Guy Tevet

dblp:229/4227 · DBLP profile ↗
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13ranked-venue papers
4as first author
13since 2021 · last 2026
0000-0003-4376-2403ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-author · 8 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
YearPublicationVenuePosition
2026 Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion
Haim Sawdayee, Chuan Guo 0002, Guy Tevet, Bing Zhou 0001, Jian Wang 0100, Amit Bermano
Comput. Graph. Forum3
2026 Dance Like a Chicken: Low-Rank Stylization for Human Motion Diffusion
abstract
Abstract Text‐to‐motion generative models span a wide range of 3D human actions but struggle with nuanced stylistic attributes such as a “Chicken” style. Due to the scarcity of style‐specific data, existing approaches pull the generative prior towards a reference style, which often results in out‐of‐distribution, low‐quality generations. In this work, we introduce LoRA‐MDM, a lightweight framework for motion stylization that generalizes to complex actions while maintaining editability. Our key insight is that adapting the generative prior to include the style, while preserving its overall distribution, is more effective than modifying each individual motion during generation. Building on this idea, LoRA‐MDM learns to adapt the prior to include the reference style using only a few samples. The style can then be used in the context of different textual prompts for generation. The low‐rank adaptation shifts the motion manifold in a semantically meaningful way, enabling realistic style infusion even for actions not present in the reference samples. Moreover, preserving the distribution structure enables advanced operations such as style blending and motion editing. We compare LoRA‐MDM to state‐of‐the‐art stylized motion generation methods and demonstrate a favorable balance between text fidelity and style consistency. Project page at https://haimsaw.github.io/LoRA‐MDM/
Haim Sawdayee, Chuan Guo 0002, Guy Tevet, Bing Zhou 0001, Jian Wang 0100, Amit Bermano
Comput. Graph. Forum3
2026 SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control
abstract
Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at youtu.be/jBA2tWk6vzU.
Yuxuan Mu, Yi Shi 0008, Dun Yang, Minami Matsumoto, Kotaro Imamura, Guy Tevet, Chuan Guo 0002, Chang Shu 0001, Pengcheng Xi, Xue Bin Peng
ACM Trans. Graph.7
2025 CLoSD: Closing the Loop between Simulation and Diffusion for multi-task character control
abstract
Motion diffusion models and Reinforcement Learning (RL) based control for physics-based simulations have complementary strengths for human motion generation. The former is capable of generating a wide variety of motions, adhering to intuitive control such as text, while the latter offers physically plausible motion and direct interaction with the environment. In this work, we present a method that combines their respective strengths. CLoSD is a text-driven RL physics-based controller, guided by diffusion generation for various tasks. Our key insight is that motion diffusion can serve as an on-the-fly universal planner for a robust RL controller. To this end, CLoSD maintains a closed-loop interaction between two modules — a Diffusion Planner (DiP), and a tracking controller. DiP is a fast-responding autoregressive diffusion model, controlled by textual prompts and target locations, and the controller is a simple and robust motion imitator that continuously receives motion plans from DiP and provides feedback from the environment. CLoSD is capable of seamlessly performing a sequence of different tasks, including navigation to a goal location, striking an object with a hand or foot as specified in a text prompt, sitting down, and getting up.
Guy Tevet, Sigal Raab, Setareh Cohan, Daniele Reda, Zhengyi Luo 0002, Xue Bin Peng, Amit Bermano, Michiel van de Panne
ICLR1
2025 Generating Detailed Character Motion from Blocking Poses
abstract
We focus on the problem of using generative diffusion models for the task of motion detailing: converting a rough version of a character animation, represented by a sparse set of coarsely posed, and imprecisely timed blocking poses, into a detailed, natural looking character animation. Current diffusion models can address the problem of correcting the timing of imprecisely timed poses, but we find that no good solution exists for leveraging the diffusion prior to enhance a sparse set of blocking poses with additional pose detail. We overcome this challenge using a simple inference-time trick. At certain diffusion steps, we blend the outputs of an unconditioned diffusion model with input blocking pose constraints using per-blocking-pose tolerance weights, and pass this result in as the input condition to an pre-existing motion retiming model. We find this approach works significantly better than existing approaches that attempt to add detail by blending model outputs or via expressing blocking pose constraints as guidance. The result is the first diffusion model that can robustly convert blocking-level poses into plausible detailed character animations. The project page for this work can be found at https://purvigoel.github.io/generative-motion-detailing/.
