Davis Rempe

dblp:199/7804 · DBLP profile ↗
← Back
17ranked-venue papers
6as first author
13since 2021 · last 2026
0000-0003-2256-5507ORCID · corroborated

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

Artificial intelligence and machine learning · 14 · 5 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 5 first-author · 12 since 2021Systems, architecture and hardware · 1 · 1 since 2021
YearPublicationVenuePosition
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.5
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.6
2025 GENMO: A GENeralist Model for Human MOtion
abstract
Human motion modeling traditionally separates motion generation and estimation into distinct tasks with specialized models. Motion generation models focus on creating diverse, realistic motions from inputs like text, audio, or keyframes, while motion estimation models aim to reconstruct accurate motion trajectories from observations like videos. Despite sharing underlying representations of temporal dynamics and kinematics, this separation limits knowledge transfer between tasks and requires maintaining separate models. We present GENMO, a unified Generalist Model for Human Motion that bridges motion estimation and generation in a single framework. Our key insight is to reformulate motion estimation as constrained motion generation, where the output motion must precisely satisfy observed conditioning signals. Leveraging the synergy between regression and diffusion, GENMO achieves accurate global motion estimation while enabling diverse motion generation. We also introduce an estimation-guided training objective that exploits in-the-wild videos with 2D annotations and text descriptions to enhance generative diversity. Furthermore, our novel architecture handles variable-length motions and mixed multimodal conditions (text, audio, video) at different time intervals, offering flexible control. This unified approach creates synergistic benefits: generative priors improve estimated motions under challenging conditions like occlusions, while diverse video data enhances generation capabilities. Extensive experiments demonstrate GENMO's effectiveness as a generalist framework that successfully handles multiple human motion tasks within a single model.
Jinkun Cao, Haotian Zhang 0004, Davis Rempe, Jan Kautz, Umar Iqbal 0001, Ye Yuan 0007
ICCV4
2024 NIFTY: Neural Object Interaction Fields for Guided Human Motion Synthesis
abstract
We address the problem of generating realistic 3D motions of humans interacting with objects in a scene. Our key idea is to create a neural interaction field attached to a specific object, which outputs the distance to the valid interaction manifold given a human pose as input. This interaction field guides the sampling of an object-conditioned human motion diffusion model, so as to encourage plausible contacts and affordance semantics. To support interactions with scarcely available data, we propose an automated synthetic data pipeline. For this, we seed a pre-trained motion model, which has priors for the basics of human movement, with interaction-specific anchor poses extracted from limited motion capture data. Using our guided diffusion model trained on generated synthetic data, we synthesize realistic motions for sitting and lifting with several objects, outperforming alternative approaches in terms of motion quality and successful action completion. We call our framework NIFTY: Neural Interaction Fields for Trajectory sYnthesis. NIFTY results are available on https://nileshkulkarni.github.io/nifty.
Nilesh Kulkarni, Davis Rempe, Kyle Genova, Abhijit Kundu, Justin Johnson 0001, David F. Fouhey, Leonidas J. Guibas
CVPR2
2024 CurveCloudNet: Processing Point Clouds with 1D Structure
abstract
Modern depth sensors such as LiDAR operate by sweeping laser-beams across the scene, resulting in a point cloud with notable 1 D curve-like structures. In this work, we introduce a new point cloud processing scheme and backbone, called CurveCloudNet, which takes advantage of the curve-like structure inherent to these sensors. While existing backbones discard the rich 1D traversal patterns and rely on generic 3D operations, CurveCloudNet parameterizes the point cloud as a collection of polylines (dubbed a “curve cloud”), establishing a local surface-aware ordering on the points. By reasoning along curves, CurveCloud-Net captures lightweight curve-aware priors to efficiently and accurately reason in several diverse 3D environments. We evaluate CurveCloudNet on multiple synthetic and real datasets that exhibit distinct 3D size and structure. We demonstrate that CurveCloudNet outperforms both point-based and sparse-voxel backbones in various segmentation settings, notably scaling to large scenes better than point-based alternatives while exhibiting improved single-object performance over sparse-voxel alternatives. In all, Curve-CloudNet is an efficient and accurate backbone that can handle a larger variety of 3D environments than past works.
