Jinkun Cao

dblp:224/0126 · DBLP profile ↗
← Back
21ranked-venue papers
6as first author
19since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 18 · 6 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 3 first-author · 10 since 2021Systems, architecture and hardware · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Contact4D: A Video Dataset for Whole-Body Human Motion and Finger Contact in Dexterous Operations
abstract
Understanding how humans interact with objects is key to building robust human-centric artificial intelligence. However, this area remains relatively unexplored due to the lack of large-scale datasets. Recent datasets focusing on this issue mainly consist of activities captured entirely in controlled lab environments, and contact annotations are mostly estimated using threshold clips. We introduce Contact4D, a multi-view video dataset for humanobject interaction that provides detailed body poses and accurate contact annotations. We use a flexible multiview capture system to record individuals performing furniture assembly tasks and provide annotations for human detection, tracking, 2D/3D pose estimation, and groundtruth contact. Additionally, we propose a novel processing pipeline to extract accurate hand poses even when they are severely occluded. Contact4D consists of$2 M$images captured from 19 synchronized cameras across 350 video sequences, spanning diverse environments, varioius furniture types, and unique subjects. We evaluate existing methods for human pose estimation and human-centric contact estimation, demonstrating their inability to generalize to our dataset. Lastly, we fine-tune a pretrained MultiHMR model on Contact4D and observe an improved performance of 56.6% body MPJPE and 26.4% hand MPJPE in scenarios under severe self-occlusion and object occlusion. Code and data are available at https://jyuntins.github.io/Contact4D.
Jyun-Ting Song, JungEun Kim, Jinkun Cao, Takuma Yagi, Kris Makoto Kitani
3DV3
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
ICCV2
2024 Real-Time Simulated Avatar from Head-Mounted Sensors
abstract
We present SimXR, a methodfor controlling a simulated avatar from information (headset pose and cameras) ob-tained from AR / VR headsets. Due to the challenging view-point of head-mounted cameras, the human body is often clipped out of view, making traditional image-based ego-centric pose estimation challenging. On the other hand, headset poses provide valuable information about overall body motion, but lack fine-grained details about the hands and feet. To synergize headset poses with cameras, we control a humanoid to track headset movement while analyzing input images to decide body movement. When body parts are seen, the movements of hands and feet will be guided by the images; when unseen, the laws of physics guide the controller to generate plausible motion. We design an end-to-end method that does not rely on any intermediate representations and learns to directly map from images and headset poses to humanoid control signals. To train our method, we also propose a large-scale synthetic dataset created using camera configurations compatible with a commercially available VR headset (Quest 2) and show promising results on real-world captures. To demonstrate the applicability of our framework, we also test it on an AR headset with a forward-facing camera.
Zhengyi Luo 0002, Jinkun Cao, Rawal Khirodkar, Alexander Winkler, Jing Huang 0020, Kris Makoto Kitani, Weipeng Xu
CVPR2
2024 Universal Humanoid Motion Representations for Physics-Based Control
abstract
We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.
Zhengyi Luo 0002, Jinkun Cao, Josh Merel, Alexander Winkler, Jing Huang 0020, Kris Makoto Kitani, Weipeng Xu
ICLR2
2024 Unified Human-Scene Interaction via Prompted Chain-of-Contacts
abstract
Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. The framework defines interaction as ``Chain of Contacts (CoC)", representing steps involving human joint-object part pairs. This concept is inspired by the strong correlation between interaction types and corresponding contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes.
Zeqi Xiao, Jingbo Wang 0003, Jinkun Cao, Bo Dai 0002, Dahua Lin, Jiangmiao Pang
ICLR4
2024 Multi-Object Tracking by Hierarchical Visual Representations
abstract
We propose a new visual hierarchical representation paradigm for multi-object tracking. It is more effective to discriminate between objects by attending to objects’ compositional visual regions and contrasting with the background contextual information instead of sticking to only the semantic visual cue such as bounding boxes. This compositional-semantic-contextual hierarchy is flexible to be integrated in different appearance-based multi-object tracking methods. We also propose an attention-based visual feature module to fuse the hierarchical visual representations. The proposed method achieves state-of-the-art accuracy and time efficiency among query-based methods on multiple multi-object tracking benchmarks.
Jinkun Cao, Jiangmiao Pang, Kris Makoto Kitani
ICRA1
2024 Omnigrasp: Grasping Diverse Objects with Simulated Humanoids
abstract
We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.
