Xuelin Chen

dblp:89/7717 · DBLP profile ↗
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22ranked-venue papers
5as first author
16since 2021 · last 2026
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 4 first-author · 13 since 2021Artificial intelligence and machine learning · 10 · 1 first-author · 8 since 2021Computer networks · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Prior-First, Condition-Second: Scalable and Controllable Hand Motion Completion
abstract
Synthesizing hand motion that matches the full body motion and the semantic labels is a difficult task due to their high degrees of freedom and the lack of semantic labels. To cope with this issue, we propose a prior-first, condition-second framework for body-conditioned hand motion completion. Our framework first learns a generic body-hand kinematic prior from large-scale unstructured and unlabeled motion data, capturing the intrinsic coordination between global body dynamics and hand articulation. Semantic control is then introduced through lightweight adaptation on top of the frozen prior, avoiding the need to relearn kinematic structure for each control interface. Our framework centers on a streaming, autoregressive body-hand prior that generates coherent, kinematically consistent hand motion from body dynamics in real time, using structured kinematic modeling to maintain mechanical body-hand coupling. To enable practical controllability under limited supervision, we introduce semantically-layered adapters that inject conditioning signals at appropriate kinematic levels, supporting both self-supervised attribute control and weakly supervised text-driven control with only a few hours of labeled data. Extensive evaluations demonstrate that our framework improves kinematic plausibility, robustness, and controllability compared to end-to-end conditioned baselines, particularly in low-resource and cross-dataset settings. We further showcase real-time inference and an interactive authoring workflow, highlighting the applicability to production animation pipelines. Homepage: https://AIGAnimation.github.io/HandPrior/
Mingyi Shi, Xuelin Chen, Taku Komura
Comput. Graph. Forum2
2025 DIDiffGes: Decoupled Semi-Implicit Diffusion Models for Real-time Gesture Generation from Speech
abstract
Diffusion models have demonstrated remarkable synthesis quality and diversity in generating co-speech gestures. However, the computationally intensive sampling steps associated with diffusion models hinder their practicality in real-world applications. Hence, we present DIDiffGes, for a Decoupled Semi-Implicit Diffusion model-based framework, that can synthesize high-quality, expressive gestures from speech using only a few sampling steps. Our approach leverages Generative Adversarial Networks (GANs) to enable large-step sampling for diffusion model. We decouple gesture data into body and hands distributions and further decompose them into marginal and conditional distributions. GANs model the marginal distribution implicitly, while L2 reconstruction loss learns the conditional distributions exciplictly. This strategy enhances GAN training stability and ensures expressiveness of generated full-body gestures. Our framework also learns to denoise root noise conditioned on local body representation, guaranteeing stability and realism. DIDiffGes can generate gestures from speech with just 10 sampling steps, without compromising quality and expressiveness, reducing the number of sampling steps by a factor of 100 compared to existing methods. Our user study reveals that our method outperforms state-of-the-art approaches in human likeness, appropriateness, and style correctness.
Yongkang Cheng, Shaoli Huang, Xuelin Chen, Jifeng Ning, Mingming Gong
AAAI3
2025 CraftsMan3D: High-fidelity Mesh Generation with 3D Native Diffusion and Interactive Geometry Refiner
abstract
We present a novel generative 3D modeling system, coined CraftsMan3D, which can generate high-fidelity 3D geometries with highly varied shapes, detailed surfaces, and, notably, allows for refining the geometry in an interactive manner. Despite the significant advancements in 3D generation, existing methods still struggle with lengthy optimization processes, self-occlusion, irregular mesh topologies, and difficulties in accommodating user editing, consequently impeding their widespread adoption and implementation in 3D modeling softwares. Our work is inspired by the craftsman, who usually roughs out the holistic figure of the work first and elaborates the surface details subsequently. Specifically, we first introduce a robust data preprocessing pipeline that utilizes visibility check and winding mumber to maximize the use of existing 3D data. Leveraging this data, we employ a 3D-native DiT model that directly models the distribution of 3D data in latent space, generating coarse geometries in seconds. Subsequently, a normal-based geometry refiner enhances local surface details, which can be applied automatically or interactively with user input. Extensive experiments demonstrate that our method achieves high efficacy in producing superior quality 3D meshes compared to existing methods.
