Yan Zhang 0054

dblp:04/3348-54 · DBLP profile ↗
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20ranked-venue papers
8as first author
14since 2021 · last 2025
0000-0001-6273-5334ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 18 · 7 first-author · 13 since 2021Artificial intelligence and machine learning · 16 · 7 first-author · 13 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2025 Primal: Physically Reactive and Interactive Motor Model for Avatar Learning
abstract
We formulate the motor system of an interactive avatar as a generative motion model that can drive the body to move through 3D space in a perpetual, realistic, controllable, and responsive manner. Although human motion generation has been extensively studied, many existing methods lack the responsiveness and realism of real human movements. Inspired by recent advances in foundation models, we propose PRIMAL, which is learned with a two-stage paradigm. In the pretraining stage, the model learns body movements from a large number of sub-second motion segments, providing a generative foundation from which more complex motions are built. This training is fully unsupervised without annotations. Given a single-frame initial state during inference, the pretrained model not only generates unbounded, realistic, and controllable motion, but also enables the avatar to be responsive to induced impulses in real time. In the adaptation phase, we employ a novel ControlNet-like adaptor to fine-tune the base model efficiently, adapting it to new tasks such as few-shot personalized action generation and spatial target reaching. Evaluations show that our proposed method outperforms state-of-the-art baselines. We leverage the model to create a real-time character animation system in Unreal Engine that feels highly responsive and natural. Code, models, and more results are available at: https://yz-cnsdqz.github.io/eigenmotion/PRIMAL
Yan Zhang 0054, Yao Feng 0001, Alpár Cseke, Nitin Saini, Nathan Bajandas, Nicolas Heron, Michael J. Black
ICCV1
2024 EgoGen: An Egocentric Synthetic Data Generator
abstract
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a predefined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research.
Gen Li 0010, Kaifeng Zhao 0004, Xiaozhong Lyu, Mihai Dusmanu, Yan Zhang 0054, Marc Pollefeys, Siyu Tang 0001
CVPR6
2024 Degrees of Freedom Matter: Inferring Dynamics from Point Trajectories
abstract
Understanding the dynamics of generic 3D scenes is fundamentally challenging in computer vision, essential in enhancing applications related to scene reconstruction, motion tracking, and avatar creation. In this work, we address the task as the problem of inferring dense, long-range motion of 3D points. By observing a set of point trajectories, we aim to learn an implicit motion field parameterized by a neural network to predict the movement of novel points within the same domain, without relying on any data-driven or scene-specific priors. To achieve this, our approach builds upon the recently introduced dynamic point field model [48] that learns smooth deformation fields between the canonical frame and individual observation frames. However, temporal consistency between consecutive frames is neglected, and the number of required parameters increases linearly with the sequence length due to per-frame modeling. To address these shortcomings, we exploit the intrinsic regularization provided by SIREN [53], and modify the input layer to produce a spatiotemporally smooth motion field. Additionally, we analyze the motion field Jacobian matrix, and discover that the motion degrees of freedom (DOFs) in an infinitesimal area around a point and the network hidden variables have different behaviors to affect the model's representational power. This enables us to improve the model representation capability while retaining the model compactness. Furthermore, to reduce the risk of overfitting, we introduce a regularization term based on the assumption of piece-wise motion smoothness. Our experiments assess the model's performance in predicting unseen point trajectories and its application in temporal mesh alignment with guidance. The results demonstrate its superiority and effectiveness. The code and data for the project are publicly available11https://yz-cnsdqz.github.io/eigenmotion/DOMA/.
Yan Zhang 0054, Sergey Prokudin, Marko Mihajlovic, Qianli Ma 0007, Siyu Tang 0001
CVPR1
2023 Synthesizing Diverse Human Motions in 3D Indoor Scenes
abstract
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on high-quality training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover the full range of plausible human-scene interactions in complex indoor environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g., sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art human-scene interaction synthesis methods in terms of both motion naturalness and diversity. Code, models, and demonstrative video results are available at: https://zkf1997.github.io/DIMOS.
Kaifeng Zhao 0004, Yan Zhang 0054, Shaofei Wang 0001, Thabo Beeler, Siyu Tang 0001
ICCV2
2023 Probabilistic Human Mesh Recovery in 3D Scenes from Egocentric Views
abstract
Automatic perception of human behaviors during social interactions is crucial for AR/VR applications, and an essential component is estimation of plausible 3D human pose and shape of our social partners from the egocentric view. One of the biggest challenges of this task is severe body truncation due to close social distances in egocentric scenarios, which brings large pose ambiguities for unseen body parts. To tackle this challenge, we propose a novel scene-conditioned diffusion method to model the body pose distribution. Conditioned on the 3D scene geometry, the diffusion model generates bodies in plausible humanscene interactions, with the sampling guided by a physics-based collision score to further resolve human-scene inter-penetrations. The classifier-free training enables flexible sampling with different conditions and enhanced diversity. A visibility-aware graph convolution model guided by per-joint visibility serves as the diffusion denoiser to incorporate inter-joint dependencies and per-body-part control. Extensive evaluations show that our method generates bodies in plausible interactions with 3D scenes, achieving both superior accuracy for visible joints and diversity for invisible body parts. The code is available at https://sanweiliti.github.io/egohmr/egohmr.html.
