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Yiming Huang 0011

dblp:175/7344-11 · DBLP profile ↗
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7ranked-venue papers
2as first author
7since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous 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
7 papers
Generative modeling · 20% 3D vision · 20% Video understanding and tracking · 19%
Computer graphics and multimedia
6 papers
Computer animation and physical simulation · 66% Image and video processing · 22% Geometric modeling and processing · 6%

Topics — the 18 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
3d hand and body pose estimation
1.622025
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · Int. J. Comput. Vis. 2025
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · CVPR 2024
Computer vision › Video understanding and tracking
egocentric video understanding
1.622025
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · Int. J. Comput. Vis. 2025
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · CVPR 2024
Computer vision › 3D vision › 3d motion analysis
human motion reconstruction
0.912025
PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction · SIGGRAPH Asia 2025
Robotics › Motion planning and robot control
humanoid robot control
0.912025
PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction · SIGGRAPH Asia 2025
Machine learning › Reinforcement learning
imitation learning
0.912025
ModSkill: Physical Character Skill Modularization · ICCV 2025
Machine learning › Generative modeling
motion generation
0.912025
ModSkill: Physical Character Skill Modularization · ICCV 2025
Computer vision › 3D vision › 3d motion analysis
physics-based motion reconstruction
0.912025
PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction · SIGGRAPH Asia 2025
Machine learning › Generative modeling › video generation
physics-informed video generation
0.912025
PhysCtrl: Generative Physics for Controllable and Physics-Grounded Video Generation · NeurIPS 2025
Robotics › Motion planning and robot control
robot learning
0.912025
ModSkill: Physical Character Skill Modularization · ICCV 2025
Machine learning › Generative modeling
video generation
0.912025
PhysCtrl: Generative Physics for Controllable and Physics-Grounded Video Generation · NeurIPS 2025
Computer animation and physical simulation
character animation
0.912025
ModSkill: Physical Character Skill Modularization · ICCV 2025
Image and video processing › motion analysis
motion tracking
0.912025
ModSkill: Physical Character Skill Modularization · ICCV 2025
Computer vision › Video understanding and tracking
activity understanding
0.812024
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · CVPR 2024
Computer animation and physical simulation › motion synthesis
controllable motion generation
0.812024
CoMo: Controllable Motion Generation Through Language Guided Pose Code Editing · ECCV (29) 2024
Computer animation and physical simulation
motion synthesis
0.812024
CoMo: Controllable Motion Generation Through Language Guided Pose Code Editing · ECCV (29) 2024
Computer vision › 3D vision › 3d reconstruction › multi-view reconstruction
3d reconstruction from video
0.312025
Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation · CVPR 2025
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.312025
Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives · Int. J. Comput. Vis. 2025
Computer animation and physical simulation › character animation
physics-based character animation
0.312025
PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction · SIGGRAPH Asia 2025

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

spatiotemporal attention · 1.7skill modularization · 1.7linear blend skinning · 1.7generative adaptive sampling · 1.7diffusion model · 1.7differentiable rendering · 1.7attention · 1.7pretrained visual encoder · 0.9multimodal dataset · 0.9knowledge distillation · 0.9feedforward neural network · 0.9feed-forward neural network · 0.9benchmark tasks · 0.9
YearPublicationVenuePosition
2025 Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation
abstract
Faithfully reconstructing textured shapes and physical properties from videos presents an intriguing yet challenging problem. Significant efforts have been dedicated to advancing such a system identification problem in this area. Previous methods often rely on heavy optimization pipelines with a differentiable simulator and renderer to estimate physical parameters. However, these approaches frequently necessitate extensive hyperparameter tuning for each scene and involve a costly optimization process, which limits both their practicality and generalizability. In this work, we propose a novel framework, Vid2Sim, a generalizable video-based approach for recovering geometry and physical properties through a mesh-free reduced simulation based on Linear Blend Skinning (LBS), offering high computational efficiency and versatile representation capability. Specifically, Vid2Sim first reconstructs the observed configuration of the physical system from video using a feed-forward neural network trained to capture physical world knowledge. A lightweight optimization pipeline then refines the estimated appearance, geometry, and physical properties to closely align with video observations within just a few minutes. Additionally, after the reconstruction, Vid2Sim enables high-quality, mesh-free simulation with high efficiency. Extensive experiments demonstrate that our method achieves superior accuracy and efficiency in reconstructing geometry and physical properties from video data.
