VLDB 2026 Research / reviewers in the wild / expert
Chuan Guo 0002
dblp:147/5346-2
· DBLP profile ↗
23ranked-venue papers
7as first author
22since 2021 · last 2026
0000-0002-4539-0634ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 16 · 6 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 15 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion
Haim Sawdayee, Chuan Guo 0002, Guy Tevet, Bing Zhou 0001, Jian Wang 0100, Amit Bermano |
Comput. Graph. Forum | 2 |
| 2026 | Dance Like a Chicken: Low-Rank Stylization for Human Motion DiffusionabstractAbstract Text‐to‐motion generative models span a wide range of 3D human actions but struggle with nuanced stylistic attributes such as a “Chicken” style. Due to the scarcity of style‐specific data, existing approaches pull the generative prior towards a reference style, which often results in out‐of‐distribution, low‐quality generations. In this work, we introduce LoRA‐MDM, a lightweight framework for motion stylization that generalizes to complex actions while maintaining editability. Our key insight is that adapting the generative prior to include the style, while preserving its overall distribution, is more effective than modifying each individual motion during generation. Building on this idea, LoRA‐MDM learns to adapt the prior to include the reference style using only a few samples. The style can then be used in the context of different textual prompts for generation. The low‐rank adaptation shifts the motion manifold in a semantically meaningful way, enabling realistic style infusion even for actions not present in the reference samples. Moreover, preserving the distribution structure enables advanced operations such as style blending and motion editing. We compare LoRA‐MDM to state‐of‐the‐art stylized motion generation methods and demonstrate a favorable balance between text fidelity and style consistency. Project page at https://haimsaw.github.io/LoRA‐MDM/ Haim Sawdayee, Chuan Guo 0002, Guy Tevet, Bing Zhou 0001, Jian Wang 0100, Amit Bermano |
Comput. Graph. Forum | 2 |
| 2026 | A Survey on Human Interaction Motion Generation
Kewei Sui, Anindita Ghosh, Inwoo Hwang, Bing Zhou 0001, Jian Wang 0100, Chuan Guo 0002 |
Int. J. Comput. Vis. | 6 |
| 2026 | SMP: Reusable Score-Matching Motion Priors for Physics-Based Character ControlabstractData-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at youtu.be/jBA2tWk6vzU. Yuxuan Mu, Yi Shi 0008, Dun Yang, Minami Matsumoto, Kotaro Imamura, Guy Tevet, Chuan Guo 0002, Chang Shu 0001, Pengcheng Xi, Xue Bin Peng |
ACM Trans. Graph. | 8 |
| 2025 | Scenemi: Motion In-Betweening for Modeling Human-Scene InteractionsabstractModeling human-scene interactions (HSI) is essential for understanding and simulating everyday human behaviors. Recent approaches utilizing generative modeling have made progress in this domain; however, they are limited in controllability and flexibility for real-world applications. To address these challenges, we propose reformulating the HSI modeling problem as Scene-aware Motion In-betweening - a more tractable and practical task. We introduce SceneMI, a framework that supports several practical applications, including keyframe-guided character animation in 3D scenes and enhancing the motion quality of imperfect HSI data. SceneMI employs dual scene descriptors to comprehensively encode global and local scene context. Furthermore, our framework leverages the inherent denoising nature of diffusion models to generalize on noisy keyframes. Experimental results demonstrate SceneMI's effectiveness in scene-aware keyframe in-betweening and generalization to the real-world GIMO dataset, where motions and scenes are acquired by noisy IMU sensors and smartphones. We further showcase SceneMI's applicability in HSI reconstruction from monocular videos. Inwoo Hwang, Bing Zhou 0001, Young Min Kim 0001, Jian Wang 0100, Chuan Guo 0002 |
ICCV | 5 |
| 2025 | Ponimator: Unfolding Interactive Pose for Versatile Human-Human Interaction Animation
Chuan Guo 0002, Bing Zhou 0001, Jian Wang 0100 |
ICCV | 2 |
| 2025 | MaskControl: Spatio-Temporal Control for Masked Motion Synthesis
Ekkasit Pinyoanuntapong, Muhammad Usama Saleem, Korrawe Karunratanakul, Pu Wang 0001, Hongfei Xue, Chen Chen 0001, Chuan Guo 0002, Junli Cao, Jian Ren 0005, Sergey Tulyakov |
ICCV | 7 |
