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Ze Ma

dblp:230/4529 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2021
0009-0007-3430-8889ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Artificial intelligence and machine learning · 2

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
2 papers
Video understanding and tracking · 52% Knowledge representation and reasoning · 26% Image recognition and object detection · 22%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › data-driven animation
motion priors
0.512021
AMP: adversarial motion priors for stylized physics-based character control · ACM Trans. Graph. 2021
Computer animation and physical simulation › character animation
physics-based character animation
0.512021
AMP: adversarial motion priors for stylized physics-based character control · ACM Trans. Graph. 2021
Computer vision › Video understanding and tracking › activity recognition
human activity recognition
0.412020
PaStaNet: Toward Human Activity Knowledge Engine · CVPR 2020
Computer vision › Video understanding and tracking › video analytics › behavior analysis › human behavior analysis
human activity understanding
0.412020
PaStaNet: Toward Human Activity Knowledge Engine · CVPR 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge acquisition
knowledge base construction
0.412020
PaStaNet: Toward Human Activity Knowledge Engine · CVPR 2020
Computer vision › Image recognition and object detection
human-object interaction detection
0.412019
Transferable Interactiveness Knowledge for Human-Object Interaction Detection · CVPR 2019

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

reinforcement learning · 0.5adversarial imitation learning · 0.5pasta-based reasoning · 0.4part state reasoning · 0.4activity2vec · 0.4transfer learning · 0.4interactiveness network · 0.4
YearPublicationVenuePosition
2021 AMP: adversarial motion priors for stylized physics-based character control
abstract
Synthesizing graceful and life-like behaviors for physically simulated characters has been a fundamental challenge in computer animation. Data-driven methods that leverage motion tracking are a prominent class of techniques for producing high fidelity motions for a wide range of behaviors. However, the effectiveness of these tracking-based methods often hinges on carefully designed objective functions, and when applied to large and diverse motion datasets, these methods require significant additional machinery to select the appropriate motion for the character to track in a given scenario. In this work, we propose to obviate the need to manually design imitation objectives and mechanisms for motion selection by utilizing a fully automated approach based on adversarial imitation learning. High-level task objectives that the character should perform can be specified by relatively simple reward functions, while the low-level style of the character's behaviors can be specified by a dataset of unstructured motion clips, without any explicit clip selection or sequencing. For example, a character traversing an obstacle course might utilize a task-reward that only considers forward progress, while the dataset contains clips of relevant behaviors such as running, jumping, and rolling. These motion clips are used to train an adversarial motion prior, which specifies style-rewards for training the character through reinforcement learning (RL). The adversarial RL procedure automatically selects which motion to perform, dynamically interpolating and generalizing from the dataset. Our system produces high-quality motions that are comparable to those achieved by state-of-the-art tracking-based techniques, while also being able to easily accommodate large datasets of unstructured motion clips. Composition of disparate skills emerges automatically from the motion prior, without requiring a high-level motion planner or other task-specific annotations of the motion clips. We demonstrate the effectiveness of our framework on a diverse cast of complex simulated characters and a challenging suite of motor control tasks.
Xue Bin Peng, Ze Ma, Pieter Abbeel, Sergey Levine, Angjoo Kanazawa
ACM Trans. Graph.2
2020 PaStaNet: Toward Human Activity Knowledge Engine
abstract
Existing image-based activity understanding methods mainly adopt direct mapping, i.e. from image to activity concepts, which may encounter performance bottleneck since the huge gap. In light of this, we propose a new path: infer human part states first and then reason out the activities based on part-level semantics. Human Body Part States (PaSta) are fine-grained action semantic tokens, e.g., which can compose the activities and help us step toward human activity knowledge engine. To fully utilize the power of PaSta, we build a large-scale knowledge base PaStaNet, which contains 7M+ PaSta annotations. And two corresponding models are proposed: first, we design a model named Activity2Vec to extract PaSta features, which aim to be general representations for various activities. Second, we use a PaSta-based Reasoning method to infer activities. Promoted by PaStaNet, our method achieves significant improvements, e.g. 6.4 and 13.9 mAP on full and one-shot sets of HICO in supervised learning, and 3.2 and 4.2 mAP on V-COCO and images-based AVA in transfer learning. Code and data are available at http://hake-mvig.cn/.
Yong-Lu Li 0001, Liang Xu 0012, Xinpeng Liu 0002, Xijie Huang, Haoshu Fang, Ze Ma, Cewu Lu
CVPR8
2019 Transferable Interactiveness Knowledge for Human-Object Interaction Detection
abstract
Human-Object Interaction (HOI) Detection is an important problem to understand how humans interact with objects. In this paper, we explore Interactiveness Knowledge which indicates whether human and object interact with each other or not. We found that interactiveness knowledge can be learned across HOI datasets, regardless of HOI category settings. Our core idea is to exploit an Interactiveness Network to learn the general interactiveness knowledge from multiple HOI datasets and perform Non-Interaction Suppression before HOI classification in inference. On account of the generalization of interactiveness, interactiveness network is a transferable knowledge learner and can be cooperated with any HOI detection models to achieve desirable results. We extensively evaluate the proposed method on HICO-DET and V-COCO datasets. Our framework outperforms state-of-the-art HOI detection results by a great margin, verifying its efficacy and flexibility. Code is available at https://github.com/DirtyHarryLYL/Transferable-Interactiveness-Network.
Yong-Lu Li 0001, Xijie Huang, Liang Xu 0012, Ze Ma, Haoshu Fang, Cewu Lu
CVPR5