Qianli Ma 0007, Yan Zhang 0054, Mohammad Sadegh Ali Akbarian, Darren Cosker, Siyu Tang 0001
ICCV3
2022 The Wanderings of Odysseus in 3D Scenes
abstract
Our goal is to populate digital environments, in which digital humans have diverse body shapes, move perpetu-ally, and have plausible body-scene contact. The core challenge is to generate realistic, controllable, and infinitely long motions for diverse 3D bodies. To this end, we propose generative motion primitives via body surface markers, or GAMMA in short. In our solution, we decompose the long-term motion into a time sequence of motion primitives. We exploit body surface markers and conditional variational autoencoder to model each motion primitive, and generate long-term motion by implementing the gen-erative model recursively. To control the motion to reach a goal, we apply a policy network to explore the genera-tive model's latent space and use a tree-based search to preserve the motion quality during testing. Experiments show that our method can produce more realistic and controllable motion than state-of-the-art data-driven methods. With conventional path-finding algorithms, the generated human bodies can realistically move long distances for a long period of time in the scene. Code is released for re-search purposes at: https://yz-cnsdqz.github.io/eigenmotion/GAMMA/
Yan Zhang 0054, Siyu Tang 0001
CVPR1
2022 SAGA: Stochastic Whole-Body Grasping with Contact
Jiahao Wang 0001, Yan Zhang 0054, Otmar Hilliges, Fisher Yu 0001, Siyu Tang 0001
ECCV (6)3
2022 EgoBody: Human Body Shape and Motion of Interacting People from Head-Mounted Devices
Qianli Ma 0007, Yan Zhang 0054, Zhiyin Qian, Taein Kwon, Marc Pollefeys, Federica Bogo, Siyu Tang 0001
ECCV (6)3
2022 Compositional Human-Scene Interaction Synthesis with Semantic Control
Kaifeng Zhao 0004, Shaofei Wang 0001, Yan Zhang 0054, Thabo Beeler, Siyu Tang 0001
ECCV (6)3
2021 4D Human Body Capture from Egocentric Video via 3D Scene Grounding
abstract
We introduce a novel task of reconstructing a time series of second-person13D human body meshes from monocular egocentric videos. The unique viewpoint and rapid embodied camera motion of egocentric videos raise additional technical barriers for human body capture. To address those challenges, we propose a simple yet effective optimization-based approach that leverages 2D observations of the entire video sequence and human-scene interaction constraint to estimate second-person human poses, shapes, and global motion that are grounded on the 3D environment captured from the egocentric view. We conduct detailed ablation studies to validate our design choice. Moreover, we compare our method with the previous state-of-the-art method on human motion capture from monocular video, and show that our method estimates more accurate human-body poses and shapes under the challenging egocentric setting. In addition, we demonstrate that our approach produces more realistic human-scene interaction.
Miao Liu 0007, Dexin Yang, Yan Zhang 0054, Zhaopeng Cui, James M. Rehg, Siyu Tang 0001
3DV3
2021 LEAP: Learning Articulated Occupancy of People
abstract
Substantial progress has been made on modeling rigid 3D objects using deep implicit representations. Yet, extending these methods to learn neural models of human shape is still in its infancy. Human bodies are complex and the key challenge is to learn a representation that generalizes such that it can express body shape deformations for unseen subjects in unseen, highly-articulated, poses. To address this challenge, we introduce LEAP (LEarning Articulated occupancy of People), a novel neural occupancy representation of the human body. Given a set of bone transformations (i.e. joint locations and rotations) and a query point in space, LEAP first maps the query point to a canonical space via learned linear blend skinning (LBS) functions and then efficiently queries the occupancy value via an occupancy network that models accurate identity- and pose-dependent deformations in the canonical space. Experiments show that our canonicalized occupancy estimation with the learned LBS functions greatly improves the generalization capability of the learned occupancy representation across various human shapes and poses, outperforming existing solutions in all settings.