Zhengyi Luo 0002, Jinkun Cao, Sammy Joe Christen, Alexander Winkler, Kris Makoto Kitani, Weipeng Xu
NeurIPS2
2024 CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics
abstract
Enabling humanoid robots to clean rooms has long been a pursued dream within humanoid research communities. However, many tasks require multi-humanoid collaboration, such as carrying large and heavy furniture together. Given the scarcity of motion capture data on multi-humanoid collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce **Coo**perative **H**uman-**O**bject **I**nteraction (**CooHOI**), a framework designed to tackle the challenge of multi-humanoid object transportation problem through a two-phase learning paradigm: individual skill learning and subsequent policy transfer. First, a single humanoid character learns to interact with objects through imitation learning from human motion priors. Then, the humanoid learns to collaborate with others by considering the shared dynamics of the manipulated object using centralized training and decentralized execution (CTDE) multi-agent RL algorithms. When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-humanoid HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-humanoid interactions, and can be seamlessly extended to include more participants and a wide range of object types.
Jiawei Gao 0004, Ziqin Wang, Zeqi Xiao, Jingbo Wang 0003, Jinkun Cao, Xiaolin Hu 0001, Si Liu 0001, Jifeng Dai, Jiangmiao Pang
NeurIPS6
2024 MGF: Mixed Gaussian Flow for Diverse Trajectory Prediction
abstract
To predict future trajectories, the normalizing flow with a standard Gaussian prior suffers from weak diversity. The ineffectiveness comes from the conflict between the fact of asymmetric and multi-modal distribution of likely outcomes and symmetric and single-modal original distribution and supervision losses. Instead, we propose constructing a mixed Gaussian prior for a normalizing flow model for trajectory prediction. The prior is constructed by analyzing the trajectory patterns in the training samples without requiring extra annotations while showing better expressiveness and being multi-modal and asymmetric. Besides diversity, it also provides better controllability for probabilistic trajectory generation. We name our method Mixed Gaussian Flow (MGF). It achieves state-of-the-art performance in the evaluation of both trajectory alignment and diversity on the popular UCY/ETH and SDD datasets. Code is available at https://github.com/mulplue/MGF.
Jinkun Cao, Dahua Lin, Kris Makoto Kitani, Jiangmiao Pang
NeurIPS2
2024 Harmony4D: A Video Dataset for In-The-Wild Close Human Interactions
abstract
Understanding how humans interact with each other is key to building realistic multi-human virtual reality systems. This area remains relatively unexplored due to the lack of large-scale datasets. Recent datasets focusing on this issue mainly consist of activities captured entirely in controlled indoor environments with choreographed actions, significantly affecting their diversity. To address this, we introduce Harmony4D, a multi-view video dataset for human-human interaction featuring in-the-wild activities such as wrestling, dancing, MMA,and more. We use a flexible multi-view capture system to record these dynamic activities and provide annotations for human detection, tracking, 2D/3D pose estimation, and mesh recovery for closely interacting subjects. We propose a novel markerless algorithm to track 3D human poses in severe occlusion and close interaction to obtain our annotations with minimal manual intervention. Harmony4D consists of 1.66 million images and 3.32 million human instances from more than 20 synchronized cameras with 208 video sequences spanning diverse environments and 24 unique subjects. We rigorously evaluate existing state-of-the-art methods for mesh recovery and highlight their significant limitations in modeling close interaction scenarios. Additionally, we fine-tune a pre-trained HMR2.0 model on Harmony4D and demonstrate an improved performance of 54.8% PVE in scenes with severe occlusion and contact. “Harmony—a cohesive alignment of human behaviors." Code and data are available at https://jyuntins.github.io/harmony4d/.
Rawal Khirodkar, Jyun-Ting Song, Jinkun Cao, Zhengyi Luo 0002, Kris Makoto Kitani
NeurIPS3
2023 Observation-Centric SORT: Rethinking SORT for Robust Multi-Object Tracking
abstract
Kalman filter (KF) based methods for multi-object tracking (MOT) make an assumption that objects move linearly. While this assumption is acceptable for very short periods of occlusion, linear estimates of motion for prolonged time can be highly inaccurate. Moreover, when there is no measurement available to update Kalman filter parameters, the standard convention is to trust the priori state estimations for posteriori update. This leads to the accumulation of errors during a period of occlusion. The error causes significant motion direction variance in practice. In this work, we show that a basic Kalman filter can still obtain state-of-the-art tracking performance if proper care is taken to fix the noise accumulated during occlusion. Instead of relying only on the linear state estimate (i.e., estimation-centric approach), we use object observations (i.e., the measurements by object detector) to compute a virtual trajectory over the occlusion period to fix the error accumulation of filter parameters. This allows more time steps to correct errors accumulated during occlusion. We name our method Observation-Centric SORT (OC-SORT). It remains Simple, Online, and Real-Time but improves robustness during occlusion and non-linear motion. Given off-the-shelf detections as input, OC-SORT runs at 700+ FPS on a single CPU. It achieves state-of-the-art on multiple datasets, including MOT17, MOT20, KITTI, head tracking, and especially DanceTrack where the object motion is highly non-linear. The code and models are available at https://github.com/noahcao/OC_SORT.