Jiarui Liu 0003, Hongyu Yan, Yixun Liang, Xuelin Chen, Ping Tan 0002, Xiaoxiao Long
CVPR6
2025 Democratizing High-Fidelity Co-Speech Gesture Video Generation
abstract
Co-speech gesture video generation aims to synthesize realistic, audio-aligned videos of speakers, complete with synchronized facial expressions and body gestures. This task presents challenges due to the significant one-to-many mapping between audio and visual content, further complicated by the scarcity of large-scale public datasets and high computational demands. We propose a lightweight framework that utilizes 2D full-body skeletons as an efficient auxiliary condition to bridge audio signals with visual outputs. Our approach introduces a diffusion model conditioned on fine-grained audio segments and a skeleton extracted from the speaker's reference image, predicting skeletal motions through skeleton-audio feature fusion to ensure strict audio coordination and body shape consistency. The generated skeletons are then fed into an off-the-shelf human video generation model with the speaker's reference image to synthesize high-fidelity videos. To democratize research, we present CSG-405-the first public dataset with 405 hours of high-resolution videos across 71 speech types, annotated with 2D skeletons and diverse speaker demographics. Experiments show that our method exceeds state-of-the-art approaches in visual quality and synchronization while generalizing across speakers and contexts. Code, models, and CSG-405 are publicly released at https://mpi-lab.github.io/Democratizing-CSG/
Shaoli Huang, Shenbo Xie, Xuelin Chen, Changxing Ding
ICCV4
2024 SweetDreamer: Aligning Geometric Priors in 2D diffusion for Consistent Text-to-3D
abstract
It is inherently ambiguous to lift 2D results from pre-trained diffusion models to a 3D world for text-to-3D generation. 2D diffusion models solely learn view-agnostic priors and thus lack 3D knowledge during the lifting, leading to the multi-view inconsistency problem. We find that this problem primarily stems from geometric inconsistency, and avoiding misplaced geometric structures substantially mitigates the problem in the final outputs. Therefore, we improve the consistency by aligning the 2D geometric priors in diffusion models with well-defined 3D shapes during the lifting, addressing the vast majority of the problem. This is achieved by fine-tuning the 2D diffusion model to be viewpoint-aware and to produce view-specific coordinate maps of canonically oriented 3D objects. In our process, only coarse 3D information is used for aligning. This “coarse” alignment not only resolves the multi-view inconsistency in geometries but also retains the ability in 2D diffusion models to generate detailed and diversified high-quality ob-jects unseen in the 3D datasets. Furthermore, our aligned geometric priors (AGP) are generic and can be seamlessly integrated into various state-of-the-art pipelines, obtaining high generalizability in terms of unseen shapes and visual appearance while greatly alleviating the multi-view inconsistency problem.
Xuelin Chen
ICLR3
2024 SinGRAV: Learning a Generative Radiance Volume from a Single Natural Scene
Xuelin Chen, Baoquan Chen
J. Comput. Sci. Technol.2
2023 Patch-Based 3D Natural Scene Generation from a Single Example
abstract
We target a 3D generative model for general natural scenes that are typically unique and intricate. Lacking the necessary volumes of training data, along with the difficulties of having ad hoc designs in presence of varying scene characteristics, renders existing setups intractable. Inspired by classical patch-based image models, we advocate for synthesizing 3D scenes at the patch level, given a single example. At the core of this work lies important algorithmic designs w.r.t the scene representation and generative patch nearest-neighbor module, that address unique challenges arising from lifting classical 2D patch-based framework to 3D generation. These design choices, on a collective level, contribute to a robust, effective, and efficient model that can generate high-quality general natural scenes with both realistic geometric structure and visual appearance, in large quantities and varieties, as demonstrated upon a variety of exemplar scenes. Data and code can be found at http://wyysf-98.github.io/Sin3DGen.
