EDBT 2026 Demo / reviewers in the wild / expert
Tengyu Liu
dblp:257/1450
· DBLP profile ↗
22ranked-venue papers
1as first author
21since 2021 · last 2026
0000-0003-4006-1740ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 19 · 19 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 13 since 2021Systems, architecture and hardware · 5 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Dexterous Manipulation Through Imitation Learning: A SurveyabstractDexterous manipulation, which refers to the ability of a robotic hand or multi-fingered end-effector to skillfully control, reorient, and manipulate objects through precise, coordinated finger movements and adaptive force modulation, enables complex interactions similar to human hand dexterity. With recent advances in robotics and machine learning, there is a growing demand for these systems to operate in complex and unstructured environments. Traditional model-based approaches struggle to generalize across tasks and object variations due to the high dimensionality and complex contact dynamics of dexterous manipulation. Although model-free methods such as reinforcement learning (RL) show promise, they require extensive training, large-scale interaction data, and carefully designed rewards for stability and effectiveness. Imitation learning (IL) offers an alternative by allowing robots to acquire dexterous manipulation skills directly from expert demonstrations, capturing fine-grained coordination and contact dynamics while bypassing the need for explicit modeling and large-scale trial-and-error. This survey provides an overview of dexterous manipulation methods based on imitation learning, details recent advances, and addresses key challenges in the field. Additionally, it explores potential research directions to enhance IL-driven dexterous manipulation. Our goal is to offer researchers and practitioners a comprehensive introduction to this rapidly evolving domain. Shan An, Chao Tang 0001, Yuning Zhou, Tengyu Liu, Fangqiang Ding, Shufang Zhang, Yao Mu 0001, Ran Song 0001, Wei Zhang 0021, Zeng-Guang Hou, Hong Zhang 0013 |
IEEE Trans Autom. Sci. Eng. | 5 |
| 2025 | ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual LearningabstractHuman hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-Driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments. Kailin Li 0006, Puhao Li, Tengyu Liu, Siyuan Huang 0001 |
CVPR | 3 |
| 2025 | GROVE: A Generalized Reward for Learning Open-Vocabulary Physical SkillabstractLearning open-vocabulary physical skills for simulated agents presents a significant challenge in Artificial Intelligence (AI). Current Reinforcement Learning (RL) approaches face critical limitations: manually designed rewards lack scalability across diverse tasks, while demonstration-based methods struggle to generalize beyond their training distribution. We introduce GROVE, a generalized reward framework that enables open-vocabulary physical skill learning without manual engineering or task-specific demonstrations. Our key insight is that Large Language Models (LLMs) and Vision Language Models (VLMs) provide complementary guidance—LLMs generate precise physical constraints capturing task requirements, while VLMs evaluate motion semantics and naturalness. Through an iterative design process, VLM-based feedback continuously refines LLM-generated constraints, creating a self-improving reward system. To bridge the domain gap between simulation and natural images, we develop Pose2CLIP, a lightweight mapper that efficiently projects agent poses directly into semantic feature space without computationally expensive rendering. Extensive experiments across diverse embodiments and learning paradigms demonstrate GROVE’s effectiveness, achieving 22.2% higher motion naturalness and 25.7% better task completion scores while training 8.4× faster than previous methods. These results establish a new foundation for scalable physical skill acquisition in simulated environments. Jieming Cui, Tengyu Liu, Jiale Yu, Ran Song 0001, Wei Zhang 0021, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 2 |
| 2025 | Dynamic Motion Blending for Versatile Motion EditingabstractText-guided motion editing enables high-level semantic control and iterative modifications beyond traditional keyframe animation. Existing methods rely on limited pre-collected training triplets (original motion, edited motion, and instruction), which severely hinders their versatility in diverse editing scenarios. We introduce MotionCutMix, an online data augmentation technique that dynamically generates training triplets by blending body part motions based on input text. While MotionCutMix effectively expands the training distribution, the compositional nature introduces increased randomness and potential body part incoordination. To model such a rich distribution, we present Mo-tionReFit, an auto-regressive diffusion model with a motion coordinator. The auto-regressive architecture facilitates learning by decomposing long sequences, while the motion coordinator mitigates the artifacts of motion composition. Our method handles both spatial and temporal motion edits directly from high-level human instructions, without relying on additional specifications or Large Language Models (LLMs). Through extensive experiments, we show that MotionReFit achieves state-of-the-art performance in text-guided motion editing. Ablation studies further verify that MotionCutMix significantly improves the model’s generalizability while maintaining training convergence. Ziye Yuan, Zimo He, Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 6 |