Purvi Goel, Guy Tevet, C. Karen Liu, Kayvon Fatahalian
SIGGRAPH Asia2
2024 MAS: Multi-view Ancestral Sampling for 3D Motion Generation Using 2D Diffusion
abstract
We introduce Multi-view Ancestral Sampling (MAS), a method for 3D motion generation, using 2D diffusion models that were trained on motions obtained from in-the-wild videos. As such, MAS opens opportunities to exciting and diverse fields of motion previously under-explored as 3D data is scarce and hard to collect. MAS works by simultaneously denoising multiple 2D motion sequences representing different views of the same 3D motion. It ensures consistency across all views at each diffusion step by combining the individual generations into a unified 3D sequence, and projecting it back to the original views. We demonstrate MAS on 2D pose data acquired from videos depicting professional basketball maneuvers, rhythmic gymnastic performances featuring a ball apparatus, and horse races. In each of these domains, 3D motion capture is arduous, and yet, MAS generates diverse and realistic 3D sequences. Unlike the Score Distillation approach, which optimizes each sample by repeatedly applying small fixes, our method uses a sampling process that was constructed for the diffusion framework. As we demonstrate, MAS avoids common issues such as out-of-domain sampling and mode-collapse. https://guytevet.github.io/mas-page/
Roy Kapon, Guy Tevet, Daniel Cohen-Or, Amit Bermano
CVPR2
2024 Single Motion Diffusion
abstract
Synthesizing realistic animations of humans, animals, and even imaginary creatures, has long been a goal for artists and computer graphics professionals. Compared to the imaging domain, which is rich with large available datasets, the number of data instances for the motion domain is limited, particularly for the animation of animals and exotic creatures (e.g., dragons), which have unique skeletons and motion patterns. In this work, we introduce SinMDM, a Single Motion Diffusion Model. It is designed to learn the internal motifs of a single motion sequence with arbitrary topology and synthesize a variety of motions of arbitrary length that remain faithful to the learned motifs. We harness the power of diffusion models and present a denoising network explicitly designed for the task of learning from a single input motion. SinMDM is crafted as a lightweight architecture, which avoids overfitting by using a shallow network with local attention layers that narrow the receptive field and encourage motion diversity. Our work applies to multiple contexts, including spatial and temporal in-betweening, motion expansion, style transfer, and crowd animation. Our results show that SinMDM outperforms existing methods both qualitatively and quantitatively. Moreover, while prior network-based approaches require additional training for different applications, SinMDM supports these applications during inference. Our project page, which includes links to the code and trained models, is accessible at https://sinmdm.github.io/SinMDM-page.
Sigal Raab, Inbal Leibovitch, Guy Tevet, Moab Arar, Amit Bermano, Daniel Cohen-Or
ICLR3
2024 Human Motion Diffusion as a Generative Prior
abstract
Recent work has demonstrated the significant potential of denoising diffusion models for generating human motion, including text-to-motion capabilities. However, these methods are restricted by the paucity of annotated motion data, a focus on single-person motions, and a lack of detailed control. In this paper, we introduce three forms of composition based on diffusion priors: sequential, parallel, and model composition. Using sequential composition, we tackle the challenge of long sequence generation. We introduce DoubleTake, an inference-time method with which we generate long animations consisting of sequences of prompted intervals and their transitions, using a prior trained only for short clips. Using parallel composition, we show promising steps toward two-person generation. Beginning with two fixed priors as well as a few two-person training examples, we learn a slim communication block, ComMDM, to coordinate interaction between the two resulting motions. Lastly, using model composition, we first train individual priors to complete motions that realize a prescribed motion for a given joint. We then introduce DiffusionBlending, an interpolation mechanism to effectively blend several such models to enable flexible and efficient fine-grained joint and trajectory-level control and editing. We evaluate the composition methods using an off-the-shelf motion diffusion model, and further compare the results to dedicated models trained for these specific tasks.