Xuelin Chen, Jue Wang 0001, Baoquan Chen
CVPR2
2023 3D-Aware Object Goal Navigation via Simultaneous Exploration and Identification
abstract
Object goal navigation (ObjectNav) in unseen environments is a fundamental task for Embodied AI. Agents in existing works learn ObjectNav policies based on 2D maps, scene graphs, or image sequences. Considering this task happens in 3D space, a 3D-aware agent can advance its ObjectNav capability via learning from fine-grained spatial information. However, leveraging 3D scene representation can be prohibitively unpractical for policy learning in this floor-level task, due to low sample efficiency and expensive computational cost. In this work, we propose a framework for the challenging 3D-aware ObjectNav based on two straightforward sub-policies. The two sub-polices, namely corner-guided exploration policy and category-aware identification policy, simultaneously perform by utilizing online fused 3D points as observation. Through extensive experiments, we show that this framework can dramatically improve the performance in ObjectNav through learning from 3D scene representation. Our framework achieves the best performance among all modular-based methods on the Matterport3D and Gibson datasets, while requiring (up to 30x) less computational cost for training. The code will be released to benefit the community.11Homepage: https://pku-epic.github.io/3D-Aware-ObjectNav/
Jiazhao Zhang, Liu Dai, Fanpeng Meng, Qingnan Fan, Xuelin Chen, Kai Xu 0004, He Wang 0010
CVPR5
2023 LivelySpeaker: Towards Semantic-Aware Co-Speech Gesture Generation
abstract
Gestures are non-verbal but important behaviors accompanying people’s speech. While previous methods are able to generate speech rhythm-synchronized gestures, the semantic context of the speech is generally lacking in the gesticulations. Although semantic gestures do not occur very regularly in human speech, they are indeed the key for the audience to understand the speech context in a more immersive environment. Hence, we introduce LivelySpeaker, a framework that realizes semantics-aware co-speech gesture generation and offers several control handles. In particular, our method decouples the task into two stages: script-based gesture generation and audio-guided rhythm refinement. Specifically, the script-based gesture generation leverages the pre-trained CLIP text embeddings as the guidance for generating gestures that are highly semantically aligned with the script. Then, we devise a simple but effective diffusion-based gesture generation backbone simply using pure MLPs, that is conditioned on only audio signals and learns to gesticulate with realistic motions. We utilize such powerful prior to rhyme the script-guided gestures with the audio signals, notably in a zero-shot setting. Our novel two-stage generation framework also enables several applications, such as changing the gesticulation style, editing the co-speech gestures via textual prompting, and controlling the semantic awareness and rhythm alignment with guided diffusion. Extensive experiments demonstrate the advantages of the proposed framework over competing methods. In addition, our core diffusion-based generative model also achieves state-of-the-art performance on two benchmarks. The code and model will be released to facilitate future research.
Yihao Zhi, Xiaodong Cun, Xuelin Chen, Xi Shen 0001, Wen Guo 0004, Shaoli Huang, Shenghua Gao
ICCV3
2023 Learning High Frequency Surface Functions In Shells
abstract
Recently, coordinate-based MLPs have been shown to be powerful representations for 3D surfaces, where learning high-frequency details is facilitated by modulating surface functions with periodic functions [1], [2]. While shortening the periodicity helps in learning high frequencies, it leads to increasing ambiguity, i.e., more points along the axis directions become similar in the embedded space, so that many points on the surface and outside the surface have similar predictions. In addition, short periodicity increases local geometric variations, leading to unexpected noisy artifacts in untrained regions. Unlike existing methods that learn surface functions in a regular cube, we find surfaces within shells, a coarse form of the target surfaces constructed by a binary classifier. The advantage of build surfaces in shells is that MLPs focus on regions of interest, which inherently reduces ambiguity and also promotes training efficiency and test accuracy. We demonstrate the effectiveness of shells and show significant improvements over baseline methods in 3D surface reconstruction from raw point clouds.
