Timy Phan

dblp:290/8148 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0002-0446-9610ORCID · corroborated

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

Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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.

Artificial intelligence
2 papers
Generative modeling · 40% Video understanding and tracking · 20% Segmentation and scene understanding · 20%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › diffusion model
diffusion model training
0.912025
Tread: Token Routing for Efficient Architecture-Agnostic Diffusion Training · ICCV 2025
Machine learning › Generative modeling › diffusion model › diffusion model training
efficient diffusion training
0.912025
Tread: Token Routing for Efficient Architecture-Agnostic Diffusion Training · ICCV 2025
Computer vision › Video understanding and tracking › motion analysis
scene dynamics
0.912025
What If: Understanding Motion Through Sparse Interactions · ICCV 2025
Machine learning › Efficient and distributed learning › dynamic neural network
token routing
0.912025
Tread: Token Routing for Efficient Architecture-Agnostic Diffusion Training · ICCV 2025

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

transformer · 1.7flow matching · 1.7token routing · 0.9state space model · 0.9
YearPublicationVenuePosition
2025 What If: Understanding Motion Through Sparse Interactions
abstract
Understanding the dynamics of a physical scene involves reasoning about the diverse ways it can potentially change, especially as a result of local interactions. We present the Flow Poke Transformer (FPT), a novel framework for directly predicting the distribution of local motion, conditioned on sparse interactions termed "pokes". Unlike traditional methods that typically only enable dense sampling of a single realization of scene dynamics, FPT provides an interpretable directly accessible representation of multi-modal scene motion, its dependency on physical interactions and the inherent uncertainties of scene dynamics. We also evaluate our model on several downstream tasks to enable comparisons with prior methods and highlight the flexibility of our approach. On dense face motion generation, our generic pre-trained model surpasses specialized baselines. FPT can be fine-tuned in strongly out-of-distribution tasks such as synthetic datasets to enable significant improvements over in-domain methods in articulated object motion estimation. Additionally, predicting explicit motion distributions directly enables our method to achieve competitive performance on tasks like moving part segmentation from pokes which further demonstrates the versatility of our FPT. Code and models are publicly available at https://compvis.github.io/flow-poke-transformer.
Stefan Andreas Baumann, Nick Stracke, Timy Phan, Björn Ommer
ICCV3
2025 Tread: Token Routing for Efficient Architecture-Agnostic Diffusion Training
abstract
Diffusion models have emerged as the mainstream approach for visual generation. However, these models typically suffer from sample inefficiency and high training costs. Consequently, methods for efficient finetuning, inference and personalization were quickly adopted by the community. However, training these models in the first place remains very costly. While several recent approaches - including masking, distillation, and architectural modifications - have been proposed to improve training efficiency, each of these methods comes with a tradeoff: they achieve enhanced performance at the expense of increased computational cost or vice versa. In contrast, this work aims to improve training efficiency as well as generative performance at the same time through routes that act as a transport mechanism for randomly selected tokens from early layers to deeper layers of the model. Our method is not limited to the common transformer-based model - it can also be applied to state-space models and achieves this without architectural modifications or additional parameters. Finally, we show that TREAD reduces computational cost and simultaneously boosts model performance on the standard ImageNet-256 benchmark in class-conditional synthesis. Both of these benefits multiply to a convergence speedup of 14x at 400K training iterations compared to DiT and 37x compared to the best benchmark performance of DiT at 7M training iterations. Furthermore, we achieve a competitive FID of 2.09 in a guided and 3.93 in an unguided setting, which improves upon the DiT, without architectural changes.
Felix Krause 0002, Timy Phan, Ming Gui, Stefan Andreas Baumann, Vincent Tao Hu, Björn Ommer
ICCV2
2025 Generative Curricula for Multi-Agent Path Finding via Unsupervised and Reinforcement Learning
abstract
Multi-Agent Path Finding (MAPF) is the challenging problem of finding collision-free paths for multiple agents, which has a wide range of applications, such as automated warehouses, smart manufacturing, and traffic management. Recently, machine learning-based approaches have become popular in addressing MAPF problems in a decentralized and potentially generalizing way. Most learning-based MAPF approaches use reinforcement and imitation learning to train agent policies for decentralized execution under partial observability. However, current state-of-the-art approaches suffer from a prevalent bias to micro-aspects of particular MAPF problems, such as congestions in corridors and potential delays caused by single agents, leading to tight specializations through extensive engineering via oversized models, reward shaping, path finding algorithms, and communication. These specializations are generally detrimental to the sample efficiency, i.e., the learning progress given a certain amount of experience, and generalization to previously unseen scenarios. In contrast, curriculum learning offers an elegant and much simpler way of training agent policies in a step-by-step manner to master all aspects implicitly without extensive engineering. In this paper, we propose a generative curriculum approach to learning-based MAPF using Variational Autoencoder Utilized Learning of Terrains (VAULT). We introduce a two-stage framework to (I) train the VAULT via unsupervised learning to obtain a latent space representation of maps and (II) use the VAULT to generate curricula in order to improve sample efficiency and generalization of learning-based MAPF methods. For the second stage, we propose a bi-level curriculum scheme by combining our VAULT curriculum with a low-level curriculum method to improve sample efficiency further. Our framework is designed in a modular and general way, where each proposed component serves its purpose in a black-box manner without considering specific micro-aspects of the underlying problem. We empirically evaluate our approach in maps of the public MAPF benchmark set as well as novel artificial maps generated with the VAULT. Our results demonstrate the effectiveness of the VAULT as a map generator and our VAULT curriculum in improving sample efficiency and generalization of learning-based MAPF methods compared to alternative approaches. We also demonstrate how data pruning can further reduce the dependence on available maps without affecting the generalization potential of our approach.
Thomy Phan, Timy Phan, Sven Koenig
J. Artif. Intell. Res.2