Demo Data from EDBT 2026 / reviewers in the wild / expert
Tingwu Wang
dblp:182/7210
· DBLP profile ↗
9ranked-venue papers
6as first author
3since 2021 · last 2026
0000-0003-2006-0660ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Computer networks · 1 · 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
6 papers |
Reinforcement learning · 37% Graph learning · 16% Face, body and person analysis · 11% | |
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 100% |
Topics — the 11 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation › motion synthesis
human motion synthesis |
1.0 | 1 | 2026 | Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation · ACM Trans. Graph. 2026 |
Computer animation and physical simulation › motion synthesis › controllable motion generation
interactive motion synthesis |
1.0 | 1 | 2026 | Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion Generation · ACM Trans. Graph. 2026 |
Computer animation and physical simulation
motion synthesis |
1.0 | 1 | 2026 | MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives · ACM Trans. Graph. 2026 |
Computer vision › Face, body and person analysis
human pose estimation |
0.5 | 1 | 2021 | Physics-based Human Motion Estimation and Synthesis from Videos · ICCV 2021 |
Computer vision › 3D vision › pose estimation › model-based pose estimation
physics-based pose estimation |
0.5 | 1 | 2021 | Physics-based Human Motion Estimation and Synthesis from Videos · ICCV 2021 |
Machine learning › Reinforcement learning › model-based reinforcement learning
model-based planning |
0.4 | 1 | 2020 | Exploring Model-based Planning with Policy Networks · ICLR 2020 |
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.4 | 1 | 2020 | Exploring Model-based Planning with Policy Networks · ICLR 2020 |
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
planning with learned models |
0.4 | 1 | 2020 | Exploring Model-based Planning with Policy Networks · ICLR 2020 |
Machine learning › Graph learning
graph neural network |
0.3 | 1 | 2018 | NerveNet: Learning Structured Policy with Graph Neural Networks · ICLR (Poster) 2018 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
task planning |
0.3 | 1 | 2018 | VirtualHome: Simulating Household Activities via Programs · CVPR 2018 |
Robotics › Motion planning and robot control
robot control |
0.3 | 1 | 2026 | MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives · ACM Trans. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
modular motion primitives · 2.0latent generative model · 2.0hybrid representation · 1.0generative model · 1.0diffusion · 1.0differentiable optimization · 1.0contact reasoning · 1.0autoregressive transformer denoiser · 1.0graph neural network · 0.7policy network · 0.4model predictive control · 0.4evolutionary algorithm · 0.4program synthesis from language and video · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart PrimitivesabstractDespite 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. | 1 |
| 2026 | Autoregressive Diffusion with Hybrid Representation for Interactive Human Motion GenerationabstractGenerating 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. | 4 |
| 2021 | Physics-based Human Motion Estimation and Synthesis from VideosabstractHuman motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we propose a framework for training generative models of physically plausible human motion directly from monocular RGB videos, which are much more widely available. At the core of our method is a novel optimization formulation that corrects imperfect image-based pose estimations by enforcing physics constraints and reasons about contacts in a differentiable way. This optimization yields corrected 3D poses and motions, as well as their corresponding contact forces. Results show that our physically-corrected motions significantly outperform prior work on pose estimation. We can then use these to train a generative model to synthesize future motion. We demonstrate both qualitatively and quantitatively significantly improved motion estimation, synthesis quality and physical plausibility achieved by our method on the large scale Human3.6m dataset [12] as compared to prior kinematic and physics-based methods. By enabling learning of motion synthesis from video, our method paves the way for large-scale, realistic and diverse motion synthesis. Kevin Xie, Tingwu Wang, Umar Iqbal 0001, Yunrong Guo, Sanja Fidler, Florian Shkurti |
ICCV | 2 |
| 2020 | Exploring Model-based Planning with Policy Networks
Tingwu Wang, Jimmy Ba |
ICLR | 1 |
| 2019 | Neural Graph Evolution: Towards Efficient Automatic Robot Design
Tingwu Wang, Sanja Fidler, Jimmy Ba |
ICLR (Poster) | 1 |
| 2018 | VirtualHome: Simulating Household Activities via ProgramsabstractIn this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions. Xavier Puig, Kevin Ra, Marko Boben, Jiaman Li, Tingwu Wang, Sanja Fidler, Antonio Torralba 0001 |
CVPR | 5 |
| 2018 | NerveNet: Learning Structured Policy with Graph Neural Networks
Tingwu Wang, Renjie Liao 0001, Jimmy Ba, Sanja Fidler |
ICLR (Poster) | 1 |
| 2016 | Access Strategy in Super WiFi Network Powered by Solar Energy Harvesting: A POMDP MethodabstractThe recently announced Super Wi-Fi Network proposal in United States is aiming to enable Internet access in a nation-wide area. As traditional cable-connected power supply system becomes impractical or costly for a wide range wireless network, new infrastructure deployment for Super Wi-Fi is required. The fast developing Energy Harvesting (EH) techniques receive global attentions for their potential of solving the above power supply problem. It is a critical issue, from the user's perspective, how to make efficient network selection and access strategies. Unlike traditional wireless networks, the battery charge state and tendency in EH based networks have to be taken into account when making network selection and access, which has not been well investigated. In this paper, we propose a practical and efficient framework for multiple base stations access strategy in an EH powered Super Wi-Fi network. We consider the access strategy from the user's perspective, who exploits downlink transmission opportunities from one base station. To formulate the problem, we used Partially Observable Markov Decision Process (POMDP) to model users' observations on the base stations' battery situation and decisions on the base station selection and access. Simulation results show that our methods are efficacious and significantly outperform the traditional widely used CSMA method. Tingwu Wang, Jian Wang 0030, Chunxiao Jiang, Jingjing Wang 0001, Yong Ren 0001 |
VTC Spring | 1 |
| 2016 | Access points selection in super WiFi network powered by solar energy harvestingabstractSuper Wi-Fi is expected to enable the Internet access everywhere in a country. Considering the infrastructure deployment issues, energy harvesting technology is a promising solution for power supply. Most of existing works focused on the energy scheduling from the network operator's point of view. In this paper, we study the access point selection strategy from users' perspectives and consider Super WiFi networks powered by solar energy harvesting. Although the network selection problem has been studied, the energy harvesting scenario has not been well investigated and the influence of battery condition has not been taken into account. In our work, we consider the utility of the access users is affected not only by the total number of accessed users, but also the battery condition. In order to formulate the battery states and user states, we incorporate the physical characteristics of solar cell, as well as the dynamic access behaviors of users through Markov Decision Process (MDP)model. By using the value iteration method, the set of optimal network selection strategies is obtained. Simulation results validate that our method has a remarkable performance improvement of utility over the myopic and random access strategies. Tingwu Wang, Chunxiao Jiang, Yong Ren 0001 |
WCNC | 1 |