Chuhao Chen 0005, Zhiyang Dou, Chen Wang 0049, Yiming Huang 0011, Anjun Chen, Qiao Feng 0001, Jiatao Gu, Lingjie Liu
CVPR4
2025 ModSkill: Physical Character Skill Modularization
abstract
Human motion is highly diverse and dynamic, posing challenges for imitation learning algorithms that aim to generalize motor skills for controlling simulated characters. Previous methods typically rely on a universal full-body controller for tracking reference motion (tracking-based model) or a unified full-body skill embedding space (skill embedding). However, these approaches often struggle to generalize and scale to larger motion datasets. In this work, we introduce a novel skill learning framework, ModSkill, that decouples complex full-body skills into compositional, modular skills for independent body parts. Our framework features a skill modularization attention layer that processes policy observations into modular skill embeddings that guide low-level controllers for each body part. We also propose an Active Skill Learning approach with Generative Adaptive Sampling, using large motion generation models to adaptively enhance policy learning in challenging tracking scenarios. Our results show that this modularized skill learning framework, enhanced by generative sampling, outperforms existing methods in precise full-body motion tracking and enables reusable skill embeddings for diverse goal-driven tasks.
Yiming Huang 0011, Zhiyang Dou, Lingjie Liu
ICCV1
2025 PhysCtrl: Generative Physics for Controllable and Physics-Grounded Video Generation
abstract
Existing video generation models excel at producing photo-realistic videos from text or images, but often lack physical plausibility and 3D controllability. To overcome these limitations, we introduce PhysCtrl, a novel framework for physics-grounded image-to-video generation with physical parameters and force control. At its core is a generative physics network that learns the distribution of physical dynamics across four materials (elastic, sand, plasticine, and rigid) via a diffusion model conditioned on physics parameters and applied forces. We represent physical dynamics as 3D point trajectories and train on a large-scale synthetic dataset of 550K animations generated by physics simulators. We enhance the diffusion model with a novel spatiotemporal attention block that emulates particle interactions and incorporates physics-based constraints during training to enforce physical plausibility. Experiments show that PhysCtrl generates realistic, physics-grounded motion trajectories which, when used to drive image-to-video models, yield high-fidelity, controllable videos that outperform existing methods in both visual quality and physical plausibility. Our code, model and data will be made publicly available upon publication.
Chen Wang 0049, Chuhao Chen 0005, Yiming Huang 0011, Zhiyang Dou, Yuan Liu 0025, Jiatao Gu, Lingjie Liu
NeurIPS3
2025 PhysHMR: Learning Humanoid Control Policies from Vision for Physically Plausible Human Motion Reconstruction
abstract
Reconstructing physically plausible human motion from monocular videos remains a challenging problem in computer vision and graphics. Existing methods primarily focus on kinematics-based pose estimation, often leading to unrealistic results due to the lack of physical constraints. To address such artifacts, prior methods have typically relied on physics-based post-processing following the initial kinematics-based motion estimation. However, this two-stage design introduces error accumulation, ultimately limiting the overall reconstruction quality. In this paper, we present PhysHMR, a unified framework that directly learns a visual-to-action policy for humanoid control in a physics-based simulator, enabling motion reconstruction that is both physically grounded and visually aligned with the input video. A key component of our approach is the pixel-as-ray strategy, which lifts 2D keypoints into 3D spatial rays and transforms them into global space. These rays are incorporated as policy inputs, providing robust global pose guidance without depending on noisy 3D root predictions. This soft global grounding, combined with local visual features from a pretrained encoder, allows the policy to reason over both detailed pose and global positioning. To overcome the sample inefficiency of reinforcement learning, we further introduce a distillation scheme that transfers motion knowledge from a mocap-trained expert to the vision-conditioned policy, which is then refined using physically motivated reinforcement learning rewards. Extensive experiments demonstrate that PhysHMR produces high-fidelity, physically plausible motion across diverse scenarios, outperforming prior approaches in both visual accuracy and physical realism.
