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Li Siyao

dblp:360/2151 · DBLP profile ↗
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9ranked-venue papers
7as first author
6since 2021 · last 2024
0000-0002-2428-7849ORCID · reported

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

Artificial intelligence and machine learning · 7 · 6 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 3 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
7 papers
Computer animation and physical simulation · 43% Image and video processing · 41% Visual content generation and editing · 9%
Artificial intelligence
4 papers
Generative modeling · 52% 3D vision · 27% Reinforcement learning · 21%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
video frame interpolation
1.532023
Deep Geometrized Cartoon Line Inbetweening · ICCV 2023
Deep Animation Video Interpolation in the Wild · CVPR 2021
Quadratic Video Interpolation · NeurIPS 2019
Computer animation and physical simulation › motion synthesis
human motion synthesis
1.322024
Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment · ICLR 2024
Bailando: 3D Dance Generation by Actor-Critic GPT with Choreographic Memory · CVPR 2022
Computer animation and physical simulation
music-driven dance generation
1.222023
Bailando++: 3D Dance GPT With Choreographic Memory · IEEE Trans. Pattern Anal. Mach. Intell. 2023
Bailando: 3D Dance Generation by Actor-Critic GPT with Choreographic Memory · CVPR 2022
Machine learning › Generative modeling
autoregressive model
1.132024
Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment · ICLR 2024
Bailando++: 3D Dance GPT With Choreographic Memory · IEEE Trans. Pattern Anal. Mach. Intell. 2023
Bailando: 3D Dance Generation by Actor-Critic GPT with Choreographic Memory · CVPR 2022
Machine learning › Generative modeling
motion generation
0.812024
Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment · ICLR 2024
Machine learning › Reinforcement learning
off-policy reinforcement learning
0.812024
Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment · ICLR 2024
Visual content generation and editing › sketch generation
line drawing generation
0.712023
Deep Geometrized Cartoon Line Inbetweening · ICCV 2023
Image and video processing › motion estimation
optical flow
0.612022
AnimeRun: 2D Animation Visual Correspondence from Open Source 3D Movies · NeurIPS 2022
Image and video processing › image matching
segment matching
0.612022
AnimeRun: 2D Animation Visual Correspondence from Open Source 3D Movies · NeurIPS 2022
Multimedia analysis and retrieval › multimedia analysis › visual content analysis
visual correspondence
0.612022
AnimeRun: 2D Animation Visual Correspondence from Open Source 3D Movies · NeurIPS 2022
Computer vision › 3D vision
motion estimation
0.512021
Deep Animation Video Interpolation in the Wild · CVPR 2021
Computer vision › 3D vision › motion estimation
optical flow
0.512021
Deep Animation Video Interpolation in the Wild · CVPR 2021
Image and video processing
motion estimation
0.412019
Quadratic Video Interpolation · NeurIPS 2019

