to generate pedestrian behaviors that exhibit a wider range of variations and realistic motions and therefore re-stricts its usage to provide rich motion content for other components in the driving simulation system, e.g., suddenly changed motion to which the autonomous vehicle should respond. In our approach, we strive to surpass the limitation by showcasing diverse human motions obtained from various sources, such as generated human motions, in ad-dition to following the given trajectory. The fundamental contribution of our framework lies in combining the motion tracking task with trajectory following, which enables the tracking of specific motion parts (e.g., upper body) while simultaneously following the given trajectory by a single policy. This way, we significantly enhance both the diver-sity of simulated human motion within the given scenario and the controllability of the content, including language-based control. Our framework facilitates the generation of a wide range of human motions, contributing to greater re-alism and adaptability in pedestrian simulations for driving scenarios. Jingbo Wang 0003, Zhengyi Luo 0002, Ye Yuan 0007, Yixuan Li 0002, Bo Dai 0002 |
CVPR | 4 |
| 2024 | InterControl: Zero-shot Human Interaction Generation by Controlling Every JointabstractText-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human interactions. In our approach, we strive to explore this problem by synthesizing human motion with interactions for a group of characters of any size in a zero-shot manner. The key aspect of our approach is the adaptation of human-wise interactions as pairs of human joints that can be either in contact or separated by a desired distance. In contrast to existing methods that necessitate training motion generation models on multi-human motion datasets with a fixed number of characters, our approach inherently possesses the flexibility to model human interactions involving an arbitrary number of individuals, thereby transcending the limitations imposed by the training data. We introduce a novel controllable motion generation method, InterControl, to encourage the synthesized motions maintaining the desired distance between joint pairs. It consists of a motion controller and an inverse kinematics guidance module that realistically and accurately aligns the joints of synthesized characters to the desired location. Furthermore, we demonstrate that the distance between joint pairs for human-wise interactions can be generated using an off-the-shelf Large Language Model (LLM). Experimental results highlight the capability of our framework to generate interactions with multiple human characters and its potential to work with off-the-shelf physics-based character simulators. Code is available at https://github.com/zhenzhiwang/intercontrol. Zhenzhi Wang 0001, Jingbo Wang 0003, Yixuan Li 0002, Dahua Lin, Bo Dai 0002 |
NeurIPS | 3 |
| 2024 | HumanVid: Demystifying Training Data for Camera-controllable Human Image AnimationabstractHuman image animation involves generating videos from a character photo, allowing user control and unlocking the potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation. To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of real-world videos from the internet. We developed and applied careful filtering rules to ensure video quality, resulting in a curated collection of 20K high-resolution (1080P) human-centric videos. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. To expand our synthetic dataset, we collected 10K 3D avatar assets and leveraged existing assets of body shapes, skin textures and clothings. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Demo, data and code could be found in the project website: https://humanvid.github.io/. Zhenzhi Wang 0001, Yixuan Li 0002, Yanhong Zeng, Youqing Fang, Yuwei Guo 0002, Wenran Liu, Jing Tan 0002, Kai Chen 0026, Tianfan Xue, Bo Dai 0002, Dahua Lin |
NeurIPS | 2 |
| 2024 | Sparse Action Tube DetectionabstractAction tube detection is a challenging task as it requires not only to locate action instances in each frame, but also link them in time. Existing action tube detection methods often employ multi-stage pipelines with complex designs and time-consuming linking procedure. In this paper, we present a simple end-to-end action tube detection method, termed as Sparse Tube Detector (STDet). Unlike those dense action detectors, our core idea is to use a set of learnable tube queries and directly decode them into action tubes (i.e., a set of tracked boxes with action label) from video content. This sparse detection paradigm shares several advantages. First, the large number of hand-crafted anchor candidates in dense action detectors is greatly reduced to a small number of learnable tubes, which results in a more efficient detection framework. Second, our learnable tube queries directly attend the whole video content, which endows our method with the capacity of capturing long-range information for action detection. Finally, our action detector is an end-to-end tube detection without requiring the linking procedure, which directly and explicitly predicts the action boundary instead of depending on the linking strategy. Extensive experiments shows that our STDet outperforms the previous state-of-the-art methods on two challenging untrimmed video action detection datasets of UCF101-24 and MultiSports. We hope our method will be an simple end-to-end tube detection baseline and can inspire new ideas in this direction. Yixuan Li 0002, Zhenzhi Wang 0003, Zhifeng Li 0001, Limin Wang 0002 |
IEEE Trans. Image Process. | 1 |
| 2023 | MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and BeyondabstractNeural radiance fields (NeRF) and its subsequent variants have led to remarkable progress in neural rendering. While most of recent neural rendering works focus on objects and small-scale scenes, developing neural rendering methods for city-scale scenes is of great potential in many real-world applications. However, this line of research is impeded by the absence of a comprehensive and high-quality dataset, yet collecting such a dataset over real city-scale scenes is costly, sensitive, and technically infeasible. To this end, we build a large-scale, comprehensive, and high-quality synthetic dataset for city-scale neural rendering researches. Leveraging the Unreal Engine 5 City Sample project, we developed a pipeline to easily collect aerial and street city views, accompanied by ground-truth camera poses and a range of additional data modalities. Flexible controls on environmental factors like light, weather, human and car crowd are also available in our pipeline, supporting the need of various tasks covering city-scale neural rendering and beyond. The resulting pilot dataset, MatrixCity, contains 67k aerial images and 452k street images from two city maps of total size 28km2. On top of MatrixCity, a thorough benchmark is also conducted, which not only reveals unique challenges of the task of city-scale neural rendering, but also highlights potential improvements for future works. The dataset and code will be publicly available at the project page: https://city-super.github.io/matrixcity/. Yixuan Li 0002, Lihan Jiang, Linning Xu, Yuanbo Xiangli, Zhenzhi Wang 0001, Dahua Lin, Bo Dai 0002 |
ICCV | 1 |
| 2021 | MultiSports: A Multi-Person Video Dataset of Spatio-Temporally Localized Sports ActionsabstractSpatio-temporal action detection is an important and challenging problem in video understanding. The existing action detection benchmarks are limited in aspects of small numbers of instances in a trimmed video or low-level atomic actions. This paper aims to present a new multi-person dataset of spatio-temporal localized sports actions, coined as MultiSports. We first analyze the important ingredients of constructing a realistic and challenging dataset for spatio-temporal action detection by proposing three criteria: (1) multi-person scenes and motion dependent identification, (2) with well-defined boundaries, (3) relatively fine-grained classes of high complexity. Based on these guide-lines, we build the dataset of MultiSports v1.0 by selecting 4 sports classes, collecting 3200 video clips, and annotating 37701 action instances with 902k bounding boxes. Our datasets are characterized with important properties of high diversity, dense annotation, and high quality. Our Multi-Sports, with its realistic setting and detailed annotations, exposes the intrinsic challenges of spatio-temporal action detection. To benchmark this, we adapt several baseline methods to our dataset and give an indepth analysis on the action detection results in our dataset. We hope our MultiSports can serve as a standard benchmark for spatio-temporal action detection in the future. Our dataset website is at https://deeperaction.github.io/multisports/. Yixuan Li 0002, Runyu He, Zhenzhi Wang 0001, Gangshan Wu, Limin Wang 0002 |
ICCV | 1 |
| 2020 | Actions as Moving Points
Yixuan Li 0002, Limin Wang 0002, Gangshan Wu |
ECCV (16) | 1 |