EDBT 2026 Demo / reviewers in the wild / expert
Huaijin Pi
dblp:256/0967
· DBLP profile ↗
12ranked-venue papers
3as first author
11since 2021 · last 2026
0000-0001-7076-1321ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 3 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 8 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Strips as Tokens: Artist Mesh Generation with Native UV SegmentationabstractRecent advancements in autoregressive transformers have demonstrated remarkable potential for generating artist-quality meshes. However, the token ordering strategies employed by existing methods typically fail to meet professional artist standards, where coordinate-based sorting yields inefficiently long sequences, and patch-based heuristics disrupt the continuous edge flow and structural regularity essential for high-quality modeling. To address these limitations, we propose Strips as Tokens ( SATO ), a novel framework with a token ordering strategy inspired by triangle strips. By constructing the sequence as a connected chain of faces that explicitly encodes UV boundaries, our method naturally preserves the organized edge flow and semantic layout characteristic of artist-created meshes. A key advantage of this formulation is its unified representation, enabling the same token sequence to be decoded into either a triangle or quadrilateral mesh. This flexibility facilitates joint training on both data types: large-scale triangle data provides fundamental structural priors, while high-quality quad data enhances the geometric regularity of the outputs. Extensive experiments demonstrate that SATO consistently outperforms prior methods in terms of geometric quality, structural coherence, and UV segmentation. Rui Xu 0016, Dafei Qin, Kaichun Qiao, Qiujie Dong, Huaijin Pi, Qixuan Zhang, Longwen Zhang, Lan Xu 0003, Jingyi Yu 0001, Wenping Wang 0001, Taku Komura |
ACM Trans. Graph. | 5 |
| 2025 | Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations
Ruoxi Guo, Huaijin Pi, Zehong Shen, Qing Shuai, Zechen Hu, Zhumei Wang, Yajiao Dong, Ruizhen Hu, Taku Komura, Sida Peng, Xiaowei Zhou 0001 |
ICCV | 2 |
| 2025 | MotionStreamer: Streaming Motion Generation via Diffusion-Based Autoregressive Model in Causal Latent Space
Lixing Xiao, Shunlin Lu, Huaijin Pi, Liang Pan, Yueer Zhou, Ziyong Feng, Xiaowei Zhou 0001, Sida Peng, Jingbo Wang 0003 |
ICCV | 3 |
| 2025 | Ready-to-React: Online Reaction Policy for Two-Character Interaction GenerationabstractThis paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence, and (2) jointly generating two-character motions based on specific conditions. We argue that these settings fail to model the process of real-life two-character interactions, where humans will react to their counterparts in real time and act as independent individuals. In contrast, we propose an online reaction policy, called Ready-to-React, to generate the next character pose based on past observed motions. Each character has its own reaction policy as its ``brain'', enabling them to interact like real humans in a streaming manner. Our policy is implemented by incorporating a diffusion head into an auto-regressive model, which can dynamically respond to the counterpart's motions while effectively mitigating the error accumulation throughout the generation process. We conduct comprehensive experiments using the challenging boxing task. Experimental results demonstrate that our method outperforms existing baselines and can generate extended motion sequences. Additionally, we show that our approach can be controlled by sparse signals, making it well-suited for VR and other online interactive environments. Code and data will be made publicly available. Zhi Cen, Huaijin Pi, Sida Peng, Qing Shuai, Yujun Shen, Hujun Bao, Xiaowei Zhou 0001, Ruizhen Hu |
ICLR | 2 |
| 2025 | CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated ObjectsabstractSynthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics.
The core challenges are twofold.
First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation.
Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts.
To address these challenges, we propose a novel coordinated diffusion noise optimization framework.
Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization.
Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity.
To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry.
This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion.
We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.