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

beat-align reward · 2.5actor-critic reinforcement learning · 2.5off-policy reinforcement learning · 1.5GPT · 1.5rotation-domain pose learning · 1.3musical contextual encoding · 1.3generative pre-trained transformer · 1.1vertex correspondence transformer · 0.7graph fusion · 0.7geometric embedding · 0.7vector-quantized codebook · 0.6transformer · 0.5segment-guided matching · 0.5
YearPublicationVenuePosition
2024 Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance Accompaniment
abstract
We introduce a novel task within the field of human motion generation, termed dance accompaniment, which necessitates the generation of responsive movements from a dance partner, the "follower", synchronized with the lead dancer’s movements and the underlying musical rhythm. Unlike existing solo or group dance generation tasks, a duet dance scenario entails a heightened degree of interaction between the two participants, requiring delicate coordination in both pose and position. To support this task, we first build a large-scale and diverse duet interactive dance dataset, DD100, by recording about 117 minutes of professional dancers’ performances. To address the challenges inherent in this task, we propose a GPT based model, Duolando, which autoregressively predicts the subsequent tokenized motion conditioned on the coordinated information of the music, the leader’s and the follower’s movements. To further enhance the GPT’s capabilities of generating stable results on unseen conditions (music and leader motions), we devise an off-policy reinforcement learning strategy that allows the model to explore viable trajectories from out-of-distribution samplings, guided by human-defined rewards. Based on the collected dataset and proposed method, we establish a benchmark with several carefully designed metrics.
Li Siyao, Tianpei Gu, Zhitao Yang, Zhengyu Lin, Ziwei Liu 0002, Henghui Ding, Lei Yang 0059, Chen Change Loy
ICLR1
2023 Deep Geometrized Cartoon Line Inbetweening
abstract
We aim to address a significant but understudied problem in the anime industry, namely the inbetweening of cartoon line drawings. Inbetweening involves generating intermediate frames between two black-and-white line drawings and is a time-consuming and expensive process that can benefit from automation. However, existing frame interpolation methods that rely on matching and warping whole raster images are unsuitable for line inbetweening and often produce blurring artifacts that damage the intricate line structures. To preserve the precision and detail of the line drawings, we propose a new approach, AnimeInbet, which geometrizes raster line drawings into graphs of endpoints and reframes the inbetweening task as a graph fusion problem with vertex repositioning. Our method can effectively capture the sparsity and unique structure of line drawings while preserving the details during inbetweening. This is made possible via our novel modules, i.e., vertex geometric embedding, a vertex correspondence Transformer, an effective mechanism for vertex repositioning and a visibility predictor. To train our method, we introduce Mixamo-Line240, a new dataset of line drawings with ground truth vectorization and matching labels. Our experiments demonstrate that AnimeInbet synthesizes high-quality, clean, and complete intermediate line drawings, outperforming existing methods quantitatively and qualitatively, especially in cases with large motions. Data and code are available at https://github.com/lisiyao21/AnimeInbet.
Li Siyao, Tianpei Gu, Weiye Xiao, Henghui Ding, Ziwei Liu 0002, Chen Change Loy
ICCV1
2023 Bailando++: 3D Dance GPT With Choreographic Memory
abstract
Our proposed music-to-dance framework, Bailando++, addresses the challenges of driving 3D characters to dance in a way that follows the constraints of choreography norms and maintains temporal coherency with different music genres. Bailando++ consists of two components: a choreographic memory that learns to summarize meaningful dancing units from 3D pose sequences, and an actor-critic Generative Pre-trained Transformer (GPT) that composes these units into a fluent dance coherent to the music. In particular, to synchronize the diverse motion tempos and music beats, we introduce an actor-critic-based reinforcement learning scheme to the GPT with a novel beat-align reward function. Additionally, we consider learning human dance poses in the rotation domain to avoid body distortions incompatible with human morphology, and introduce a musical contextual encoding to allow the motion GPT to grasp longer-term patterns of music. Our experiments on the standard benchmark show that Bailando++ achieves state-of-the-art performance both qualitatively and quantitatively, with the added benefit of the unsupervised discovery of human-interpretable dancing-style poses in the choreographic memory.
Li Siyao, Weijiang Yu, Tianpei Gu, Chunze Lin, Chen Qian 0006, Chen Change Loy, Ziwei Liu 0002
IEEE Trans. Pattern Anal. Mach. Intell.1
2022 Bailando: 3D Dance Generation by Actor-Critic GPT with Choreographic Memory
abstract
Driving 3D characters to dance following a piece of music is highly challenging due to the spatial constraints applied to poses by choreography norms. In addition, the generated dance sequence also needs to maintain temporal coherency with different music genres. To tackle these challenges, we propose a novel music-to-dance framework, Bailando, with two powerful components: 1) a choreographic memory that learns to summarize meaningful dancing units from 3D pose sequence to a quantized codebook, 2) an actor-critic Generative Pre-trained Transformer (GPT) that composes these units to a fluent dance coherent to the music. With the learned choreographic memory, dance generation is realized on the quantized units that meet high choreography standards, such that the generated dancing sequences are confined within the spatial constraints. To achieve synchronized alignment between diverse motion tempos and music beats, we introduce an actor-critic-based reinforcement learning scheme to the GPT with a newly-designed beat-align reward function. Extensive experiments on the standard benchmark demonstrate that our proposed framework achieves state-of-the-art performance both qualitatively and quantitatively. Notably, the learned choreographic memory is shown to discover human-interpretable dancing-style poses in an unsupervised manner. Code and video demo are available at https://github.com/lisiyao21/Bailando/