Colton Stearns, Alex Fu, Jiateng Liu, Jeong Joon Park, Davis Rempe, Despoina Paschalidou, Leonidas J. Guibas
CVPR5
2024 COIN: Control-Inpainting Diffusion Prior for Human and Camera Motion Estimation
Ye Yuan 0007, Davis Rempe, Haotian Zhang 0004, Pavlo Molchanov 0001, Cewu Lu, Jan Kautz, Umar Iqbal 0001
ECCV (16)3
2024 Generating Human Interaction Motions in Scenes with Text Control
Hongwei Yi, Justus Thies, Michael J. Black, Xue Bin Peng, Davis Rempe
ECCV (4)5
2023 Trace and Pace: Controllable Pedestrian Animation via Guided Trajectory Diffusion
abstract
We introduce a method for generating realistic pedestrian trajectories and full-body animations that can be controlled to meet user-defined goals. We draw on recent advances in guided diffusion modeling to achieve test-time controllability of trajectories, which is normally only associated with rule-based systems. Our guided diffusion model allows users to constrain trajectories through target waypoints, speed, and specified social groups while accounting for the surrounding environment context. This trajectory diffusion model is integrated with a novel physics-based humanoid controller to form a closed-loop, full-body pedestrian animation system capable of placing large crowds in a simulated environment with varying terrains. We further propose utilizing the value function learned during RL training of the animation controller to guide diffusion to produce trajectories better suited for particular scenarios such as collision avoidance and traversing uneven terrain. Video results are available on the project page.
Davis Rempe, Zhengyi Luo 0002, Xue Bin Peng, Ye Yuan 0007, Kris Makoto Kitani, Karsten Kreis, Sanja Fidler, Or Litany
CVPR1
2023 COPILOT: Human-Environment Collision Prediction and Localization from Egocentric Videos
abstract
The ability to forecast human-environment collisions from egocentric observations is vital to enable collision avoidance in applications such as VR, AR, and wearable assistive robotics. In this work, we introduce the challenging problem of predicting collisions in diverse environments from multi-view egocentric videos captured from body-mounted cameras. Solving this problem requires a generalizable perception system that can classify which human body joints will collide and estimate a collision region heatmap to localize collisions in the environment. To achieve this, we propose a transformer-based model called COPILOT to perform collision prediction and localization simultaneously, which accumulates information across multi-view inputs through a novel 4D space-time-viewpoint attention mechanism. To train our model and enable future research on this task, we develop a synthetic data generation framework that produces egocentric videos of virtual humans moving and colliding within diverse 3D environments. This framework is then used to establish a large-scale dataset consisting of 8.6M egocentric RGBD frames. Extensive experiments show that COPILOT generalizes to unseen synthetic as well as real-world scenes. We further demonstrate COPILOT outputs are useful for downstream collision avoidance through simple closed-loop control. Please visit our project webpage at https://sites.google.com/stanford.edu/copilot.
Boxiao Pan, Bokui Shen, Davis Rempe, Despoina Paschalidou, Kaichun Mo, Yanchao Yang 0001, Leonidas J. Guibas
ICCV3
2023 Guided Conditional Diffusion for Controllable Traffic Simulation
abstract
Controllable and realistic traffic simulation is critical for developing and verifying autonomous vehicles. Typical heuristic-based traffic models offer flexible control to make vehicles follow specific trajectories and traffic rules. On the other hand, data-driven approaches generate realistic and human-like behaviors, improving transfer from simulated to real-world traffic. However, to the best of our knowledge, no traffic model offers both controllability and realism. In this work, we develop a conditional diffusion model for controllable traffic generation (CTG) that allows users to control desired properties of trajectories at test time (e.g., reach a goal or follow a speed limit) while maintaining realism and physical feasibility through enforced dynamics. The key technical idea is to leverage recent advances from diffusion modeling and differentiable logic to guide generated trajectories to meet rules defined using signal temporal logic (STL). We further extend guidance to multi-agent settings and enable interaction-based rules like collision avoidance. CTG is extensively evaluated on the nuScenes dataset for diverse and composite rules, demonstrating improvement over strong baselines in terms of the controllability-realism tradeoff. Demo videos can be found at https://aiasd.github.io/ctg.github.io
Ziyuan Zhong, Davis Rempe, Danfei Xu, Yuxiao Chen 0008, Sushant Veer, Tong Che, Baishakhi Ray, Marco Pavone 0001
ICRA2
2022 Generating Useful Accident-Prone Driving Scenarios via a Learned Traffic Prior
abstract
Evaluating and improving planning for autonomous vehicles requires scalable generation of long-tail traffic scenarios. To be useful, these scenarios must be realistic and challenging, but not impossible to drive through safely. In this work, we introduce STRIVE, a method to automatically generate challenging scenarios that cause a given planner to produce undesirable behavior, like collisions. To maintain scenario plausibility, the key idea is to leverage a learned model of traffic motion in the form of a graph-based conditional VAE. Scenario generation is formulated as an optimization in the latent space of this traffic model, perturbing an initial real-world scene to produce trajectories that collide with a given planner. A subsequent optimization is used to find a “solution” to the scenario, ensuring it is useful to improve the given planner. Further analysis clusters generated scenarios based on collision type. We attack two planners and show that STRIVE successfully generates realistic, challenging scenarios in both cases. We additionally “close the loop” and use these scenarios to optimize hyperparameters of a rule-based planner.