| 2025 | InterMask: 3D Human Interaction Generation via Collaborative Masked ModelingabstractGenerating realistic 3D human-human interactions from textual descriptions remains a challenging task. Existing approaches, typically based on diffusion models, often produce results lacking realism and fidelity. In this work, we introduce *InterMask*, a novel framework for generating human interactions using collaborative masked modeling in discrete space. InterMask first employs a VQ-VAE to transform each motion sequence into a 2D discrete motion token map. Unlike traditional 1D VQ token maps, it better preserves fine-grained spatio-temporal details and promotes *spatial awareness* within each token. Building on this representation, InterMask utilizes a generative masked modeling framework to collaboratively model the tokens of two interacting individuals. This is achieved by employing a transformer architecture specifically designed to capture complex spatio-temporal inter-dependencies. During training, it randomly masks the motion tokens of both individuals and learns to predict them. For inference, starting from fully masked sequences, it progressively fills in the tokens for both individuals. With its enhanced motion representation, dedicated architecture, and effective learning strategy, InterMask achieves state-of-the-art results, producing high-fidelity and diverse human interactions. It outperforms previous methods, achieving an FID of $5.154$ (vs $5.535$ of in2IN) on the InterHuman dataset and $0.399$ (vs $5.207$ of InterGen) on the InterX dataset. Additionally, InterMask seamlessly supports reaction generation without the need for model redesign or fine-tuning. Muhammad Gohar Javed, Chuan Guo 0002, Li Cheng 0001 |
ICLR | 2 |
| 2025 | MotionDreamer: One-to-Many Motion Synthesis with Localized Generative Masked TransformerabstractGenerative masked transformer have demonstrated remarkable success across various content generation tasks, primarily due to their ability to effectively model large-scale dataset distributions with high consistency. However, in the animation domain, large datasets are not always available. Applying generative masked modeling to generate diverse instances from a single MoCap reference may lead to overfitting, a challenge that remains unexplored. In this work, we present MotionDreamer, a localized masked modeling paradigm designed to learn motion internal patterns from a given motion with arbitrary topology and duration. By embedding the given motion into quantized tokens with a novel distribution regularization method, MotionDreamer constructs a robust and informative codebook for local motion patterns. Moreover, a sliding window local attention is introduced in our masked transformer, enabling the generation of natural yet diverse animations that closely resemble the reference motion patterns. As demonstrated through comprehensive experiments, MotionDreamer outperforms the state-of-the-art methods that are typically GAN or Diffusion-based in both faithfulness and diversity. Thanks to the consistency and robustness of quantization-based approach, MotionDreamer can also effectively perform downstream tasks such as temporal motion editing, crowd motion synthesis, and beat-aligned dance generation, all using a single reference motion. Our implementation, learned models and results are to be made publicly available upon paper acceptance. Chuan Guo 0002, Yuxuan Mu, Muhammad Gohar Javed, Xinxin Zuo, Juwei Lu, Hai Jiang 0001, Li Cheng 0001 |
ICLR | 2 |
| 2025 | SnapMoGen: Human Motion Generation from Expressive TextsabstractText-to-motion generation has experienced remarkable progress in recent years. However, current approaches remain limited to synthesizing motion from short or general text prompts, primarily due to dataset constraints. This limitation undermines fine-grained controllability and generalization to unseen prompts. In this paper, we introduce SnapMoGen, a new text-motion dataset featuring high-quality motion capture data paired with accurate, \textit{expressive} textual annotations. The dataset comprises 20K motion clips totaling 44 hours, accompanied by 122 detailed textual descriptions averaging 48 words per description (vs. 12 words of HumanML3D). Importantly, these motion clips preserve original temporal continuity as they were in long sequences, facilitating research in long-term motion generation and blending. We also improve upon previous generative masked modeling approaches. Our model, MoMask++, transforms motion into \textbf{multi-scale} token sequences that better exploit the token capacity, and learns to generate all tokens using a single generative masked transformer. MoMask++ achieves state-of-the-art performance on both HumanML3D and OmniMotion benchmarks. Additionally, we demonstrate the ability to process casual user prompts by employing an LLM to reformat inputs to align with the expressivity and narration style of SnapMoGen. Chuan Guo 0002, Inwoo Hwang, Jian Wang 0100, Bing Zhou 0001 |
NeurIPS | 1 |