| 2025 | METASCENES: Towards Automated Replica Creation for Real-world 3D ScansabstractEmbodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demon strate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce SCAN2SIM, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScenes ’s potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Huangyue Yu, Baoxiong Jia, Yixin Chen 0003, Yandan Yang, Puhao Li, Rongpeng Su, Qing Li 0003, Wei Liang 0008, Song-Chun Zhu, Tengyu Liu, Siyuan Huang 0001 |
CVPR | 11 |
| 2025 | PrimHOI: Compositional Human-Object Interaction via Reusable Primitives
Tengyu Liu, Yixin Zhu 0001, Mingtao Pei, Siyuan Huang 0001 |
ICCV | 2 |
| 2025 | Ag2x2: Robust Agent-Agnostic Visual Representations for Zero-Shot Bimanual ManipulationabstractBimanual manipulation, fundamental to human daily activities, remains a challenging task due to its inherent complexity of coordinated control. Recent advances have enabled zero-shot learning of single-arm manipulation skills through agent-agnostic visual representations derived from human videos; however, these methods overlook crucial agentspecific information necessary for bimanual coordination, such as end-effector positions. We propose Ag2x2, a computational framework for bimanual manipulation through coordination-aware visual representations that jointly encode object states and hand motion patterns while maintaining agent-agnosticism. Extensive experiments demonstrate that Ag2x2 achieves a 73.5% success rate across 13 diverse bimanual tasks from Bi-DexHands and PerAct2, including challenging scenarios with deformable objects like ropes. This performance outperforms baseline methods and even surpasses the success rate of policies trained with expert-engineered rewards. Furthermore, we show that representations learned through Ag2x2 can be effectively leveraged for imitation learning, establishing a scalable pipeline for skill acquisition without expert supervision. By maintaining robust performance across diverse tasks without human demonstrations or engineered rewards, Ag2x2 represents a step toward scalable learning of complex bimanual robotic skills. Ziyin Xiong, Yinghan Chen, Puhao Li, Yixin Zhu 0001, Tengyu Liu, Siyuan Huang 0001 |
IROS | 5 |
| 2025 | Learning Uniformly Distributed Embedding Clusters of Stylistic Skills for Physically Simulated Characters
Nian Liu 0003, Zi Wang 0014, Tengyu Liu, Hongzhao Xie, Xinyi Tong 0001, Libin Liu 0002, Yaodong Yang 0001, Zhaofeng He 0001 |
ACM Multimedia | 4 |
| 2025 | Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU SimulationabstractTactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates Incremental Potential Contact (IPC) and Affine Body Dynamics (ABD) to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving a total of 915 FPS with 4096 parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment. Wenxin Du, Chang Yu 0005, Puhao Li, Zihang Zhao, Tengyu Liu, Chenfanfu Jiang, Yixin Zhu 0001, Siyuan Huang 0001 |
NeurIPS | 6 |
| 2024 | AnySkill: Learning Open-Vocabulary Physical Skill for Interactive AgentsabstractTraditional approaches in physics-based motion generation, centered around imitation learning and reward shaping, often struggle to adapt to new scenarios. To tackle this limitation, we propose AnySkill, a novel hierarchical method that learns physically plausible interactions following open-vocabulary instructions. Our approach begins by developing a set of atomic actions via a low-level controller trained via imitation learning. Upon receiving an open-vocabulary textual instruction, AnySkill employs a high-level policy that selects and integrates these atomic actions to maximize the CLIP similarity between the agent's rendered images and the text. An important feature of our method is the use of image-based rewards for the high-level policy, which allows the agent to learn interactions with objects without manual reward engineering. We demonstrate AnySkill's capability to generate realistic and natural motion sequences in response to unseen instructions of varying lengths, marking it the first method capable of open-vocabulary physical skill learning for interactive humanoid agents. Jieming Cui, Tengyu Liu, Nian Liu 0003, Yaodong Yang 0001, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 2 |
| 2024 | Scaling Up Dynamic Human-Scene Interaction ModelingabstractConfronting the challenges of data scarcity and advanced motion synthesis in HSI modeling, we introduce the TRUMANS (Tracking Human Actions in Scenes) dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates Human-Scene Interaction (HSI) sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies. Xiaoxuan Ma 0001, Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 7 |