Marko Mihajlovic, Yan Zhang 0054, Michael J. Black, Siyu Tang 0001
CVPR2
2021 We Are More Than Our Joints: Predicting How 3D Bodies Move
abstract
A key step towards understanding human behavior is the prediction of 3D human motion. Successful solutions have many applications in human tracking, HCI, and graphics. Most previous work focuses on predicting a time series of future 3D joint locations given a sequence 3D joints from the past. This Euclidean formulation generally works better than predicting pose in terms of joint rotations. Body joint locations, however, do not fully constrain 3D human pose, leaving degrees of freedom (like rotation about a limb) undefined. Note that 3D joints can be viewed as a sparse point cloud. Thus the problem of human motion prediction can be seen as a problem of point cloud prediction. With this observation, we instead predict a sparse set of locations on the body surface that correspond to motion capture markers. Given such markers, we fit a parametric body model to recover the 3D body of the person. These sparse surface markers also carry detailed information about human movement that is not present in the joints, increasing the naturalness of the predicted motions. Using the AMASS dataset, we train MOJO (More than Our JOints), which is a novel variational autoencoder with a latent DCT space that generates motions from latent frequencies. MOJO preserves the full temporal resolution of the input motion, and sampling from the latent frequencies explicitly introduces high-frequency components into the generated motion. We note that motion prediction methods accumulate errors over time, resulting in joints or markers that diverge from true human bodies. To address this, we fit the SMPL-X body model to the predictions at each time step, projecting the solution back onto the space of valid bodies, before propagating the new markers in time. Quantitative and qualitative experiments show that our approach produces state-of-the-art results and realistic 3D body animations. The code is available for research purposes at https://yz-cnsdqz.github.io/MOJO/MOJO.html.
Yan Zhang 0054, Michael J. Black, Siyu Tang 0001
CVPR1
2021 Learning Motion Priors for 4D Human Body Capture in 3D Scenes
abstract
Recovering high-quality 3D human motion in complex scenes from monocular videos is important for many applications, ranging from AR/VR to robotics. However, capturing realistic human-scene interactions, while dealing with occlusions and partial views, is challenging; current approaches are still far from achieving compelling results. We address this problem by proposing LEMO: LEarning human MOtion priors for 4D human body capture. By leveraging the large-scale motion capture dataset AMASS [38], we introduce a novel motion smoothness prior, which strongly reduces the jitters exhibited by poses recovered over a sequence. Furthermore, to handle contacts and occlusions occurring frequently in body-scene interactions, we design a contact friction term and a contact-aware motion infiller obtained via per-instance self-supervised training. To prove the effectiveness of the proposed motion priors, we combine them into a novel pipeline for 4D human body capture in 3D scenes. With our pipeline, we demonstrate high-quality 4D human body capture, reconstructing smooth motions and physically plausible body-scene interactions. The code and data are available at https://sanweiliti.github.io/LEMO/LEMO.html.
Yan Zhang 0054, Federica Bogo, Marc Pollefeys, Siyu Tang 0001
ICCV2
2021 Multi-Modal Pain Intensity Recognition Based on the SenseEmotion Database
abstract
The subjective nature of pain makes it a very challenging phenomenon to assess. Most of the current pain assessment approaches rely on an individual’s ability to recognise and report an observed pain episode. However, pain perception and expression are affected by numerous factors ranging from personality traits to physical and psychological health state. Hence, several approaches have been proposed for the automatic recognition of pain intensity, based on measurable physiological and audiovisual parameters. In the current paper, an assessment of several fusion architectures for the development of a multi-modal pain intensity classification system is performed. The contribution of the presented work is two-fold: (1) 3 distinctive modalities consisting of audio, video and physiological channels are assessed and combined for the classification of several levels of pain elicitation. (2) An extensive assessment of several fusion strategies is carried out in order to design a classification architecture that improves the performance of the pain recognition system. The assessment is based on theSenseEmotion Databaseand experimental validation demonstrates the relevance of the multi-modal classification approach, which achieves classification rates of respectively$83.39\%$,$59.53\%$and$43.89\%$in a 2-class, 3-class and 4-class pain intensity classification task.