| 2025 | Sketch2PoseNet: Efficient and Generalized Sketch to 3D Human Pose Predictionabstract3D human pose estimation from sketches has broad applications in computer animation and film production. Unlike traditional human pose estimation, this task presents unique challenges due to the abstract and disproportionate nature of sketches. Previous sketch-to-pose methods, constrained by the lack of large-scale sketch-3D pose annotations, primarily relied on optimization with heuristic rules—an approach that is both time-consuming and limited in generalizability. To address these challenges, we propose a novel approach leveraging a "learn from synthesis" strategy. Firstly, a diffusion model is learned to synthesize sketch images from 2D poses projected from 3D human poses, mimicking disproportionate human structures in sketches. This process enables the creation of a synthetic dataset, SKEP-120K, consisting of 120k accurate sketch-3D pose annotation pairs across various sketch styles. Building on this synthetic dataset, we introduce an end-to-end data-driven framework for estimating human poses and shapes from diverse sketch styles. Our framework combines existing 2D pose detectors and generative diffusion priors for sketch feature extraction with a feed-forward neural network for efficient 2D pose estimation. Multiple heuristic loss functions have been incorporated to guarantee geometric coherence between the derived 3D poses and the detected 2D poses while preserving accurate self-contacts. Qualitative, quantitative, and subjective evaluations collectively affirm that our proposed model substantially surpasses previous ones in both estimation accuracy and speed for sketch-to-pose tasks. Yiyu Zhuang, Xun Cao, Chuan Guo 0002, Xinxin Zuo, Hao Zhu 0004 |
SIGGRAPH Asia | 5 |
| 2025 | Sketch2Anim: Towards Transferring Sketch Storyboards into 3D AnimationabstractStoryboarding is widely used for creating 3D animations. Animators use the 2D sketches in storyboards as references to craft the desired 3D animations through a trial-and-error process. The traditional approach requires exceptional expertise and is both labor-intensive and time-consuming. Consequently, there is a high demand for automated methods that can directly translate 2D storyboard sketches into 3D animations. This task is under-explored to date and inspired by the significant advancements of motion diffusion models, we propose to address it from the perspective of conditional motion synthesis. We thus present Sketch2Anim , composed of two key modules for sketch constraint understanding and motion generation. Specifically, due to the large domain gap between the 2D sketch and 3D motion, instead of directly conditioning on 2D inputs, we design a 3D conditional motion generator that simultaneously leverages 3D keyposes, joint trajectories, and action words, to achieve precise and fine-grained motion control. Then, we invent a neural mapper dedicated to aligning user-provided 2D sketches with their corresponding 3D keyposes and trajectories in a shared embedding space, enabling, for the first time , direct 2D control of motion generation. Our approach successfully transfers storyboards into high-quality 3D motions and inherently supports direct 3D animation editing, thanks to the flexibility of our multi-conditional motion generator. Comprehensive experiments and evaluations, and a user perceptual study demonstrate the effectiveness of our approach. The code, data, trained models, and sketch-based motion designing interface are at https://zhongleilz.github.io/Sketch2Anim/. Chuan Guo 0002, Changjian Li 0001 |
ACM Trans. Graph. | 2 |
| 2024 | MoMask: Generative Masked Modeling of 3D Human MotionsabstractWe introduce MoMask, a novel masked modeling framework for text-driven 3D human motion generation. In Mo-Mask, a hierarchical quantization scheme is employed to represent human motion as multi-layer discrete motion tokens with high-fidelity details. Starting at the base layer, with a sequence of motion tokens obtained by vector quan-tization, the residual tokens of increasing orders are de-rived and stored at the subsequent layers of the hierar-chy. This is consequently followed by two distinct bidirectional transformers. For the base-layer motion tokens, a Masked Transformer is designated to predict randomly masked motion tokens conditioned on text input at training stage. During generation (i. e. inference) stage, starting from an empty sequence, our Masked Transformer iteratively fills up the missing tokens; Subsequently, a Residual Transformer learns to progressively predict the next-layer tokens based on the results from current layer. Extensive experiments demonstrate that MoMask outperforms the state-of-art methods on the text-to-motion generation task, with an FID of 0.045 (vs e.g. 0.141 of T2M-GPT) on the HumanML3D dataset, and 0.228 (vs 0.514) on KIT-ML, respectively. MoMask can also be seamlessly applied in related tasks without further model fine-tuning, such as text-guided temporal inpainting. Chuan Guo 0002, Yuxuan Mu, Muhammad Gohar Javed, Sen Wang 0003, Li Cheng 0001 |
