VLDB 2026 Research / reviewers in the wild / expert
Yunrong Guo
dblp:279/6243
· DBLP profile ↗
7ranked-venue papers
0as first author
7since 2021 · last 2024
0000-0001-7468-6162ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 7 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | PACE: Human and Camera Motion Estimation from in-the-wild VideosabstractWe present a method to estimate human motion in a global scene from moving cameras. This is a highly challenging task due to the coupling of human and camera motions in the video. To address this problem, we propose a joint optimization framework that disentangles human and camera motions using both foreground human motion priors and background scene features. Unlike existing methods that use SLAM as initialization, we propose to tightly integrate SLAM and human motion priors in an optimization that is inspired by bundle adjustment. Specifically, we optimize human and camera motions to match both the observed human pose and scene features. This design combines the strengths of SLAM and motion priors, which leads to significant improvements in human and camera motion estimation. We additionally introduce a motion prior that is suitable for batch optimization, making our approach significantly more efficient than existing approaches. Finally, we propose a novel synthetic dataset that enables evaluating camera motion in addition to human motion from dynamic videos. Experiments on the synthetic and real-world RICH datasets demonstrate that our approach substantially outperforms prior art in recovering both human and camera motions. Muhammed Kocabas, Ye Yuan 0007, Pavlo Molchanov 0001, Yunrong Guo, Michael J. Black, Otmar Hilliges, Jan Kautz, Umar Iqbal 0001 |
3DV | 4 |
| 2024 | MaskedMimic: Unified Physics-Based Character Control Through Masked Motion InpaintingabstractCrafting a single, versatile physics-based controller that can breathe life into interactive characters across a wide spectrum of scenarios represents an exciting frontier in character animation. An ideal controller should support diverse control modalities, such as sparse target keyframes, text instructions, and scene information. While previous works have proposed physically simulated, scene-aware control models, these systems have predominantly focused on developing controllers that each specializes in a narrow set of tasks and control modalities. This work presents MaskedMimic, a novel approach that formulates physics-based character control as a general motion inpainting problem. Our key insight is to train a single unified model to synthesize motions from partial (masked) motion descriptions, such as masked keyframes, objects, text descriptions, or any combination thereof. This is achieved by leveraging motion tracking data and designing a scalable training method that can effectively utilize diverse motion descriptions to produce coherent animations. Through this process, our approach learns a physics-based controller that provides an intuitive control interface without requiring tedious reward engineering for all behaviors of interest. The resulting controller supports a wide range of control modalities and enables seamless transitions between disparate tasks. By unifying character control through motion inpainting, MaskedMimic creates versatile virtual characters. These characters can dynamically adapt to complex scenes and compose diverse motions on demand, enabling more interactive and immersive experiences. Chen Tessler, Yunrong Guo, Ofir Nabati, Gal Chechik, Xue Bin Peng |
ACM Trans. Graph. | 2 |
| 2023 | Learning Physically Simulated Tennis Skills from Broadcast VideosabstractWe present a system that learns diverse, physically simulated tennis skills from large-scale demonstrations of tennis play harvested from broadcast videos. Our approach is built upon hierarchical models, combining a low-level imitation policy and a high-level motion planning policy to steer the character in a motion embedding learned from broadcast videos. When deployed at scale on large video collections that encompass a vast set of examples of real-world tennis play, our approach can learn complex tennis shotmaking skills and realistically chain together multiple shots into extended rallies, using only simple rewards and without explicit annotations of stroke types. To address the low quality of motions extracted from broadcast videos, we correct estimated motion with physics-based imitation, and use a hybrid control policy that overrides erroneous aspects of the learned motion embedding with corrections predicted by the high-level policy. We demonstrate that our system produces controllers for physically-simulated tennis players that can hit the incoming ball to target positions accurately using a diverse array of strokes (serves, forehands, and backhands), spins (topspins and slices), and playing styles (one/two-handed backhands, left/right-handed play). Overall, our system can synthesize two physically simulated characters playing extended tennis rallies with simulated racket and ball dynamics. Code and data for this work is available at https://research.nvidia.com/labs/toronto-ai/vid2player3d/. Haotian Zhang 0004, Ye Yuan 0007, Viktor Makoviychuk, Yunrong Guo, Sanja Fidler, Xue Bin Peng, Kayvon Fatahalian |
ACM Trans. Graph. | 4 |