Qiao Feng 0001, Yiming Huang 0011, Yufu Wang, Jiatao Gu, Lingjie Liu
SIGGRAPH Asia2
2025 Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives
abstract
We present Ego-Exo4D, a diverse, large-scale multimodal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured egocentric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is unprecedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions—including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community. https://ego-exo4d-data.org/
Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, David Crandall, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray
Int. J. Comput. Vis.52
2024 Ego-Exo4D: Understanding Skilled Human Activity from First- and Third-Person Perspectives
abstract
We present Ego-Exo4D, a diverse, large-scale multi-modal multiview video dataset and benchmark challenge. Ego-Exo4D centers around simultaneously-captured ego-centric and exocentric video of skilled human activities (e.g., sports, music, dance, bike repair). 740 participants from 13 cities worldwide performed these activities in 123 different natural scene contexts, yielding long-form captures from 1 to 42 minutes each and 1,286 hours of video combined. The multimodal nature of the dataset is un-precedented: the video is accompanied by multichannel audio, eye gaze, 3D point clouds, camera poses, IMU, and multiple paired language descriptions-including a novel “expert commentary” done by coaches and teachers and tailored to the skilled-activity domain. To push the frontier of first-person video understanding of skilled human activity, we also present a suite of benchmark tasks and their annotations, including fine-grained activity understanding, proficiency estimation, cross-view translation, and 3D hand/body pose. All resources are open sourced to fuel new research in the community.
Kristen Grauman, Andrew Westbury, Lorenzo Torresani, Kris Makoto Kitani, Jitendra Malik, Triantafyllos Afouras, Kumar Ashutosh, Vijay Baiyya, Siddhant Bansal, Bikram Boote, Eugene Byrne, Zachary Chavis, Joya Chen, Fu-Jen Chu, Sean Crane, Avijit Dasgupta, Jing Dong 0002, María Escobar, Cristhian Forigua, Abrham Gebreselasie, Sanjay Haresh, Jing Huang 0020, Md Mohaiminul Islam, Suyog Dutt Jain, Rawal Khirodkar, Devansh Kukreja, Kevin J. Liang, Jia-Wei Liu, Sagnik Majumder, Yongsen Mao, Effrosyni Mavroudi, Tushar Nagarajan, Francesco Ragusa, Santhosh K. Ramakrishnan, Luigi Seminara, Arjun Somayazulu, Yale Song, Shan Su, Zihui Xue, Jinxu Zhang, Angela Castillo, Changan Chen, Xinzhu Fu, Ryosuke Furuta, Cristina González, Prince Gupta, Jiabo Hu, Yifei Huang 0002, Yiming Huang 0011, Weslie Khoo, Anush Kumar, Robert Kuo, Sach Lakhavani, Miao Liu 0007, Mi Luo, Zhengyi Luo 0002, Brighid Meredith, Austin Miller, Oluwatumininu Oguntola, Xiaqing Pan, Penny Peng, Shraman Pramanick, Merey Ramazanova, Fiona Ryan, Kiran K. Somasundaram, Chenan Song, Audrey Southerland, Masatoshi Tateno, Takuma Yagi, Mingfei Yan, Xitong Yang, Zecheng Yu, Shengxin Cindy Zha, Chen Zhao 0002, Ziwei Zhao 0003, Zhifan Zhu 0001, Jeff Zhuo, Pablo Andrés Arbeláez, Gedas Bertasius, Dima Damen, Jakob J. Engel, Giovanni Maria Farinella, Antonino Furnari, Bernard Ghanem, Judy Hoffman, C. V. Jawahar, Richard A. Newcombe, Hyun Soo Park, James M. Rehg, Yoichi Sato 0001, Manolis Savva, Jianbo Shi, Mike Zheng Shout, Michael Wray
CVPR52
2024 CoMo: Controllable Motion Generation Through Language Guided Pose Code Editing
Yiming Huang 0011, Weilin Wan 0001, Yue Yang 0006, Chris Callison-Burch, Mark Yatskar, Lingjie Liu
ECCV (29)1