Li Siyao, Weijiang Yu, Tianpei Gu, Chunze Lin, Chen Qian 0006, Chen Change Loy, Ziwei Liu 0002
CVPR1
2022 AnimeRun: 2D Animation Visual Correspondence from Open Source 3D Movies
abstract
Visual correspondence of 2D animation is the core of many applications and deserves careful study. Existing correspondence datasets for 2D cartoon suffer from simple frame composition and monotonic movements, making them insufficient to simulate real animations. In this work, we present a new 2D animation visual correspondence dataset, AnimeRun, by converting open source 3D movies to full scenes in 2D style, including simultaneous moving background and interactions of multiple subjects. Statistics show that our proposed dataset not only resembles real anime more in image composition, but also possesses richer and more complex motion patterns compared to existing datasets. With this dataset, we establish a comprehensive benchmark by evaluating several existing optical flow and segment matching methods, and analyze shortcomings of these methods on animation data. Data are available at https://lisiyao21.github.io/projects/AnimeRun.
Li Siyao, Bo Li 0080, Chao Dong 0005, Ziwei Liu 0002, Chen Change Loy
NeurIPS1
2021 Deep Animation Video Interpolation in the Wild
abstract
In the animation industry, cartoon videos are usually produced at low frame rate since hand drawing of such frames is costly and time-consuming. Therefore, it is desirable to develop computational models that can automatically interpolate the in-between animation frames. However, existing video interpolation methods fail to produce satisfying results on animation data. Compared to natural videos, animation videos possess two unique characteristics that make frame interpolation difficult: 1) cartoons comprise lines and smooth color pieces. The smooth areas lack textures and make it difficult to estimate accurate motions on animation videos. 2) cartoons express stories via exaggeration. Some of the motions are non-linear and extremely large. In this work, we formally define and study the animation video interpolation problem for the first time. To address the aforementioned challenges, we propose an effective framework, AnimeInterp, with two dedicated modules in a coarse-to-fine manner. Specifically, 1) Segment-Guided Matching resolves the "lack of textures" challenge by exploiting global matching among color pieces that are piece-wise coherent. 2) Recurrent Flow Refinement resolves the "non-linear and extremely large motion" challenge by recur-rent predictions using a transformer-like architecture. To facilitate comprehensive training and evaluations, we build a large-scale animation triplet dataset, ATD-12K, which comprises 12,000 triplets with rich annotations. Extensive experiments demonstrate that our approach outperforms existing state-of-the-art interpolation methods for animation videos. Notably, AnimeInterp shows favorable perceptual quality and robustness for animation scenarios in the wild. The proposed dataset and code are available at https://github.com/lisiyao21/AnimeInterp/.
Li Siyao, Shiyu Zhao 0001, Weijiang Yu, Wenxiu Sun, Dimitris N. Metaxas, Chen Change Loy, Ziwei Liu 0002
CVPR1
2019 Dual Recursive Network for Fast Image Deraining
abstract
Recent years have witnessed the great progress on deep image deraining networks. On the one hand, deraining performance has been significantly improved by designing complex network architectures, yielding high computational cost. On the other hand, several lightweight networks try to improve computational efficiency, but at the cost of notable degrading deraining performance. In this paper, we propose a dual recursive network (DRN) for fast image deraining as well as comparable or superior deraining performance compared with state-of-the-art approaches. Specifically, our DRN utilizes a residual network (ResNet) with only 2 residual blocks (ResBlock), which is recursively unfolded to remove rain streaks in multiple stages. Meanwhile, the 2 ResBlocks can be recursively computed in one stage, forming the dual recursive network. Experimental results show that DRN is very computationally efficient and can achieve favorable deraining results on both synthetic and real rainy images. The source codes and pre-trained models are available at https://github.com/csdwren/DRN.
Linwen Cai, Li Siyao, Dongwei Ren, Ping Wang 0072
ICIP2
2019 Quadratic Video Interpolation
abstract
Video interpolation is an important problem in computer vision, which helps overcome the temporal limitation of camera sensors. Existing video interpolation methods usually assume uniform motion between consecutive frames and use linear models for interpolation, which cannot well approximate the complex motion in the real world. To address these issues, we propose a quadratic video interpolation method which exploits the acceleration information in videos. This method allows prediction with curvilinear trajectory and variable velocity, and generates more accurate interpolation results. For high-quality frame synthesis, we develop a flow reversal layer to estimate flow fields starting from the unknown target frame to the source frame. In addition, we present techniques for flow refinement. Extensive experiments demonstrate that our approach performs favorably against the existing linear models on a wide variety of video datasets.
Xiangyu Xu 0002, Li Siyao, Wenxiu Sun, Qian Yin 0001, Ming-Hsuan Yang 0001
NeurIPS2
2019 Understanding Kernel Size in Blind Deconvolution
abstract
Most blind deconvolution methods usually pre-define a large kernel size to guarantee the support domain. Blur kernel estimation error is likely to be introduced, yielding severe artifacts in deblurring results. In this paper, we first theoretically and experimentally analyze the mechanism to estimation error in oversized kernel, and show that it holds even on blurry images without noises. Then to suppress this adverse effect, we propose a low rank-based regularization on blur kernel to exploit the structural information in degraded kernels, by which larger-kernel effect can be effectively suppressed. And we propose an efficient optimization algorithm to solve it. Experimental results on benchmark datasets show that the proposed method is comparable with the state-of-the-arts by accordingly setting proper kernel size, and performs much better in handling larger-size kernels quantitatively and qualitatively. The deblurring results on real-world blurry images further validate the effectiveness of the proposed method.
Li Siyao, Dongwei Ren, Qian Yin 0001
WACV1