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Jiashun Wang

dblp:260/6495 · DBLP profile ↗
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11ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0002-1396-3987ORCID · corroborated

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

Artificial intelligence and machine learning · 8 · 4 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 5 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

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
8 papers
3D vision · 35% Robot manipulation · 22% Autonomous driving · 10%
Computer graphics and multimedia
2 papers
Geometric modeling and processing · 42% Computer animation and physical simulation · 37% Visual content generation and editing · 21%

Topics — the 23 heaviest of 28, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d object detection
0.712023
VoxDet: Voxel Learning for Novel Instance Detection · NeurIPS 2023
Robotics › Robot manipulation › object manipulation
category-level manipulation
0.712023
USEEK: Unsupervised SE(3)-Equivariant 3D Keypoints for Generalizable Manipulation · ICRA 2023
Robotics › Robot manipulation
dexterous manipulation
0.712023
H-InDex: Visual Reinforcement Learning with Hand-Informed Representations for Dexterous Manipulation · NeurIPS 2023
Robotics › Motion planning and robot control › robot learning › manipulation learning
generalizable manipulation
0.712023
USEEK: Unsupervised SE(3)-Equivariant 3D Keypoints for Generalizable Manipulation · ICRA 2023
Computer vision › 3D vision › low-level vision › feature detection
keypoint detection
0.712023
USEEK: Unsupervised SE(3)-Equivariant 3D Keypoints for Generalizable Manipulation · ICRA 2023
Machine learning › Reinforcement learning › deep reinforcement learning
visual reinforcement learning
0.712023
H-InDex: Visual Reinforcement Learning with Hand-Informed Representations for Dexterous Manipulation · NeurIPS 2023
Machine learning › Representation and self-supervised learning › representation learning
visual representation learning
0.712023
H-InDex: Visual Reinforcement Learning with Hand-Informed Representations for Dexterous Manipulation · NeurIPS 2023
Computer vision › 3D vision › 3d shape representation › volumetric representation
voxel-based representation
0.712023
VoxDet: Voxel Learning for Novel Instance Detection · NeurIPS 2023
Computer animation and physical simulation
character animation
0.712023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters · CVPR 2023
Geometric modeling and processing
mesh deformation
0.712023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters · CVPR 2023
Visual content generation and editing › image generation › person image generation
pose-guided person image synthesis
0.712023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters · CVPR 2023
Geometric modeling and processing
shape deformation
0.712023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters · CVPR 2023
Computer vision › 3D vision
3d scene understanding
0.512021
Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes · CVPR 2021
Robotics › Robot manipulation › grasping › grasp planning
grasp synthesis
0.512021
Hand-Object Contact Consistency Reasoning for Human Grasps Generation · ICCV 2021
Robotics › Robot manipulation › grasping › grasp planning › grasp synthesis
human grasp generation
0.512021
Hand-Object Contact Consistency Reasoning for Human Grasps Generation · ICCV 2021
Computer vision › 3D vision › 3d motion analysis
human pose and motion
0.512021
Multi-Person 3D Motion Prediction with Multi-Range Transformers · NeurIPS 2021
Computer vision › Video understanding and tracking › dynamic scene analysis › video scene understanding › human-centric scene understanding
human-scene interaction
0.512021
Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes · CVPR 2021
Robotics › Autonomous driving › trajectory prediction
multi-person motion prediction
0.512021
Multi-Person 3D Motion Prediction with Multi-Range Transformers · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
social interaction modeling
0.512021
Multi-Person 3D Motion Prediction with Multi-Range Transformers · NeurIPS 2021
Robotics › Autonomous driving
trajectory prediction
0.512021
Multi-Person 3D Motion Prediction with Multi-Range Transformers · NeurIPS 2021
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.512021
Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes · CVPR 2021
Machine learning › Generative modeling › image translation
human pose transfer
0.412020
Neural Pose Transfer by Spatially Adaptive Instance Normalization · CVPR 2020
Computer vision › 3D vision › 3d shape analysis
3d shape understanding
0.212023
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters · CVPR 2023