The code will be released for reproducibility. Huaijin Pi, Zhi Cen, Zhiyang Dou, Taku Komura |
NeurIPS | 1 |
| 2024 | Generating Human Motion in 3D Scenes from Text DescriptionsabstractGenerating human motions from textual descriptions has gained growing research interest due to its wide range of applications. However, only a few works consider human- scene interactions together with text conditions, which is crucial for visual and physical realism. This paper fo-cuses on the task of generating human motions in 3D in-door scenes given text descriptions of the human-scene in-teractions. This task presents challenges due to the multi-modality nature of text, scene, and motion, as well as the need for spatial reasoning. To address these challenges, we propose a new approach that decomposes the complex prob-lem into two more manageable sub-problems: (1) language grounding of the target object and (2) object-centric motion generation. For language grounding of the target ob-ject, we leverage the power of large language models. For motion generation, we design an object-centric scene rep-resentation for the generative model to focus on the target object, thereby reducing the scene complexity and facilitating the modeling of the relationship between human motions and the object. Experiments demonstrate the better motion quality of our approach compared to baselines and validate our design choices. Code will be available at link. Zhi Cen, Huaijin Pi, Sida Peng, Zehong Shen, Shuai Zhu, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 2 |
| 2024 | World-Grounded Human Motion Recovery via Gravity-View CoordinatesabstractWe present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/. Zehong Shen, Huaijin Pi, Yan Xia 0007, Zhi Cen, Sida Peng, Zechen Hu, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001 |
SIGGRAPH Asia | 2 |
| 2023 | Hierarchical Generation of Human-Object Interactions with Diffusion Probabilistic ModelsabstractThis paper presents a novel approach to generating the 3D motion of a human interacting with a target object, with a focus on solving the challenge of synthesizing long-range and diverse motions, which could not be fulfilled by existing auto-regressive models or path planning-based methods. We propose a hierarchical generation framework to solve this challenge. Specifically, our framework first generates a set of milestones and then synthesizes the motion along them. Therefore, the long-range motion generation could be reduced to synthesizing several short motion sequences guided by milestones. The experiments on the NSM, COUCH, and SAMP datasets show that our approach outperforms previous methods by a large margin in both quality and diversity. The source code is available on our project page https://zju3dv.github.io/hghoi. Huaijin Pi, Sida Peng, Xiaowei Zhou 0001, Hujun Bao |
ICCV | 1 |
| 2023 | A Joint Modeling of Vision-Language-Action for Target-oriented Grasping in ClutterabstractWe focus on the task of language-conditioned grasping in clutter, in which a robot is supposed to grasp the target object based on a language instruction. Previous works separately conduct visual grounding to localize the target object, and generate a grasp for that object. However, these works require object labels or visual attributes for grounding, which calls for handcrafted rules in planner and restricts the range of language instructions. In this paper, we propose to jointly model vision, language and action with object-centric representation. Our method is applicable under more flexible language instructions, and not limited by visual grounding error. Besides, by utilizing the powerful priors from the pre-trained multi-modal model and grasp model, sample efficiency is effectively improved and the sim2real problem is relived without additional data for transfer. A series of experiments carried out in simulation and real world indicate that our method can achieve better task success rate by less times of motion under more flexible language instructions. Moreover, our method is capable of generalizing better to scenarios with unseen objects and language instructions. Kechun Xu, Shuqi Zhao, Zhongxiang Zhou, Zizhang Li, Huaijin Pi, Yue Wang 0020, Rong Xiong |
ICRA | 5 |
| 2022 | E-NeRV: Expedite Neural Video Representation with Disentangled Spatial-Temporal Context
Zizhang Li, Mengmeng Wang 0005, Huaijin Pi, Kechun Xu, Jianbiao Mei, Yong Liu 0007 |
ECCV (35) | 3 |
| 2021 | Searching for TrioNet: Combining Convolution with Local and Global Self-Attention
Huaijin Pi, Yingwei Li 0002, Zizhang Li, Alan L. Yuille |
BMVC | 1 |
| 2020 | Deep Snake for Real-Time Instance SegmentationabstractThis paper introduces a novel contour-based approach named deep snake for real-time instance segmentation. Unlike some recent methods that directly regress the coordinates of the object boundary points from an image, deep snake uses a neural network to iteratively deform an initial contour to match the object boundary, which implements the classic idea of snake algorithms with a learning-based approach. For structured feature learning on the contour, we propose to use circular convolution in deep snake, which better exploits the cycle-graph structure of a contour compared against generic graph convolution. Based on deep snake, we develop a two-stage pipeline for instance segmentation: initial contour proposal and contour deformation, which can handle errors in object localization. Experiments show that the proposed approach achieves competitive performances on the Cityscapes, KINS, SBD and COCO datasets while being efficient for real-time applications with a speed of 32.3 fps for 512 × 512 images on a 1080Ti GPU. The code is available at https://github.com/zju3dv/snake/. Sida Peng, Wen Jiang 0008, Huaijin Pi, Xiuli Li, Hujun Bao, Xiaowei Zhou 0001 |
CVPR | 3 |