Patrick Thiam, Viktor Kessler, Mohammadreza Amirian, Peter Bellmann, Georg Layher, Yan Zhang 0054, Maria Velana, Sascha Gruss, Steffen Walter 0001, Harald C. Traue, Daniel Schork, Jonghwa Kim 0001, Elisabeth André, Heiko Neumann, Friedhelm Schwenker
IEEE Trans. Affect. Comput.6
2020 Grasping Field: Learning Implicit Representations for Human Grasps
abstract
Robotic grasping of house-hold objects has made remarkable progress in recent years. Yet, human grasps are still difficult to synthesize realistically. There are several key reasons: (1) the human hand has many degrees of freedom (more than robotic manipulators); (2) the synthesized hand should conform to the surface of the object; and (3) it should interact with the object in a semantically and physically plausible manner. To make progress in this direction, we draw inspiration from the recent progress on learning-based implicit representations for 3D object reconstruction. Specifically, we propose an expressive representation for human grasp modelling that is efficient and easy to integrate with deep neural networks. Our insight is that every point in a three-dimensional space can be characterized by the signed distances to the surface of the hand and the object, respectively. Consequently, the hand, the object, and the contact area can be represented by implicit surfaces in a common space, in which the proximity between the hand and the object can be modelled explicitly. We name this 3D to 2D mapping as Grasping Field, parameterize it with a deep neural network, and learn it from data. We demonstrate that the proposed grasping field is an effective and expressive representation for human grasp generation. Specifically, our generative model is able to synthesize high-quality human grasps, given only on a 3D object point cloud. The extensive experiments demonstrate that our generative model compares favorably with a strong baseline and approaches the level of natural human grasps. Furthermore, based on the grasping field representation, we propose a deep network for the challenging task of 3D hand-object interaction reconstruction from a single RGB image. Our method improves the physical plausibility of the hand-object contact reconstruction and achieves comparable performance for 3D hand reconstruction compared to state-of-the-art methods. Our model and code are available for research purpose at https://github.com/korrawe/grasping_field.
Korrawe Karunratanakul, Yan Zhang 0054, Michael J. Black, Krikamol Muandet, Siyu Tang 0001
3DV3
2020 PLACE: Proximity Learning of Articulation and Contact in 3D Environments
abstract
The following topics are dealt with: image reconstruction; learning (artificial intelligence); solid modelling; image representation; feature extraction; neural nets; stereo image processing; image colour analysis; cameras; convolutional neural nets.
Yan Zhang 0054, Qianli Ma 0007, Michael J. Black, Siyu Tang 0001
3DV2
2020 Generating 3D People in Scenes Without People
abstract
We present a fully automatic system that takes a 3D scene and generates plausible 3D human bodies that are posed naturally in that 3D scene. Given a 3D scene without people, humans can easily imagine how people could interact with the scene and the objects in it. However, this is a challenging task for a computer as solving it requires that (1) the generated human bodies to be semantically plausible within the 3D environment (e.g. people sitting on the sofa or cooking near the stove), and (2) the generated human-scene interaction to be physically feasible such that the human body and scene do not interpenetrate while, at the same time, body-scene contact supports physical interactions. To that end, we make use of the surface-based 3D human model SMPL-X. We first train a conditional variational autoencoder to predict semantically plausible 3D human poses conditioned on latent scene representations, then we further refine the generated 3D bodies using scene constraints to enforce feasible physical interaction. We show that our approach is able to synthesize realistic and expressive 3D human bodies that naturally interact with 3D environment. We perform extensive experiments demonstrating that our generative framework compares favorably with existing methods, both qualitatively and quantitatively. We believe that our scene-conditioned 3D human generation pipeline will be useful for numerous applications; e.g. to generate training data for human pose estimation, in video games and in VR/AR. Our project page for data and code can be seen at: {https://vlg.inf.ethz.ch/projects/PSI/}.
Yan Zhang 0054, Mohamed Hassan 0003, Heiko Neumann, Michael J. Black, Siyu Tang 0001
CVPR1
2019 Local Temporal Bilinear Pooling for Fine-Grained Action Parsing
abstract
Fine-grained temporal action parsing is important in many applications, such as daily activity understanding, human motion analysis, surgical robotics and others requiring subtle and precise operations over a long-term period. In this paper we propose a novel bilinear pooling operation, which is used in intermediate layers of a temporal convolutional encoder-decoder net. In contrast to previous work, our proposed bilinear pooling is learnable and hence can capture more complex local statistics than the conventional counterpart. In addition, we introduce exact lower-dimension representations of our bilinear forms, so that the dimensionality is reduced without suffering from information loss nor requiring extra computation. We perform extensive experiments to quantitatively analyze our model and show the superior performances to other state-of-the-art pooling work on various datasets.
Yan Zhang 0054, Siyu Tang 0001, Krikamol Muandet, Christian Jarvers, Heiko Neumann
CVPR1
2018 Human Motion Parsing by Hierarchical Dynamic Clustering
Yan Zhang 0054, Siyu Tang 0001, Heiko Neumann
BMVC1
2017 Visual Confusion Recognition in Movement Patterns from Walking Path and Motion Energy
Yan Zhang 0054, Georg Layher, Steffen Walter 0001, Viktor Kessler, Heiko Neumann
ICOST1