Davis Rempe, Jonah Philion, Leonidas J. Guibas, Sanja Fidler, Or Litany
CVPR1
2022 SpOT: Spatiotemporal Modeling for 3D Object Tracking
Colton Stearns, Davis Rempe, Jie Li 0031, Rares Ambrus, Sergey Zakharov, Vitor Campagnolo Guizilini, Yanchao Yang 0001, Leonidas J. Guibas
ECCV (38)2
2021 HuMoR: 3D Human Motion Model for Robust Pose Estimation
abstract
We introduce HuMoR: a 3D Human Motion Model for Robust Estimation of temporal pose and shape. Though substantial progress has been made in estimating 3D human motion and shape from dynamic observations, recovering plausible pose sequences in the presence of noise and occlusions remains a challenge. For this purpose, we propose an expressive generative model in the form of a conditional variational autoencoder, which learns a distribution of the change in pose at each step of a motion sequence. Furthermore, we introduce a flexible optimization-based approach that leverages HuMoR as a motion prior to robustly estimate plausible pose and shape from ambiguous observations. Through extensive evaluations, we demonstrate that our model generalizes to diverse motions and body shapes after training on a large motion capture dataset, and enables motion reconstruction from multiple input modalities including 3D keypoints and RGB(-D) videos. See the project page at geometry.stanford.edu/projects/humor.
Davis Rempe, Tolga Birdal, Aaron Hertzmann, Jimei Yang, Srinath Sridhar 0002, Leonidas J. Guibas
ICCV1
2020 Contact and Human Dynamics from Monocular Video
Davis Rempe, Leonidas J. Guibas, Aaron Hertzmann, Bryan C. Russell, Ruben Villegas, Jimei Yang
ECCV (5)1
2020 CaSPR: Learning Canonical Spatiotemporal Point Cloud Representations
abstract
We propose CaSPR, a method to learn object-centric Canonical Spatiotemporal Point Cloud Representations of dynamically moving or evolving objects. Our goal is to enable information aggregation over time and the interrogation of object state at any spatiotemporal neighborhood in the past, observed or not. Different from previous work, CaSPR learns representations that support spacetime continuity, are robust to variable and irregularly spacetime-sampled point clouds, and generalize to unseen object instances. Our approach divides the problem into two subtasks. First, we explicitly encode time by mapping an input point cloud sequence to a spatiotemporally-canonicalized object space. We then leverage this canonicalization to learn a spatiotemporal latent representation using neural ordinary differential equations and a generative model of dynamically evolving shapes using continuous normalizing flows. We demonstrate the effectiveness of our method on several applications including shape reconstruction, camera pose estimation, continuous spatiotemporal sequence reconstruction, and correspondence estimation from irregularly or intermittently sampled observations.
Davis Rempe, Tolga Birdal, Zan Gojcic, Srinath Sridhar 0002, Leonidas J. Guibas
NeurIPS1
2020 Predicting the Physical Dynamics of Unseen 3D Objects
abstract
Machines that can predict the effect of physical interactions on the dynamics of previously unseen object instances are important for creating better robots and interactive virtual worlds. In this work, we focus on predicting the dynamics of 3D objects on a plane that have just been subjected to an impulsive force. In particular, we predict the changes in state-3D position, rotation, velocities, and stability. Different from previous work, our approach can generalize dynamics predictions to object shapes and initial conditions that were unseen during training. Our method takes the 3D object's shape as a point cloud and its initial linear and angular velocities as input. We extract shape features and use a recurrent neural network to predict the full change in state at each time step. Our model can support training with data from both a physics engine or the real world. Experiments show that we can accurately predict the changes in state for unseen object geometries and initial conditions.
Davis Rempe, Srinath Sridhar 0002, He Wang 0010, Leonidas J. Guibas
WACV1
2019 Multiview Aggregation for Learning Category-Specific Shape Reconstruction
abstract
We investigate the problem of learning category-specific 3D shape reconstruction from a variable number of RGB views of previously unobserved object instances. Most approaches for multiview shape reconstruction operate on sparse shape representations, or assume a fixed number of views. We present a method that can estimate dense 3D shape, and aggregate shape across multiple and varying number of input views. Given a single input view of an object instance, we propose a representation that encodes the dense shape of the visible object surface as well as the surface behind line of sight occluded by the visible surface. When multiple input views are available, the shape representation is designed to be aggregated into a single 3D shape using an inexpensive union operation. We train a 2D CNN to learn to predict this representation from a variable number of views (1 or more). We further aggregate multiview information by using permutation equivariant layers that promote order-agnostic view information exchange at the feature level. Experiments show that our approach is able to produce dense 3D reconstructions of objects that improve in quality as more views are added.
Srinath Sridhar 0002, Davis Rempe, Julien Valentin, Sofien Bouaziz, Leonidas J. Guibas
NeurIPS2