| 2022 | PADL: Language-Directed Physics-Based Character ControlabstractDeveloping systems that can synthesize natural and life-like motions for simulated characters has long been a focus for computer animation. But in order for these systems to be useful for downstream applications, they need not only produce high-quality motions, but must also provide an accessible and versatile interface through which users can direct a character’s behaviors. Natural language provides a simple-to-use and expressive medium for specifying a user’s intent. Recent breakthroughs in natural language processing (NLP) have demonstrated effective use of language-based interfaces for applications such as image generation and program synthesis. In this work, we present PADL, which leverages recent innovations in NLP in order to take steps towards developing language-directed controllers for physics-based character animation. PADL allows users to issue natural language commands for specifying both high-level tasks and low-level skills that a character should perform. We present an adversarial imitation learning approach for training policies to map high-level language commands to low-level controls that enable a character to perform the desired task and skill specified by a user’s commands. Furthermore, we propose a multi-task aggregation method that leverages a language-based multiple-choice question-answering approach to determine high-level task objectives from language commands. We show that our framework can be applied to effectively direct a simulated humanoid character to perform a diverse array of complex motor skills. Jordan Juravsky, Yunrong Guo, Sanja Fidler, Xue Bin Peng |
SIGGRAPH Asia | 2 |
| 2022 | ASE: large-scale reusable adversarial skill embeddings for physically simulated charactersabstractThe incredible feats of athleticism demonstrated by humans are made possible in part by a vast repertoire of general-purpose motor skills, acquired through years of practice and experience. These skills not only enable humans to perform complex tasks, but also provide powerful priors for guiding their behaviors when learning new tasks. This is in stark contrast to what is common practice in physics-based character animation, where control policies are most typically trained from scratch for each task. In this work, we present a large-scale data-driven framework for learning versatile and reusable skill embeddings for physically simulated characters. Our approach combines techniques from adversarial imitation learning and unsupervised reinforcement learning to develop skill embeddings that produce life-like behaviors, while also providing an easy to control representation for use on new downstream tasks. Our models can be trained using large datasets of unstructured motion clips, without requiring any task-specific annotation or segmentation of the motion data. By leveraging a massively parallel GPU-based simulator, we are able to train skill embeddings using over a decade of simulated experiences, enabling our model to learn a rich and versatile repertoire of skills. We show that a single pre-trained model can be effectively applied to perform a diverse set of new tasks. Our system also allows users to specify tasks through simple reward functions, and the skill embedding then enables the character to automatically synthesize complex and naturalistic strategies in order to achieve the task objectives. Xue Bin Peng, Yunrong Guo, Lina Halper, Sergey Levine, Sanja Fidler |
ACM Trans. Graph. | 2 |
| 2021 | KAMA: 3D Keypoint Aware Body Mesh ArticulationabstractWe present KAMA, a 3D Keypoint Aware Mesh Articulation approach that allows us to estimate a human body mesh from the positions of 3D body keypoints. To this end, we learn to estimate 3D positions of 26 body keypoints and propose an analytical solution to articulate a parametric body model, SMPL, via a set of straightforward geometric transformations. Since keypoint estimation directly relies on image clues, our approach offers significantly better alignment to image content when compared to state-of-the-art approaches. Our proposed approach does not require any paired mesh annotations and provides accurate mesh fittings through 3D keypoint regression only. Results on the challenging 3DPW and Human3.6M show that our approach yields state-of-the-art body mesh fittings. Umar Iqbal 0001, Kevin Xie, Yunrong Guo, Jan Kautz, Pavlo Molchanov 0001 |
3DV | 3 |
| 2021 | Physics-based Human Motion Estimation and Synthesis from VideosabstractHuman motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we propose a framework for training generative models of physically plausible human motion directly from monocular RGB videos, which are much more widely available. At the core of our method is a novel optimization formulation that corrects imperfect image-based pose estimations by enforcing physics constraints and reasons about contacts in a differentiable way. This optimization yields corrected 3D poses and motions, as well as their corresponding contact forces. Results show that our physically-corrected motions significantly outperform prior work on pose estimation. We can then use these to train a generative model to synthesize future motion. We demonstrate both qualitatively and quantitatively significantly improved motion estimation, synthesis quality and physical plausibility achieved by our method on the large scale Human3.6m dataset [12] as compared to prior kinematic and physics-based methods. By enabling learning of motion synthesis from video, our method paves the way for large-scale, realistic and diverse motion synthesis. Kevin Xie, Tingwu Wang, Umar Iqbal 0001, Yunrong Guo, Sanja Fidler, Florian Shkurti |
ICCV | 4 |