| 2024 | Move as you Say, Interact as you can: Language-Guided Human Motion Generation with Scene AffordanceabstractDespite significant advancements in text-to-motion syn-thesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' in-tensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage frame-work that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting ex-plicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our exten-sive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, in-cluding HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes. Yixin Chen 0003, Baoxiong Jia, Puhao Li, Jinlu Zhang 0001, Jingze Zhang, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Siyuan Huang 0001 |
CVPR | 7 |
| 2024 | SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding
Baoxiong Jia, Yixin Chen 0003, Huangyue Yu, Yan Wang 0116, Xuesong Niu, Tengyu Liu, Qing Li 0003, Siyuan Huang 0001 |
ECCV (9) | 6 |
| 2024 | Ag2Manip: Learning Novel Manipulation Skills with Agent-Agnostic Visual and Action RepresentationsabstractAutonomous robotic systems capable of learning novel manipulation tasks are poised to transform industries from manufacturing to service automation. However, current methods (e.g., VIP and R3M) still face significant hurdles, notably the domain gap among robotic embodiments and the sparsity of successful task executions within specific action spaces, resulting in misaligned and ambiguous task representations. We introduce Ag2Manip (Agent-Agnostic representations for Manipulation), a framework aimed at addressing these challenges through two key innovations: (1) an agent-agnostic visual representation derived from human manipulation videos, with the specifics of embodiments obscured to enhance generalizability; and (2) an agent-agnostic action representation abstracting a robot’s kinematics to a universal agent proxy, emphasizing crucial interactions between end-effector and object. Ag2Manip has been empirically validated across simulated benchmarks, showing a 325% performance increase without relying on domain-specific demonstrations. Ablation studies further underline the essential contributions of the agent-agnostic visual and action representations to this success. Extending our evaluations to the real world, Ag2Manip significantly improves imitation learning success rates from 50% to 77.5%, demonstrating its effectiveness and generalizability across both simulated and real environments. Puhao Li, Tengyu Liu, Muzhi Han, Shu Wang 0002, Yixin Zhu 0001, Song-Chun Zhu, Siyuan Huang 0001 |
IROS | 2 |
| 2023 | Diffusion-based Generation, Optimization, and Planning in 3D ScenesabstractWe introduce the SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior work, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate the SceneDiffuser on various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of the SceneDiffuser for the broad community of 3D scene understanding. Siyuan Huang 0001, Puhao Li, Baoxiong Jia, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Song-Chun Zhu |
CVPR | 5 |
| 2023 | UniDexGrasp: Universal Robotic Dexterous Grasping via Learning Diverse Proposal Generation and Goal-Conditioned PolicyabstractIn this work, we tackle the problem of learning universal robotic dexterous grasping from a point cloud observation under a table-top setting. The goal is to grasp and lift up objects in high-quality and diverse ways and generalize across hundreds of categories and even the unseen. Inspired by successful pipelines used in parallel gripper grasping, we split the task into two stages: 1) grasp proposal (pose) generation and 2) goal-conditioned grasp execution. For the first stage, we propose a novel probabilistic model of grasp pose conditioned on the point cloud observation that factorizes rotation from translation and articulation. Trained on our synthesized large-scale dexterous grasp dataset, this model enables us to sample diverse and high-quality dexterous grasp poses for the object point cloud. For the second stage, we propose to replace the motion planning used in parallel gripper grasping with a goal-conditioned grasp policy, due to the complexity involved in dexterous grasping execution. Note that it is very challenging to learn this highly generalizable grasp policy that only takes realistic inputs without oracle states. We thus propose several important innovations, including state canonicalization, object curriculum, and teacher-student distillation. In-tegrating the two stages, our final pipeline becomes the first to achieve universal generalization for dexterous grasping, demonstrating an average success rate of more than 60% on thousands of object instances, which significantly out-performs all baselines, meanwhile showing only a minimal generalization gap. Yinzhen Xu, Weikang Wan, Zikang Shan, Hao Shen 0015, Ruicheng Wang, Yijia Weng, Jiayi Chen 0003, Tengyu Liu, Li Yi 0001, He Wang 0010 |
CVPR | 11 |
