Kaifeng Zhao 0004

dblp:155/9271-4 · DBLP profile ↗
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9ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0002-7278-3329ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 8 since 2021Artificial intelligence and machine learning · 6 · 3 first-author · 6 since 2021
YearPublicationVenuePosition
2026 LaMP: Learning Robust Latent Motion Prior for Optimization-Based Human Motion Generation
abstract
We present Latent Motion Prior (LaMP), a novel framework for learning a generalizable human motion prior that enables efficient optimization for a wide range of motion-related tasks, including text-to-motion generation, motion editing, motion blending, motion refinement, and environment-aware collision avoidance. LaMP employs a body part-based encoder to learn a disentangled latent representation of human motion, together with a masked training strategy that encourages the model to capture the most informative structural and dynamic aspects of the motion. As a result, LaMP produces a robust and expressive latent space that serves as a latent motion prior across diverse downstream tasks. We evaluate the learned representation on a wide range of optimization-based downstream tasks. Experimental results show that the current families of text-to-motion models are generally not suitable to serve as a motion prior, while LaMP consistently outperforms the state-of-the-art methods across all optimization tasks. The code is available at: https://github.com/lvsean/LaMP.
Xiaozhong Lyu, Korrawe Karunratanakul, Kaifeng Zhao 0004, Siyu Tang 0001
3DV3
2026 MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives
abstract
Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability : Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration : Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. Moreover, a systematic motion design interface for generative models remains absent. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Notably, MotionBricks applies to new downstream tasks in a zero-shot manner, where no fine-tuning or task-specific tagging is required. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge, enabling an accessible interface for applications in animation and robotics. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.
Tingwu Wang, Olivier Dionne, Michael de Ruyter, David Minor, Davis Rempe, Kaifeng Zhao 0004, Mathis Petrovich, Ye Yuan 0007, Chenran Li, Zhengyi Luo 0002, Brian Robison, Xavier Blackwell, Bernardo Antoniazzi, Xue Bin Peng, Yuke Zhu, Simon Yuen
ACM Trans. Graph.6
2026 Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation
abstract
Generating realistic 3D human motions in real-time within interactive applications is key for animation, simulation, and humanoid robotics. While recent offline motion generation approaches offer precise control via text and kinematic constraints, they lack the inference speed required for interactive settings. Conversely, existing online methods enable real-time synthesis but often sacrifice controllability or struggle with complex text semantics and long-horizon goals due to limited context windows. In this work, we introduce ARDY, a streaming generation framework that bridges this gap by enabling high-fidelity motion generation controllable via online text prompts and flexible kinematic constraints. ARDY employs a hybrid representation that combines explicit root features with a latent body embedding, balancing precise trajectory control with efficient generative learning. We propose a two-stage autoregressive transformer denoiser that features variable history context and supports conditioning on flexible, long-horizon kinematic constraints. By training on a large-scale motion capture dataset and being directly conditioned on text labels and kinematic constraints sampled from ground truth poses, ARDY natively learns controllable generation that supports online prompting and flexible long-horizon goals. Extensive evaluations on the HumanML3D benchmark and the large-scale, high-fidelity Bones Rigplay dataset demonstrate ARDY's high motion quality and constraint adherence, validating the efficacy of our key architectural decisions. Finally, we demonstrate the method's practical versatility through an interactive demo featuring dynamic text control, diverse keyframe pose constraints, path following, and interactive locomotion control via mouse and keyboard. Supplementary video results, code, and model releases can be found at https://research.nvidia.com/labs/sil/projects/ardy/.
Kaifeng Zhao 0004, Mathis Petrovich, Haotian Zhang 0004, Tingwu Wang, Siyu Tang 0001, Davis Rempe
ACM Trans. Graph.1
2025 EgoM2P: Egocentric Multimodal Multitask Pretraining
Gen Li 0010, Kaifeng Zhao 0004, Marc Pollefeys, Siyu Tang 0001
ICCV4
2025 VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions
abstract
Parametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains.
Marko Mihajlovic, Gen Li 0010, Kaifeng Zhao 0004, Lea Müller, Siyu Tang 0001
ICCV4
2025 DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control
abstract
Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose **DartC**ontrol, in short **DART**, a **D**iffusion-based **A**utoregressive motion primitive model for **R**eal-time **T**ext-driven motion **C**ontrol. Our model, DART, effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model’s versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results and code are available at https://zkf1997.github.io/DART/.
Kaifeng Zhao 0004, Gen Li 0010, Siyu Tang 0001
ICLR1
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
CVPR2
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
ICCV1
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)1