Jinkun Cao, Jiangmiao Pang, Xinshuo Weng, Rawal Khirodkar, Kris Makoto Kitani
CVPR1
2023 MV-JAR: Masked Voxel Jigsaw and Reconstruction for LiDAR-Based Self-Supervised Pre-Training
abstract
This paper introduces the Masked Voxel Jigsaw and Reconstruction (MV-JAR) method for LiDAR-based self-supervised pre-training and a carefully designed data-efficient 3D object detection benchmark on the Waymo dataset. Inspired by the scene-voxel-point hierarchy in downstream 3D object detectors, we design masking and reconstruction strategies accounting for voxel distributions in the scene and local point distributions within the voxel. We employ a Reversed-Furthest-Voxel-Sampling strategy to address the uneven distribution of LiDAR points and propose MV-JAR, which combines two techniques for modeling the aforementioned distributions, resulting in superior performance. Our experiments reveal limitations in previous data-efficient experiments, which uniformly sample fine-tuning splits with varying data proportions from each LiDAR sequence, leading to similar data diversity across splits. To address this, we propose a new benchmark that samples scene sequences for diverse fine-tuning splits, ensuring adequate model convergence and providing a more accurate evaluation of pre-training methods. Experiments on our Waymo benchmark and the KITTI dataset demonstrate that MV-JAR consistently and significantly improves 3D detection performance across various data scales, achieving up to a 6.3% increase in mAPH compared to training from scratch. Codes and the benchmark are available at https://github.com/SmartBot-PJLab/MV-JAR.
Runsen Xu, Runjian Chen, Jinkun Cao, Jiangmiao Pang, Dahua Lin
CVPR5
2023 Perpetual Humanoid Control for Real-time Simulated Avatars
abstract
We present a physics-based humanoid controller that achieves high-fidelity motion imitation and fault-tolerant behavior in the presence of noisy input (e.g. pose estimates from video or generated from language) and unexpected falls. Our controller scales up to learning ten thousand motion clips without using any external stabilizing forces and learns to naturally recover from fail-state. Given reference motion, our controller can perpetually control simulated avatars without requiring resets. At its core, we propose the progressive multiplicative control policy (PMCP), which dynamically allocates new network capacity to learn harder and harder motion sequences. PMCP allows efficient scaling for learning from large-scale motion databases and adding new tasks, such as fail-state recovery, without catastrophic forgetting. We demonstrate the effectiveness of our controller by using it to imitate noisy poses from video-based pose estimators and language-based motion generators in a live and real-time multi-person avatar use case.
Zhengyi Luo 0002, Jinkun Cao, Alexander Winkler, Kris Makoto Kitani, Weipeng Xu
ICCV2
2023 Deep OC-Sort: Multi-Pedestrian Tracking by Adaptive Re-Identification
abstract
Motion-based association for Multi-Object Tracking (MOT) has recently re-achieved prominence with the rise of powerful object detectors. Despite this, little work has been done to incorporate appearance cues beyond simple heuristic models that lack robustness to feature degradation. In this paper, we propose a novel way to leverage objects’ appearances to adaptively integrate appearance matching into existing high-performance motion-based methods. Building upon the pure motion-based method OC-SORT, we achieve 1st place on MOT20 and 2nd place on MOT17 with 63.9 and 64.9 HOTA, respectively. We also achieve 61.3 HOTA on the challenging DanceTrack benchmark as a new state-of-the-art even compared to more heavily-designed methods. The code and models are available at https://github.com/GerardMaggiolino/Deep-OC-SORT.
Gerard Maggiolino, Adnan Ahmad, Jinkun Cao, Kris Makoto Kitani
ICIP3
2022 Track Targets by Dense Spatio-Temporal Position Encoding
Jinkun Cao, Kris Makoto Kitani
BMVC1
2022 DanceTrack: Multi-Object Tracking in Uniform Appearance and Diverse Motion
abstract
A typical pipeline for multi-object tracking (MOT) is to use a detector for object localization, and following re-identification (re-ID)for object association. This pipeline is partially motivated by recent progress in both object detection and re- ID, and partially motivated by biases in existing tracking datasets, where most objects tend to have distin-guishing appearance and re-ID models are sufficient for es-tablishing associations. In response to such bias, we would like to re-emphasize that methods for multi-object tracking should also work when object appearance is not sufficiently discriminative. To this end, we propose a large-scale dataset for multi-human tracking, where humans have sim-ilar appearance, diverse motion and extreme articulation. As the dataset contains mostly group dancing videos, we name it “DanceTrack”. We expect DanceTrack to provide a better platform to develop more MOT algorithms that rely less on visual discrimination and depend more on motion analysis. We benchmark several state-of-the-art trackers on our dataset and observe a significant performance drop on DanceTrack when compared against existing benchmarks. The dataset, project code and competition is released at: https://github.com/DanceTrack.