Yuanlong Yu 0001, Xuelin Chen, Yixin Zhuang
ICME4
2023 C·ASE: Learning Conditional Adversarial Skill Embeddings for Physics-based Characters
abstract
We present C · ASE, an efficient and effective framework that learns Conditional Adversarial Skill Embeddings for physics-based characters. C · ASE enables the physically simulated character to learn a diverse repertoire of skills while providing controllability in the form of direct manipulation of the skills to be performed. This is achieved by dividing the heterogeneous skill motions into distinct subsets containing homogeneous samples for training a low-level conditional model to learn the conditional behavior distribution. The skill-conditioned imitation learning naturally offers explicit control over the character’s skills after training. The training course incorporates the focal skill sampling, skeletal residual forces, and element-wise feature masking to balance diverse skills of varying complexities, mitigate dynamics mismatch to master agile motions and capture more general behavior characteristics, respectively. Once trained, the conditional model can produce highly diverse and realistic skills, outperforming state-of-the-art models, and can be repurposed in various downstream tasks. In particular, the explicit skill control handle allows a high-level policy or a user to direct the character with desired skill specifications, which we demonstrate is advantageous for interactive character animation.
Zhiyang Dou, Xuelin Chen, Qingnan Fan, Taku Komura, Wenping Wang 0001
SIGGRAPH Asia2
2023 Example-based Motion Synthesis via Generative Motion Matching
abstract
We present GenMM, a generative model that "mines" as many diverse motions as possible from a single or few example sequences. In stark contrast to existing data-driven methods, which typically require long offline training time, are prone to visual artifacts, and tend to fail on large and complex skeletons, GenMM inherits the training-free nature and the superior quality of the well-known Motion Matching method. GenMM can synthesize a high-quality motion within a fraction of a second, even with highly complex and large skeletal structures. At the heart of our generative framework lies the generative motion matching module, which utilizes the bidirectional visual similarity as a generative cost function to motion matching, and operates in a multi-stage framework to progressively refine a random guess using exemplar motion matches. In addition to diverse motion generation, we show the versatility of our generative framework by extending it to a number of scenarios that are not possible with motion matching alone, including motion completion, key frame-guided generation, infinite looping, and motion reassembly.
Xuelin Chen, Peizhuo Li, Olga Sorkine-Hornung, Baoquan Chen
ACM Trans. Graph.2
2023 Scene-Aware Activity Program Generation with Language Guidance
abstract
We address the problem of scene-aware activity program generation, which requires decomposing a given activity task into instructions that can be sequentially performed within a target scene to complete the activity. While existing methods have shown the ability to generate rational or executable programs, generating programs with both high rationality and executability still remains a challenge. Hence, we propose a novel method where the key idea is to explicitly combine the language rationality of a powerful language model with dynamic perception of the target scene where instructions are executed, to generate programs with high rationality and executability. Our method iteratively generates instructions for the activity program. Specifically, a two-branch feature encoder operates on a language-based and graph-based representation of the current generation progress to extract language features and scene graph features, respectively. These features are then used by a predictor to generate the next instruction in the program. Subsequently, another module performs the predicted action and updates the scene for perception in the next iteration. Extensive evaluations are conducted on the VirtualHome-Env dataset, showing the advantages of our method over previous work. Key algorithmic designs are validated through ablation studies, and results on other types of inputs are also presented to show the generalizability of our method.
