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Fabio Zinno

dblp:272/7536 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0009-2855-6987ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Computer animation and physical simulation · 100%
Artificial intelligence
3 papers
Generative modeling · 86% Deep learning architectures and training · 7% Reinforcement learning · 6%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
motion synthesis
1.232025
Neural animation layering for synthesizing martial arts movements · ACM Trans. Graph. 2021
Character controllers using motion VAEs · ACM Trans. Graph. 2020
StableMotion: Training Motion Cleanup Models with Unpaired Corrupted Data · SIGGRAPH Asia 2025
Machine learning › Generative modeling
diffusion model
0.912025
StableMotion: Training Motion Cleanup Models with Unpaired Corrupted Data · SIGGRAPH Asia 2025
Machine learning › Generative modeling
motion generation
0.912025
StableMotion: Training Motion Cleanup Models with Unpaired Corrupted Data · SIGGRAPH Asia 2025
Computer animation and physical simulation
motion capture
0.912025
StableMotion: Training Motion Cleanup Models with Unpaired Corrupted Data · SIGGRAPH Asia 2025
Computer animation and physical simulation
character animation
0.412020
Character controllers using motion VAEs · ACM Trans. Graph. 2020
Machine learning › Deep learning architectures and training
modular neural network
0.112021
Neural animation layering for synthesizing martial arts movements · ACM Trans. Graph. 2021
Machine learning › Reinforcement learning
goal-conditioned control
0.112020
Character controllers using motion VAEs · ACM Trans. Graph. 2020

Methods — techniques the papers use, named apart from their topics

unpaired training · 1.7quality indicators · 1.7diffusion model · 1.7neural animation layering · 1.0motion manifold · 1.0variational autoencoder · 0.9motion capture · 0.9deep reinforcement learning · 0.9
YearPublicationVenuePosition
2025 StableMotion: Training Motion Cleanup Models with Unpaired Corrupted Data
abstract
Motion capture (mocap) data often exhibits visually jarring artifacts due to inaccurate sensors and post-processing. Cleaning this corrupted data can require substantial manual effort from human experts, which can be a costly and time-consuming process. Previous data-driven motion cleanup methods offer the promise of automating this cleanup process, but often require in-domain paired corrupted-to-clean training data. Constructing such paired datasets requires access to high-quality, relatively artifact-free motion clips, which often necessitates laborious manual cleanup. In this work, we present StableMotion, a simple yet effective method for training motion cleanup models directly from unpaired corrupted datasets that need cleanup. The core component of our method is the introduction of motion quality indicators, which can be easily annotated— through manual labeling or heuristic algorithms—and enable training of quality-aware motion generation models on raw motion data with mixed quality. At test time, the model can be prompted to generate high-quality motions using the quality indicators. Our method can be implemented through a simple diffusion-based framework, leading to a unified motion generate-discriminate model, which can be used to both identify and fix corrupted frames. We demonstrate that our proposed method is effective for training motion cleanup models on raw mocap data in production scenarios by applying StableMotion to SoccerMocap, a 245-hour soccer mocap dataset containing real-world motion artifacts. The trained model effectively corrects a wide range of motion artifacts, reducing motion pops and frozen frames by 68% and 81%, respectively. On our benchmark dataset, we further show that cleanup models trained with our method on unpaired corrupted data outperform state-of-the-art methods trained on clean or paired data, while also achieving comparable performance in preserving the content of the original motion clips.
Yuxuan Mu, Hung Yu Ling, Yi Shi 0008, Ismael Baira Ojeda, Pengcheng Xi, Chang Shu 0001, Fabio Zinno, Xue Bin Peng
SIGGRAPH Asia7
2021 Neural animation layering for synthesizing martial arts movements
abstract
Interactively synthesizing novel combinations and variations of character movements from different motion skills is a key problem in computer animation. In this paper, we propose a deep learning framework to produce a large variety of martial arts movements in a controllable manner from raw motion capture data. Our method imitates animation layering using neural networks with the aim to overcome typical challenges when mixing, blending and editing movements from unaligned motion sources. The framework can synthesize novel movements from given reference motions and simple user controls, and generate unseen sequences of locomotion, punching, kicking, avoiding and combinations thereof, but also reconstruct signature motions of different fighters, as well as close-character interactions such as clinching and carrying by learning the spatial joint relationships. To achieve this goal, we adopt a modular framework which is composed of the motion generator and a set of different control modules. The motion generator functions as a motion manifold that projects novel mixed/edited trajectories to natural full-body motions, and synthesizes realistic transitions between different motions. The control modules are task dependent and can be developed and trained separately by engineers to include novel motion tasks, which greatly reduces network iteration time when working with large-scale datasets. Our modular framework provides a transparent control interface for animators that allows modifying or combining movements after network training, and enables iterative adding of control modules for different motion tasks and behaviors. Our system can be used for offline and online motion generation alike, and is relevant for real-time applications such as computer games.
Sebastian Starke, Fabio Zinno, Taku Komura
ACM Trans. Graph.3
2020 Character controllers using motion VAEs
abstract
A fundamental problem in computer animation is that of realizing purposeful and realistic human movement given a sufficiently-rich set of motion capture clips. We learn data-driven generative models of human movement using autoregressive conditional variational autoencoders, or Motion VAEs. The latent variables of the learned autoencoder define the action space for the movement and thereby govern its evolution over time. Planning or control algorithms can then use this action space to generate desired motions. In particular, we use deep reinforcement learning to learn controllers that achieve goal-directed movements. We demonstrate the effectiveness of the approach on multiple tasks. We further evaluate system-design choices and describe the current limitations of Motion VAEs.
Hung Yu Ling, Fabio Zinno, George Cheng, Michiel van de Panne
ACM Trans. Graph.2