CVPR | 1 |
| 2024 | GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
Yuxuan Mu, Xinxin Zuo, Chuan Guo 0002, Juwei Lu, Songcen Xu, Peng Dai 0002, Youliang Yan, Li Cheng 0001 |
ECCV (79) | 3 |
| 2024 | Generative Human Motion Stylization in Latent SpaceabstractHuman motion stylization aims to revise the style of an input motion while keeping its content unaltered. Unlike existing works that operate directly in pose space, we leverage the \textit{latent space} of pretrained autoencoders as a more expressive and robust representation for motion extraction and infusion. Building upon this, we present a novel \textit{generative} model that produces diverse stylization results of a single motion (latent) code. During training, a motion code is decomposed into two coding components: a deterministic content code, and a probabilistic style code adhering to a prior distribution; then a generator massages the random combination of content and style codes to reconstruct the corresponding motion codes. Our approach is versatile, allowing the learning of probabilistic style space from either style labeled or unlabeled motions, providing notable flexibility in stylization as well. In inference, users can opt to stylize a motion using style cues from a reference motion or a label. Even in the absence of explicit style input, our model facilitates novel re-stylization by sampling from the unconditional style prior distribution. Experimental results show that our proposed stylization models, despite their lightweight design, outperform the state-of-the-arts in style reeanactment, content preservation, and generalization across various applications and settings. Chuan Guo 0002, Yuxuan Mu, Xinxin Zuo, Peng Dai 0002, Youliang Yan, Juwei Lu, Li Cheng 0001 |
ICLR | 1 |
| 2023 | TM2D: Bimodality Driven 3D Dance Generation via Music-Text IntegrationabstractWe propose a novel task for generating 3D dance movements that simultaneously incorporate both text and music modalities. Unlike existing works that generate dance movements using a single modality such as music, our goal is to produce richer dance movements guided by the instructive information provided by the text. However, the lack of paired motion data with both music and text modalities limits the ability to generate dance movements that integrate both. To alleviate this challenge, we propose to utilize a 3D human motion VQ-VAE to project the motions of the two datasets into a latent space consisting of quantized vectors, which effectively mix the motion tokens from the two datasets with different distributions for training. Additionally, we propose a cross-modal transformer to integrate text instructions into motion generation architecture for generating 3D dance movements without degrading the performance of music-conditioned dance generation. To better evaluate the quality of the generated motion, we introduce two novel metrics, namely Motion Prediction Distance (MPD) and Freezing Score (FS), to measure the coherence and freezing percentage of the generated motion. Extensive experiments show that our approach can generate realistic and coherent dance movements conditioned on both text and music while maintaining comparable performance with the two single modalities. Code is available at https://garfield-kh.github.io/TM2D/. Kehong Gong, Dongze Lian, Heng Chang, Chuan Guo 0002, Zihang Jiang, Xinxin Zuo, Michael Bi Mi, Xinchao Wang |
ICCV | 4 |
| 2023 | Human Pose and Shape Estimation From Single Polarization ImagesabstractThis paper focuses on a new problem of estimating human pose and shape from single polarization images. Polarization camera is known to be able to capture the polarization of reflected lights that preserves rich geometric cues of an object surface. Inspired by the recent applications in surface normal reconstruction from polarization images, in this paper, we attempt to estimate human pose and shape from single polarization images by leveraging the polarization-induced geometric cues. A dedicated two-stage pipeline is proposed: given a single polarization image, stage one (Polar2Normal) focuses on the fine detailed human body surface normal estimation; stage two (Polar2Shape) then reconstructs clothed human shape from the polarization image and the estimated surface normal. To empirically validate our approach, a dedicated dataset (PHSPD) is constructed, consisting of over 500 K frames with accurate pose and parametric shape annotations. Empirical evaluations on this real-world dataset as well as a synthetic dataset, SURREAL, demonstrate the effectiveness of our approach. It suggests polarization camera as a promising alternative to the more conventional RGB camera for human pose and shape estimation. Shihao Zou, Xinxin Zuo, Sen Wang 0003, Yiming Qian, Chuan Guo 0002, Li Cheng 0001 |
