Xinran Jiang

dblp:387/7799 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · unresolved

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging 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.

Artificial intelligence
2 papers
Robot manipulation · 36% Motion planning and robot control · 36% Transfer learning and domain adaptation · 17%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot manipulation
learning from demonstration
1.922026
Learning From Videos Through Graph-to-Graphs Generative Modeling for Robotic Manipulation · IEEE Trans. Robotics 2026
GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning · CVPR 2025
Robotics › Motion planning and robot control › robot learning
manipulation skill learning
1.012026
Learning From Videos Through Graph-to-Graphs Generative Modeling for Robotic Manipulation · IEEE Trans. Robotics 2026
Machine learning › Transfer learning and domain adaptation › cross-embodiment learning
cross-embodiment transfer
0.912025
GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning · CVPR 2025
Robotics › Motion planning and robot control › robot learning › robot policy learning
video-conditioned policy learning
0.912025
GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning · CVPR 2025
Machine learning › Graph learning
graph generation
0.622026
Learning From Videos Through Graph-to-Graphs Generative Modeling for Robotic Manipulation · IEEE Trans. Robotics 2026
GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning · CVPR 2025

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

self-supervised pretraining · 1.0graph-to-graph generative modeling · 1.0policy learning · 0.9graph neural network · 0.9generative modeling · 0.9
YearPublicationVenuePosition
2026 Learning From Videos Through Graph-to-Graphs Generative Modeling for Robotic Manipulation
abstract
Learning from demonstration is a powerful method for robotic skill acquisition. Nevertheless, a critical limitation lies in the substantial costs associated with gathering demonstration datasets, typically action-labeled robot data, which creates a fundamental constraint in the field. Video data offer a compelling solution as an alternative rich data source, containing diverse behavioral and physical knowledge. This study introduces G3M, an innovative framework that exploits video data viaGraph-to-GraphsGenerativeModeling, which pre-trains models to generate future graphs conditioned on the graph within a video frame. The proposed G3M abstracts video frame into graph representations by identifying object and visual action vertices for capturing state information. It then effectively models internal structures and spatial relationships present in these graph constructions, with the objective of predicting forthcoming graphs. The generated graphs function as conditional inputs that guide the control policy in determining robotic behaviors. This concise method effectively encodes critical spatial relationships while facilitating accurate prediction of subsequent graph sequences, thus allowing the development of resilient control policy despite constraints in action-annotated training samples. Furthermore, these transferable graph representations enable the effective extraction of manipulation knowledge through human videos as well as recordings from robots with different embodiments. The experimental results demonstrate that G3M attains superior performance using merely 20% action-labeled data relative to comparable approaches. Moreover, our method outperforms the state-of-the-art method, showing performance gains exceeding 19% in simulated environments and 23% in real-world experiments, while delivering improvements of over 35% in cross-embodiment transfer experiments and exhibiting strong performance on long-horizon tasks. Our project page is available athttps://g3m-project.github.io/.
Guangyan Chen, Meiling Wang 0002, Te Cui, Chengcai Yang, Mengxiao Hu, Zicai Peng, Tianxing Zhou, Xinran Jiang, Yi Yang 0009, Yufeng Yue
IEEE Trans. Robotics9
2025 GraphMimic: Graph-to-Graphs Generative Modeling from Videos for Policy Learning
abstract
Learning from demonstration is a powerful method for robotic skill acquisition. However, the significant expense of collecting such action-labeled robot data presents a major bottleneck. Video data, a rich data source encompassing diverse behavioral and physical knowledge, emerges as a promising alternative. In this paper, we present GraphMimic, a novel paradigm that leverages video data via graph-to-graphs generative modeling, which pre-trains models to generate future graphs conditioned on the graph within a video frame. Specifically, GraphMimic abstracts video frames into object and visual action vertices, and constructs graphs for state representations. The graph generative modeling network then effectively models internal structures and spatial relationships within the constructed graphs, aiming to generate future graphs. The generated graphs serve as conditions for the control policy, mapping to robot actions. Our concise approach captures important spatial relations and enhances future graph generation accuracy, enabling the acquisition of robust policies from limited action-labeled data. Furthermore, the transferable graph representations facilitate the effective learning of manipulation skills from cross-embodiment videos. Our experiments exhibit that GraphMimic achieves superior performance using merely 20% action-labeled data. Moreover, our method outperforms the state-of-the-art method by over 17% and 23% in simulation and real-world experiments, and delivers improvements of over 33% in cross-embodiment transfer experiments.
Guangyan Chen, Te Cui, Meiling Wang 0002, Chengcai Yang, Mengxiao Hu, Yao Mu 0001, Zicai Peng, Tianxing Zhou, Xinran Jiang, Yi Yang 0009, Yufeng Yue
CVPR10