Yoni Shafir, Guy Tevet, Roy Kapon, Amit Bermano
ICLR2
2024 Monkey See, Monkey Do: Harnessing Self-attention in Motion Diffusion for Zero-shot Motion Transfer
Sigal Raab, Inbar Gat, Nathan Sala, Guy Tevet, Rotem Shalev-Arkushin, Ohad Fried, Amit Bermano, Daniel Cohen-Or
SIGGRAPH Asia4
2023 Human Motion Diffusion Model
Guy Tevet, Sigal Raab, Brian Gordon, Yonatan Shafir, Daniel Cohen-Or, Amit Bermano
ICLR1
2023 Generative Design of Sheet Metal Structures
abstract
Sheet Metal (SM) fabrication is perhaps one of the most common metalworking technique. Despite its prevalence, SM design is manual and costly, with rigorous practices that restrict the search space, yielding suboptimal results. In contrast, we present a framework for the first automatic design of SM parts. Focusing on load bearing applications, our novel system generates a high-performing manufacturable SM that adheres to the numerous constraints that SM design entails: The resulting part minimizes manufacturing costs while adhering to structural, spatial, and manufacturing constraints. In other words, the part should be strong enough, not disturb the environment, and adhere to the manufacturing process. These desiderata sum up to an elaborate, sparse, and expensive search space. Our generative approach is a carefully designed exploration process, comprising two steps. In Segment Discovery connections from the input load to attachable regions are accumulated, and during Segment Composition the most performing valid combination is searched for. For Discovery, we define a slim grammar, and sample it for parts using a Markov-Chain Monte Carlo (MCMC) approach, ran in intercommunicating instances (i.e, chains) for diversity. This, followed by a short continuous optimization, enables building a diverse and high-quality library of substructures. During Composition, a valid and minimal cost combination of the curated substructures is selected. To improve compliance significantly without additional manufacturing costs, we reinforce candidate parts onto themselves --- a unique SM capability called self-riveting. we provide our code and data in https://github.com/amir90/AutoSheetMetal. We show our generative approach produces viable parts for numerous scenarios. We compare our system against a human expert and observe improvements in both part quality and design time. We further analyze our pipeline's steps with respect to resulting quality, and have fabricated some results for validation. We hope our system will stretch the field of SM design, replacing costly expert hours with minutes of standard CPU, making this cheap and reliable manufacturing method accessible to anyone.
Amir Barda, Guy Tevet, Adriana Schulz, Amit Bermano
ACM Trans. Graph.2
2022 MotionCLIP: Exposing Human Motion Generation to CLIP Space
Guy Tevet, Brian Gordon, Amir Hertz, Amit Bermano, Daniel Cohen-Or
ECCV (22)1
2021 Evaluating the Evaluation of Diversity in Natural Language Generation
abstract
Despite growing interest in natural language generation (NLG) models that produce diverse outputs, there is currently no principled method for evaluating the diversity of an NLG system.In this work, we propose a framework for evaluating diversity metrics.The framework measures the correlation between a proposed diversity metric and a diversity parameter, a single parameter that controls some aspect of diversity in generated text.For example, a diversity parameter might be a binary variable used to instruct crowdsourcing workers to generate text with either low or high content diversity.We demonstrate the utility of our framework by: (a) establishing best practices for eliciting diversity judgments from humans, (b) showing that humans substantially outperform automatic metrics in estimating content diversity, and (c) demonstrating that existing methods for controlling diversity by tuning a "decoding parameter" mostly affect form but not meaning.Our framework can advance the understanding of different diversity metrics, an essential step on the road towards better NLG systems.
Guy Tevet, Jonathan Berant
EACL1