Zejia Su, Qingnan Fan, Xuelin Chen, Oliver van Kaick, Hui Huang 0004, Ruizhen Hu
ACM Trans. Graph.3
2022 VAT-Mart: Learning Visual Action Trajectory Proposals for Manipulating 3D ARTiculated Objects
Ruihai Wu, Yan Shen 0035, Kaichun Mo, Tianhao Wu 0001, Qingnan Fan, Xuelin Chen, Leonidas J. Guibas, Hao Dong 0003
ICLR8
2022 MoCo-Flow: Neural Motion Consensus Flow for Dynamic Humans in Stationary Monocular Cameras
abstract
Abstract Synthesizing novel views of dynamic humans from stationary monocular cameras is a specialized but desirable setup. This is particularly attractive as it does not require static scenes, controlled environments, or specialized capture hardware. In contrast to techniques that exploit multi‐view observations, the problem of modeling a dynamic scene from a single view is significantly more under‐constrained and ill‐posed. In this paper, we introduce Neural Motion Consensus Flow (MoCo‐Flow), a representation that models dynamic humans in stationary monocular cameras using a 4D continuous time‐variant function. We learn the proposed representation by optimizing for a dynamic scene that minimizes the total rendering error, over all the observed images. At the heart of our work lies a carefully designed optimization scheme, which includes a dedicated initialization step and is constrained by a motion consensus regularization on the estimated motion flow. We extensively evaluate MoCo‐Flow on several datasets that contain human motions of varying complexity, and compare, both qualitatively and quantitatively, to several baselines and ablated variations of our methods, showing the efficacy and merits of the proposed approach. Pretrained model, code, and data will be released for research purposes upon paper acceptance.
Xuelin Chen, Daniel Cohen-Or, Niloy J. Mitra, Baoquan Chen
Comput. Graph. Forum1
2021 Towards a Neural Graphics Pipeline for Controllable Image Generation
abstract
Abstract In this paper, we leverage advances in neural networks towards forming a neural rendering for controllable image generation, and thereby bypassing the need for detailed modeling in conventional graphics pipeline. To this end, we present Neural Graphics Pipeline (NGP), a hybrid generative model that brings together neural and traditional image formation models. NGP decomposes the image into a set of interpretable appearance feature maps, uncovering direct control handles for controllable image generation. To form an image, NGP generates coarse 3D models that are fed into neural rendering modules to produce view‐specific interpretable 2D maps, which are then composited into the final output image using a traditional image formation model. Our approach offers control over image generation by providing direct handles controlling illumination and camera parameters, in addition to control over shape and appearance variations. The key challenge is to learn these controls through unsupervised training that links generated coarse 3D models with unpaired real images via neural and traditional (e.g., Blinn‐Phong) rendering functions, without establishing an explicit correspondence between them. We demonstrate the effectiveness of our approach on controllable image generation of single‐object scenes. We evaluate our hybrid modeling framework, compare with neural‐only generation methods (namely, DCGAN, LSGAN, WGAN‐GP, VON, and SRNs), report improvement in FID scores against real images, and demonstrate that NGP supports direct controls common in traditional forward rendering. Code is available at http://geometry.cs.ucl.ac.uk/projects/2021/ngp .
Xuelin Chen, Daniel Cohen-Or, Baoquan Chen, Niloy J. Mitra
Comput. Graph. Forum1
2020 Multimodal Shape Completion via Conditional Generative Adversarial Networks
Rundi Wu, Xuelin Chen, Yixin Zhuang, Baoquan Chen
ECCV (4)2
2020 Unpaired Point Cloud Completion on Real Scans using Adversarial Training
Xuelin Chen, Baoquan Chen, Niloy J. Mitra
ICLR1
2018 A Power-Efficient Approach to TCAM-Based Regular Expression Matching
abstract
Ternary content addressable memories (TCAMs) have been used to implement high-speed regular expression (Regex) matching for deep packet inspection. However, one major drawback of TCAMs is their high power consumption, which is becoming critical with the increasing number of Regex patterns. In this paper, we present GreenCAM, a power-efficient approach to TCAM-based Regex matching for reducing the power consump-tion of TCAMs. We introduce a simple yet effective idea of sepa-rating input characters from states in TCAMs to develop a three-stage architecture for low-power Regex matching. For this archi-tecture, we propose two techniques of character indexing and table partitioning to minimize the number of TCAM blocks acti-vated for each transition lookup in average and worst cases. Ex-periments on real Regex pattern sets show that GreenCAM re-quires only two active TCAM blocks per transition lookup on average, and achieves significant power reductions of up to sever-al orders of magnitude as well as higher matching throughput compared to previous schemes.
