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Gengdai Liu

dblp:71/3529 · DBLP profile ↗
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11ranked-venue papers
4as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author

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
1 paper
Generative modeling · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.912025
Reward Fine-Tuning Two-Step Diffusion Models via Learning Differentiable Latent-Space Surrogate Reward · CVPR 2025
Machine learning › Generative modeling › diffusion model › diffusion model training
diffusion model fine-tuning
0.912025
Reward Fine-Tuning Two-Step Diffusion Models via Learning Differentiable Latent-Space Surrogate Reward · CVPR 2025

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

value-based reinforcement learning · 0.9surrogate reward model · 0.9reinforcement learning · 0.9off-policy exploration · 0.9
YearPublicationVenuePosition
2025 Reward Fine-Tuning Two-Step Diffusion Models via Learning Differentiable Latent-Space Surrogate Reward
abstract
Recent research has shown that fine-tuning diffusion models (DMs) with arbitrary rewards, including non-differentiable ones, is feasible with reinforcement learning (RL) techniques, enabling flexible model alignment. However, applying existing RL methods to step-distilled DMs is challenging for ultra-fast (≤ 2-step) image generation. Our analysis suggests several limitations of policy-based RL methods such as PPO or DPO toward this goal. Based on the insights, we propose fine-tuning DMs with learned differentiable surrogate rewards. Our method, named LaSRO, learns surrogate reward models in the latent space of SDXL to convert arbitrary rewards into differentiable ones for effective reward gradient guidance. LaSRO leverages pre-trained latent DMs for reward modeling and tailors reward optimization for ≤ 2-step image generation with efficient off-policy exploration. LaSRO is effective and stable for improving ultra-fast image generation with different reward objectives, outperforming popular RL methods including DDPO [2] and Diffusion-DPO [71]. We further show LaSRO’s connection to value-based RL, providing theoretical insights. See our webpage here.
Zhiwei Jia, Yuesong Nan, Huixi Zhao, Gengdai Liu
CVPR4
2013 D-FLIP: Dynamic and Flexible Interactive PhotoShow
Chi Thanh Vi, Kazuki Takashima, Hitomi Yokoyama, Gengdai Liu, Yuichi Itoh, Sriram Subramanian, Yoshifumi Kitamura
Advances in Computer Entertainment4
2013 Let's keep in touch online: a Facebook aware virtual human interface
Gengdai Liu, Shantanu Choudhary, Juzheng Zhang, Nadia Magnenat-Thalmann
Vis. Comput.1
2012 Constructing the virtual Jing-Hang Grand Canal with onto-draw
Yong Liu 0007, Minming Zhang, Yunliang Jiang, Gengdai Liu, Huaqing Shen
Expert Syst. Appl.6
2011 Human motion generation with multifactor models
abstract
ABSTRACT To generate human motions with various specific attributes is a difficult task because of high dimensionality and complexity of human motions. This paper presents a novel human motion model for generating and editing motions with multiple factors. A set of motions performed by several actors with various styles was captured for constructing a well‐structured motion database. Subsequently, MICA (multilinear independent component analysis) model that combines ICA and conventional multilinear framework was adopted for the construction of a multifactor model. With this model, new motions can be synthesized by interpolation and through solving optimization problems for the specific factors. Our method offers a practical solution to edit stylistic human motions in a parametric space learnt with MICA model. We demonstrated the power of our method by generating and editing sideways stepping, reaching, and striding over obstructions using different actors with various styles. The experimental results show that our method can be used for interactive stylistic motion synthesis and editing. Copyright © 2011 John Wiley & Sons, Ltd.
Gengdai Liu, Abdennour El Rhalibi
Comput. Animat. Virtual Worlds1
2010 BAAP: A Behavioral Animation Authoring Platform for Emotion Driven 3D Virtual Characters
Ling Li 0006, Gengdai Liu, Edwin Song
ICEC2
2010 L4RW: Laziness-based Realistic Real-time Responsive Rebalance in Walking
abstract
Abstract We present a novel L4RW (Laziness‐based Realistic Real‐time Responsive Rebalance in Walking) technique to synthesize 4RW animations under unexpected external perturbations with minimal locomotion effort. We first devise a lazy dynamic rebalance model, which specifies the dynamic balance conditions, defines the rebalance effort, and selects the suitable rebalance strategy automatically using the laziness law after an unexpected perturbation. Based on the model, L4RW searches over a motion capture (mocap) database for an appropriate motion segment to follow, and the transition‐to motions is generated by interpolating the active response dynamic motion. A support vector machine (SVM) based training, classification, and predication algorithm is applied to reduce the search space, and it is trained offline only once. Our algorithm classifies the mocap database into many rebalance strategy‐specified subsets and then online predicts responsive motions in the subset according to the selected strategy. The rebalance effort, the ‘extrapolated center of mass’ (XCoM) and environment constraints are selected as feature attributes for the SVM feature vector. Furthermore, the subset's segments are sorted through the rebalance effort, then our algorithm searches for an acceptable segment starting from the least‐effort segment. Compared with previous methods, our search increases speed by over two orders of magnitude, and our algorithm creates more realistic and smooth 4RW animation.
Huansen Li, Pei Lv, Wenzhi Chen, Gengdai Liu
Comput. Graph. Forum5
2009 Motion Synthesis Using Style-Editable Inverse Kinematics
Gengdai Liu, Ling Li 0006
IVA1
2009 Fragment-based responsive character motion for interactive games
Gengdai Liu, Bing Tang
Vis. Comput.2
2009 Real time falling animation with active and protective responses
Wenzhi Chen, Gengdai Liu, Bing Tang
Vis. Comput.4
2008 Style subspaces for character animation
abstract
Abstract In this paper, we present a novel method for editing stylistic human motions. We represent styles as differences between stylistic and introduced neutral motions, including timing differences and spatial differences. Timing differences are defined as time alignment curves, while spatial differences are found by a machine learning technique: independent feature subspaces analysis, which is the combination of multidimensional independent component analysis and invariant feature subspaces. This technique is used to decompose two motions into several subspaces. One of these subspaces can be defined as style subspace that describes the style aspects of the stylistic motion. In order to find the style subspace, we compare norms of the projections of two motions on each subspace. Once the time alignment curves and style subspaces of several motion clips are obtained, animators can tune, transfer, and merge the style subspaces to synthesize new motion clips with various styles. Our method is easy to use since manual manipulations and large training data sets are not necessary. Copyright © 2008 John Wiley & Sons, Ltd.
Gengdai Liu, ZuoYan Lin
Comput. Animat. Virtual Worlds1