| 2023 | Full-Body Articulated Human-Object InteractionabstractFine-grained capture of 3D Human-Object Interactions (HOIs) enhances human activity comprehension and supports various downstream visual tasks. However, previous models often assume that humans interact with rigid objects using only a few body parts, constraining their applicability. In this paper, we address the intricate challenge of Full-Body Articulated Human-Object Interaction (f-AHOI), where complete human bodies interact with articulated objects having interconnected movable joints. We introduce CHAIRS, an extensive motion-captured f-AHOI dataset comprising 17.3 hours of diverse interactions involving 46 participants and 81 articulated as well as rigid sittable objects. The CHAIRS provides 3D meshes of both humans and articulated objects throughout the interactive sequences, offering realistic and physically plausible full-body interactions. We demonstrate the utility of CHAIRS through object pose estimation. Leveraging the geometric relationships inherent in HOI, we propose a pioneering model that employs human pose estimation to address articulated object pose and shape estimation within whole-body interactions. Given an image and an estimated human pose, our model reconstructs the object’s pose and shape, refining the reconstruction based on a learned interaction prior. Across two evaluation scenarios, our model significantly outperforms baseline methods. Additionally, we showcase the significance of CHAIRS in a downstream task involving human pose generation conditioned on interacting with articulated objects. We anticipate that the availability of CHAIRS will advance the community’s understanding of finer-grained interactions. Tengyu Liu, Zhexuan Cao, Jieming Cui, Yixin Chen 0003, He Wang 0010, Yixin Zhu 0001, Siyuan Huang 0001 |
ICCV | 2 |
| 2023 | GenDexGrasp: Generalizable Dexterous GraspingabstractGenerating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior art focuses on a specific type of robot hand, lacking generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose the GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Puhao Li, Tengyu Liu, Yiran Geng, Yixin Zhu 0001, Yaodong Yang 0001, Siyuan Huang 0001 |
ICRA | 2 |
| 2023 | DexGraspNet: A Large-Scale Robotic Dexterous Grasp Dataset for General Objects Based on SimulationabstractRobotic dexterous grasping is the first step to enable human-like dexterous object manipulation and thus a crucial robotic technology. However, dexterous grasping is much more under-explored than object grasping with parallel grippers, partially due to the lack of a large-scale dataset. In this work, we present a large-scale robotic dexterous grasp dataset, DexGraspNet, generated by our proposed highly efficient synthesis method that can be generally applied to any dexterous hand. Our method leverages a deeply accelerated differentiable force closure estimator and thus can efficiently and robustly synthesize stable and diverse grasps on a large scale. We choose ShadowHand and generate 1.32 million grasps for 5355 objects, covering more than 133 object categories and containing more than 200 diverse grasps for each object instance, with all grasps having been validated by the Isaac Gym simulator. Compared to the previous dataset from Liu et al. generated by GraspIt!, our dataset has not only more objects and grasps, but also higher diversity and quality. Via performing cross-dataset experiments, we show that training several algorithms of dexterous grasp synthesis on our dataset significantly outperforms training on the previous one. To access our data and code, including code for human and Allegro grasp synthesis, please visit our project page: https://pku-epic.github.io/DexGraspNet/. Ruicheng Wang, Jiayi Chen 0003, Yinzhen Xu, Puhao Li, Tengyu Liu, He Wang 0010 |
ICRA | 6 |
| 2022 | HUMANISE: Language-conditioned Human Motion Generation in 3D ScenesabstractLearning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characters of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the individual interacting objects; e.g., sit on the armchair near the desk. HUMANIZE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes. Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Siyuan Huang 0001 |
NeurIPS | 3 |
| 2022 | Monocular 3D Pose Estimation via Pose Grammar and Data AugmentationabstractIn this paper, we propose a pose grammar to tackle the problem of 3D human pose estimation from a monocular RGB image. Our model takes estimated 2D pose as the input and learns a generalized 2D-3D mapping function to leverage into 3D pose. The proposed model consists of a base network which efficiently captures pose-aligned features and a hierarchy of Bi-directional RNNs (BRNNs) on the top to explicitly incorporate a set of knowledge regarding human body configuration (i.e., kinematics, symmetry, motor coordination). The proposed model thus enforces high-level constraints over human poses. In learning, we develop a data augmentation algorithm to further improve model robustness against appearance variations and cross-view generalization ability. We validate our method on public 3D human pose benchmarks and propose a new evaluation protocol working on cross-view setting to verify the generalization capability of different methods. We empirically observe that most state-of-the-art methods encounter difficulty under such setting while our method can well handle such challenges. Yuanlu Xu, Wenguan Wang, Tengyu Liu, Xiaobai Liu, Jianwen Xie, Song-Chun Zhu |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2019 | A New Bitcoin Address Association Method Using a Two-Level Learner Model
Tengyu Liu, Jingguo Ge, Yulei Wu, Bowei Dai, Liangxiong Li, Zhongjiang Yao, Jifei Wen, Hongbin Shi |
ICA3PP (2) | 1 |