Xuelin Chen
ICCCN2
2018 3D fabrication with universal building blocks and pyramidal shells
abstract
We introduce a computational solution for cost-efficient 3D fabrication using universal building blocks. Our key idea is to employ a set of universal blocks, which can be massively prefabricated at a low cost, to quickly assemble and constitute a significant internal core of the target object, so that only the residual volume need to be 3D printed online. We further improve the fabrication efficiency by decomposing the residual volume into a small number of printing-friendly pyramidal pieces. Computationally, we face a coupled decomposition problem: decomposing the input object into an internal core and residual, and decomposing the residual, to fulfill a combination of objectives for efficient 3D fabrication. To this end, we formulate an optimization that jointly minimizes the residual volume, the number of pyramidal residual pieces, and the amount of support waste when printing the residual pieces. To solve the optimization in a tractable manner, we start with a maximal internal core and iteratively refine it with local cuts to minimize the cost function. Moreover, to efficiently explore the large search space, we resort to cost estimates aided by pre-computation and avoid the need to explicitly construct pyramidal decompositions for each solution candidate. Results show that our method can iteratively reduce the estimated printing time and cost, as well as the support waste, and helps to save hours of fabrication time and much material consumption.
Xuelin Chen, Honghua Li, Chi-Wing Fu, Hao (Richard) Zhang, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.1
2015 Dapper: decompose-and-pack for 3D printing
abstract
We pose the decompose-and-pack or DAP problem, which tightly combines shape decomposition and packing. While in general, DAP seeks to decompose an input shape into a small number of parts which can be efficiently packed, our focus is geared towards 3D printing. The goal is to optimally decompose-and-pack a 3D object into a printing volume to minimize support material, build time, and assembly cost. We present Dapper , a global optimization algorithm for the DAP problem which can be applied to both powder- and FDM-based 3D printing. The solution search is top-down and iterative. Starting with a coarse decomposition of the input shape into few initial parts, we progressively pack a pile in the printing volume, by iteratively docking parts, possibly while introducing cuts, onto the pile. Exploration of the search space is via a prioritized and bounded beam search , with breadth and depth pruning guided by local and global DAP objectives. A key feature of Dapper is that it works with pyramidal primitives, which are packing- and printing-friendly. Pyramidal shapes are also more general than boxes to reduce part counts, while still maintaining a suitable level of simplicity to facilitate DAP optimization. We demonstrate printing efficiency gains achieved by Dapper, compare to state-of-the-art alternatives, and show how fabrication criteria such as cut area and part size can be easily incorporated into our solution framework to produce more physically plausible fabrications.
Xuelin Chen, Hao (Richard) Zhang, Jinjie Lin, Ruizhen Hu, Lin Lu 0001, Qixing Huang, Bedrich Benes, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.1
2014 Build-to-last: strength to weight 3D printed objects
abstract
The emergence of low-cost 3D printers steers the investigation of new geometric problems that control the quality of the fabricated object. In this paper, we present a method to reduce the material cost and weight of a given object while providing a durable printed model that is resistant to impact and external forces. We introduce a hollowing optimization algorithm based on the concept of honeycomb-cells structure. Honeycombs structures are known to be of minimal material cost while providing strength in tension. We utilize the Voronoi diagram to compute irregular honeycomb-like volume tessellations which define the inner structure. We formulate our problem as a strength--to--weight optimization and cast it as mutually finding an optimal interior tessellation and its maximal hollowing subject to relieve the interior stress. Thus, our system allows to build-to-last 3D printed objects with large control over their strength-to-weight ratio and easily model various interior structures. We demonstrate our method on a collection of 3D objects from different categories. Furthermore, we evaluate our method by printing our hollowed models and measure their stress and weights.
Lin Lu 0001, Andrei Sharf, Haisen Zhao, Qingnan Fan, Xuelin Chen, Yann Savoye, Changhe Tu, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.6