IEEE Trans. Multim. | 5 |
| 2022 | Generating Diverse and Natural 3D Human Motions from TextabstractAutomated generation of 3D human motions from text is a challenging problem. The generated motions are expected to be sufficiently diverse to explore the text-grounded motion space, and more importantly, accurately depicting the content in prescribed text descriptions. Here we tackle this problem with a two-stage approach: text2length sampling and text2motion generation. Text2length involves sampling from the learned distribution function of motion lengths conditioned on the input text. This is followed by our text2motion module using temporal variational autoen-coder to synthesize a diverse set of human motions of the sampled lengths. Instead of directly engaging with pose sequences, we propose motion snippet code as our internal motion representation, which captures local semantic motion contexts and is empirically shown to facilitate the generation of plausible motions faithful to the input text. Moreover, a large-scale dataset of scripted 3D Human motions, HumanML3D, is constructed, consisting of 14,616 motion clips and 44,970 text descriptions. Chuan Guo 0002, Shihao Zou, Xinxin Zuo, Sen Wang 0003, Wei Ji 0011, Li Cheng 0001 |
CVPR | 1 |
| 2022 | TM2T: Stochastic and Tokenized Modeling for the Reciprocal Generation of 3D Human Motions and Texts
Chuan Guo 0002, Xinxin Zuo, Sen Wang 0003, Li Cheng 0001 |
ECCV (35) | 1 |
| 2022 | Promoting Saliency From Depth: Deep Unsupervised RGB-D Saliency Detection
Wei Ji 0011, Qi Bi, Chuan Guo 0002, Jie Liu 0044, Li Cheng 0001 |
ICLR | 4 |
| 2022 | Action2video: Generating Videos of Human 3D Actions
Chuan Guo 0002, Xinxin Zuo, Sen Wang 0003, Xinshuang Liu, Shihao Zou, Minglun Gong, Li Cheng 0001 |
Int. J. Comput. Vis. | 1 |
| 2021 | EventHPE: Event-based 3D Human Pose and Shape EstimationabstractEvent camera is an emerging imaging sensor for capturing dynamics of moving objects as events, which motivates our work in estimating 3D human pose and shape from the event signals. Events, on the other hand, have their unique challenges: rather than capturing static body postures, the event signals are best at capturing local motions. This leads us to propose a two-stage deep learning approach, called EventHPE. The first-stage, FlowNet, is trained by unsupervised learning to infer optical flow from events. Both events and optical flow are closely related to human body dynamics, which are fed as input to the ShapeNet in the second stage, to estimate 3D human shapes. To mitigate the discrepancy between image-based flow (optical flow) and shape-based flow (vertices movement of human body shape), a novel flow coherence loss is introduced by exploiting the fact that both flows are originated from the identical human motion. An in-house event-based 3D human dataset is curated that comes with 3D pose and shape annotations, which is by far the largest one to our knowledge. Empirical evaluations on DHP19 dataset and our in-house dataset demonstrate the effectiveness of our approach. Shihao Zou, Chuan Guo 0002, Xinxin Zuo, Sen Wang 0003, Pengyu Wang 0007, Xiaoqin Hu, Shoushun Chen, Minglun Gong, Li Cheng 0001 |
ICCV | 2 |
| 2020 | Action2Motion: Conditioned Generation of 3D Human MotionsabstractAction recognition is a relatively established task, where given an input sequence of human motion, the goal is to predict its action category. This paper, on the other hand, considers a relatively new problem, which could be thought of as an inverse of action recognition: given a prescribed action type, we aim to generate plausible human motion sequences in 3D. Importantly, the set of generated motions are expected to maintain its diversity to be able to explore the entire action-conditioned motion space; meanwhile, each sampled sequence faithfully resembles a natural human body articulation dynamics. Motivated by these objectives, we follow the physics law of human kinematics by adopting the Lie Algebra theory to represent the natural human motions; we also propose a temporal Variational Auto-Encoder (VAE) that encourages a diverse sampling of the motion space. A new 3D human motion dataset, HumanAct12, is also constructed. Empirical experiments over three distinct human motion datasets (including ours) demonstrate the effectiveness of our approach. Chuan Guo 0002, Xinxin Zuo, Sen Wang 0003, Shihao Zou, Qingyao Sun, Annan Deng, Minglun Gong, Li Cheng 0001 |
ACM Multimedia | 1 |