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Heyuan Yao

dblp:331/2776 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0002-6168-6777ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 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.

Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 100%
Artificial intelligence
2 papers
Reinforcement learning · 50% Question answering and dialogue systems · 50%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › character animation
physics-based character animation
2.232025
SRBTrack: Terrain-Adaptive Tracking of a Single-Rigid-Body Character Using Momentum-Mapped Space-Time Optimization · SIGGRAPH Asia 2025
MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations · ACM Trans. Graph. 2024
ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters · ACM Trans. Graph. 2022
Computer animation and physical simulation › motion synthesis › human motion synthesis
co-speech motion generation
0.912025
Social Agent: Mastering Dyadic Nonverbal Behavior Generation via Conversational LLM Agents · SIGGRAPH Asia 2025
Computer animation and physical simulation
gesture generation
0.912025
Social Agent: Mastering Dyadic Nonverbal Behavior Generation via Conversational LLM Agents · SIGGRAPH Asia 2025
Computer animation and physical simulation › optimization-based animation
spacetime optimization
0.912025
SRBTrack: Terrain-Adaptive Tracking of a Single-Rigid-Body Character Using Momentum-Mapped Space-Time Optimization · SIGGRAPH Asia 2025
Computer animation and physical simulation
motion control
0.812024
MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations · ACM Trans. Graph. 2024
Natural language and speech › Question answering and dialogue systems
conversational agents
0.312025
Social Agent: Mastering Dyadic Nonverbal Behavior Generation via Conversational LLM Agents · SIGGRAPH Asia 2025

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

large language model · 2.5deep reinforcement learning · 1.7autoregressive diffusion model · 1.7spacetime optimization · 0.9space-time optimization · 0.9vector quantized variational autoencoder · 0.8model-based reinforcement learning · 0.8world model · 0.6variational autoencoder · 0.6reinforcement learning · 0.6
YearPublicationVenuePosition
2025 SRBTrack: Terrain-Adaptive Tracking of a Single-Rigid-Body Character Using Momentum-Mapped Space-Time Optimization
abstract
Generating realistic and robust motion for virtual characters under complex physical conditions, such as irregular terrain, real-time control scenarios, and external disturbances, remains a key challenge in computer graphics. While deep reinforcement learning has enabled high-fidelity physics-based character animation, such methods often suffer from limited generalizability, as learned controllers tend to overfit to the environments they were trained in. In contrast, simplified models, such as single rigid bodies, offer better adaptability, but traditionally require hand-crafted heuristics and can only handle short motion segments. In this paper, we present a general learning framework that trains a single-rigid-body (SRB) character controller from long and unstructured datasets, without the reliance on human-crafted rules. Our method enables zero-shot adaptation to diverse environments and unseen motion styles. The resulting controller generates expressive and physically plausible motions in real time and seamlessly integrates with high-level kinematic motion planners without retraining, enabling a wide range of downstream tasks.
Hanyang Cao, Heyuan Yao, Taesoo Kwon
SIGGRAPH Asia2
2025 Social Agent: Mastering Dyadic Nonverbal Behavior Generation via Conversational LLM Agents
abstract
We present Social Agent, a novel framework for synthesizing realistic and contextually appropriate co-speech nonverbal behaviors in dyadic conversations. In this framework, we develop an agentic system driven by a Large Language Model (LLM) to direct the conversation flow and determine appropriate interactive behaviors for both participants. Additionally, we propose a novel dual-person gesture generation model based on an auto-regressive diffusion model, which synthesizes coordinated motions from speech signals. The output of the agentic system is translated into high-level guidance for the gesture generator, resulting in realistic movement at both the behavioral and motion levels. Furthermore, the agentic system periodically examines the movements of interlocutors and infers their intentions, forming a continuous feedback loop that enables dynamic and responsive interactions between the two participants. User studies and quantitative evaluations show that our model significantly improves the quality of dyadic interactions, producing natural, synchronized nonverbal behaviors. We will release the code and prompts for academic research.
Yan-ju Zhou, Heyuan Yao, Tenglong Ao, Xiaohang Zhan, Libin Liu 0002
SIGGRAPH Asia3
2024 MoConVQ: Unified Physics-Based Motion Control via Scalable Discrete Representations
abstract
In this work, we present MoConVQ, a novel unified framework for physics-based motion control leveraging scalable discrete representations. Building upon vector quantized variational autoencoders (VQ-VAE) and model-based reinforcement learning, our approach effectively learns motion embeddings from a large, unstructured dataset spanning tens of hours of motion examples. The resultant motion representation not only captures diverse motion skills but also offers a robust and intuitive interface for various applications. We demonstrate the versatility of MoConVQ through several applications: universal tracking control from various motion sources, interactive character control with latent motion representations using supervised learning, physics-based motion generation from natural language descriptions using the GPT framework, and, most interestingly, seamless integration with large language models (LLMs) with in-context learning to tackle complex and abstract tasks.
Heyuan Yao, Zhenhua Song, Tenglong Ao, Baoquan Chen, Libin Liu 0002
ACM Trans. Graph.1
2022 ControlVAE: Model-Based Learning of Generative Controllers for Physics-Based Characters
abstract
In this paper, we introduce ControlVAE, a novel model-based framework for learning generative motion control policies based on variational autoencoders (VAE). Our framework can learn a rich and flexible latent representation of skills and a skill-conditioned generative control policy from a diverse set of unorganized motion sequences, which enables the generation of realistic human behaviors by sampling in the latent space and allows high-level control policies to reuse the learned skills to accomplish a variety of downstream tasks. In the training of ControlVAE, we employ a learnable world model to realize direct supervision of the latent space and the control policy. This world model effectively captures the unknown dynamics of the simulation system, enabling efficient model-based learning of high-level downstream tasks. We also learn a state-conditional prior distribution in the VAE-based generative control policy, which generates a skill embedding that outperforms the non-conditional priors in downstream tasks. We demonstrate the effectiveness of ControlVAE using a diverse set of tasks, which allows realistic and interactive control of the simulated characters.
Heyuan Yao, Zhenhua Song, Baoquan Chen, Libin Liu 0002
ACM Trans. Graph.1