Peize Sun, Jinkun Cao, Yi Jiang 0009, Zehuan Yuan, Song Bai 0001, Kris Makoto Kitani, Ping Luo 0002
CVPR2
2022 An Empirical Study on Disentanglement of Negative-free Contrastive Learning
abstract
Negative-free contrastive learning methods have attracted a lot of attention with simplicity and impressive performances for large-scale pretraining. However, its disentanglement property remains unexplored. In this paper, we examine negative-free contrastive learning methods to study the disentanglement property empirically. We find that existing disentanglement metrics fail to make meaningful measurements for high-dimensional representation models, so we propose a new disentanglement metric based on Mutual Information between latent representations and data factors. With this proposed metric, we benchmark the disentanglement property of negative-free contrastive learning on both popular synthetic datasets and a real-world dataset CelebA. Our study shows that the investigated methods can learn a well-disentangled subset of representation. As far as we know, we are the first to extend the study of disentangled representation learning to high-dimensional representation space and introduce negative-free contrastive learning methods into this area. The source code of this paper is available at https://github.com/noahcao/disentanglementlibmed.
Jinkun Cao, Ruiqian Nai, Jialei Huang, Yang Gao 0029
NeurIPS1
2022 Attribute Restoration Framework for Anomaly Detection
abstract
With the recent advances in deep neural networks, anomaly detection in multimedia has received much attention in the computer vision community. While reconstruction-based methods have recently shown great promise for anomaly detection, the information equivalence among input and supervision for reconstruction tasks can not effectively force the network to learn semantic feature embeddings. We here propose to break this equivalence by erasing selected attributes from the original data and reformulate it as a restoration task, where the normal and the anomalous data are expected to be distinguishable based on restoration errors. Through forcing the network to restore the original image, the semantic feature embeddings related to the erased attributes are learned by the network. During testing phases, because anomalous data are restored with the attribute learned from the normal data, the restoration error is expected to be large. Extensive experiments have demonstrated that the proposed method significantly outperforms several state-of-the-arts on multiple benchmark datasets, especially on ImageNet, increasing the AUROC of the top-performing baseline by 10.1%. We also evaluate our method on a real-world anomaly detection dataset MVTec AD.
Chaoqin Huang, Jinkun Cao, Maosen Li, Ya Zhang 0002, Cewu Lu
IEEE Trans. Multim.3
2021 Instance-Aware Predictive Navigation in Multi-Agent Environments
abstract
In this work, we aim to achieve efficient end-to-end learning of driving policies in dynamic multi-agent environments. Predicting and anticipating future events at the object level are critical for making informed driving decisions. We propose an Instance-Aware Predictive Control (IPC) approach, which forecasts interactions between agents as well as future scene structures. We adopt a novel multi-instance event prediction module to estimate the possible interaction among agents in the ego-centric view, conditioned on the selected action sequence of the ego-vehicle. To decide the action at each step, we seek the action sequence that can lead to safe future states based on the prediction module outputs by repeatedly sampling likely action sequences. We design a sequential action sampling strategy to better leverage predicted states on both scene-level and instance-level. Our method establishes a new state of the art in the challenging CARLA multi-agent driving simulation environments without expert demonstration, giving better explainability and sample efficiency.
Jinkun Cao, Xin Wang 0066, Trevor Darrell, Fisher Yu 0001
ICRA1
2019 Cross-Domain Adaptation for Animal Pose Estimation
abstract
In this paper, we are interested in pose estimation of animals. Animals usually exhibit a wide range of variations on poses and there is no available animal pose dataset for training and testing. To address this problem, we build an animal pose dataset to facilitate training and evaluation. Considering the heavy labor needed to label dataset and it is impossible to label data for all concerned animal species, we, therefore, proposed a novel cross-domain adaptation method to transform the animal pose knowledge from labeled animal classes to unlabeled animal classes. We use the modest animal pose dataset to adapt learned knowledge to multiple animals species. Moreover, humans also share skeleton similarities with some animals (especially four-footed mammals). Therefore, the easily available human pose dataset, which is of a much larger scale than our labeled animal dataset, provides important prior knowledge to boost up the performance on animal pose estimation. Experiments show that our proposed method leverages these pieces of prior knowledge well and achieves convincing results on animal pose estimation.
Jinkun Cao, Hongyang Tang, Haoshu Fang, Xiaoyong Shen, Yu-Wing Tai, Cewu Lu
ICCV1
2018 Pairwise Body-Part Attention for Recognizing Human-Object Interactions
Haoshu Fang, Jinkun Cao, Yu-Wing Tai, Cewu Lu
ECCV (10)2