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

test-time training · 1.3semi-supervised learning · 1.3implicit deformation · 1.3unsupervised keypoint discovery · 0.7template voxel aggregation · 0.7teacher-student structure · 0.7reinforcement learning · 0.7query voxel matching · 0.73d reconstruction · 0.73d hand pose estimation · 0.7optimization · 0.5hierarchical generative framework · 0.5affordance reasoning · 0.5
YearPublicationVenuePosition
2025 FeedbackFuzz: Fuzzing Processors via Intricate Program Generation with Feedback Engine
abstract
As modern processor designs become increasingly complex, detecting hardware vulnerabilities has become more challenge. Recently, hardware fuzzing techniques have shown promising results in generating complex programs for processor testing. However, the complexity of processors continues to limit the speed of vulnerability detection and the ability to achieve sufficient coverage.This paper introduces FeedbackFuzz, a novel processor fuzzer aimed at significantly accelerating vulnerability detection. FeedbackFuzz enhances detection efficiency by generating more effective test programs and optimizing the process of identifying vulnerabilities in longer programs. It designs a feedback engine for processors with out-of-order execution capabilities. Additionally, we leverage large language models (LLMs) to handle the complexity of locating vulnerabilities in lengthy programs, greatly speeding up the detection process. We evaluated FeedbackFuzz on several open-source RISC-V processors. Our evaluation demonstrates that the efficiency of FeedbackFuzz has increased by 40% compared to Cascade, with a coverage acceleration of 16.7%.
Jiashun Wang, Baojiang Cui, Renhai Dong, Rundi Zhai
ICASSP1
2024 ContactArt: Learning 3D Interaction Priors for Category-level Articulated Object and Hand Poses Estimation
abstract
We propose a new dataset and a novel approach to learning hand-object interaction priors for hand and articulated object pose estimation. We first collect a dataset using visual teleoperation, where the human operator can directly play within a physical simulator to manipulate the articulated objects. We record the data and obtain free and accurate annotations on object poses and contact information from the simulator. Our system only requires an iPhone to record human hand motion, which can be easily scaled up and largely lower the costs of data and annotation collection. With this data, we learn 3D interaction priors including a discriminator (in a GAN) capturing the distribution of how object parts are arranged, and a diffusion model which generates the contact regions on articulated objects, guiding the hand pose estimation. Such structural and contact priors can easily transfer to real-world data with barely any domain gap. By using our data and learned priors, our method significantly improves the performance on joint hand and articulated object poses estimation over the existing state-of-the-art methods. The project is available at https://zehaozhu.github.io/ContactArt/.
Zehao Zhu, Jiashun Wang, Yuzhe Qin, Deqing Sun, Varun Jampani, Xiaolong Wang 0004
3DV2
2023 A Multi-Frame Rate Network with Attention Mechanism for Depression Severity Estimation
abstract
The diagnosis of depression mainly depends on clinicians’ experience and questionnaire results, making it a time-consuming and subjective process that demands significant allocation of human resources. Numerous automatic depression estimation (ADE) systems, based on facial cues, have been introduced to estimate the severity and assist clinicians in diagnosis. However, traditional methods adopt a single sampling frame rate, which makes it leads to a tradeoff between the loss of critical vision information and calculation redundancy. In this paper, we propose a Multi-Frame Rate Attention Convolutional Neural Network (MFRA) to effectively mine the facial cues of patients for estimating the severity of depression. Specifically, we adpot a two-branch network structure, in which one branch uses high frame sampling rate to capture more nuances of facial changes, and the other uses low frame sampling rate to focus more on the spatial information of the video. Furthermore, considering the manually selected local facial features will introduce noise, we introduce attention modules to make MFRA concentrate on the facial regions related to depression. Finally, the feature vectors extracted from the two branches are aggregated to output the severity of depression. The experimental results on two datasets, AVEC 2013 and AVEC 2014, show that this method can effectively capture spatiotemporal features, and the prediction results are superior to most video-based depression prediction methods.
Ruibin Wang, Jiashun Wang, Yun Yang 0003
BIBM3
2023 Zero-shot Pose Transfer for Unrigged Stylized 3D Characters
abstract
Transferring the pose of a reference avatar to stylized 3D characters of various shapes is a fundamental task in computer graphics. Existing methods either require the stylized characters to be rigged, or they use the stylized character in the desired pose as ground truth at training. We present a zero-shot approach that requires only the widely available deformed non-stylized avatars in training, and deforms stylized characters of significantly different shapes at inference. Classical methods achieve strong generalization by deforming the mesh at the triangle level, but this requires labelled correspondences. We leverage the power of local deformation, but without requiring explicit correspondence labels. We introduce a semi-supervised shape-understanding module to bypass the need for explicit correspondences at test time, and an implicit pose deformation module that deforms individual surface points to match the target pose. Further-more, to encourage realistic and accurate deformation of stylized characters, we introduce an efficient volume-based test-time training procedure. Because it does not need rigging, nor the deformed stylized character at training time, our model generalizes to categories with scarce annotation, such as stylized quadrupeds. Extensive experiments demonstrate the effectiveness of the proposed method compared to the state-of-the-art approaches trained with comparable or more supervision. Our project page is available at https://jiashunwang.github.io/ZPT/
Jiashun Wang, Sifei Liu, Shalini De Mello, Orazio Gallo, Xiaolong Wang 0004, Jan Kautz
CVPR1
2023 USEEK: Unsupervised SE(3)-Equivariant 3D Keypoints for Generalizable Manipulation
abstract
Can a robot manipulate intra-category unseen objects in arbitrary poses with the help of a mere demonstration of grasping pose on a single object instance? In this paper, we try to address this intriguing challenge by using USEEK, an unsupervised SE(3)-equivariant keypoints method that enjoys alignment across instances in a category, to perform generaliz-able manipulation. USEEK follows a teacher-student structure to decouple the unsupervised keypoint discovery and SE(3)-equivariant keypoint detection. With USEEK in hand, the robot can infer the category-level task-relevant object frames in an efficient and explainable manner, enabling manipulation of any intra-category objects from and to any poses. Through extensive experiments, we demonstrate that the keypoints produced by USEEK possess rich semantics, thus successfully transferring the functional knowledge from the demonstration object to the novel ones. Compared with other object representations for manipulation, USEEK is more adaptive in the face of large intra-category shape variance, more robust with limited demonstrations, and more efficient at inference time. Project website: https://sites.google.com/view/useek/.
Zhengrong Xue, Zhecheng Yuan, Jiashun Wang, Xueqian Wang 0001, Yang Gao 0029, Huazhe Xu
ICRA3
2023 VoxDet: Voxel Learning for Novel Instance Detection
abstract
Detecting unseen instances based on multi-view templates is a challenging problem due to its open-world nature. Traditional methodologies, which primarily rely on $2 \mathrm{D}$ representations and matching techniques, are often inadequate in handling pose variations and occlusions. To solve this, we introduce VoxDet, a pioneer 3D geometry-aware framework that fully utilizes the strong 3D voxel representation and reliable voxel matching mechanism. VoxDet first ingeniously proposes template voxel aggregation (TVA) module, effectively transforming multi-view 2D images into 3D voxel features. By leveraging associated camera poses, these features are aggregated into a compact 3D template voxel. In novel instance detection, this voxel representation demonstrates heightened resilience to occlusion and pose variations. We also discover that a $3 \mathrm{D}$ reconstruction objective helps to pre-train the 2D-3D mapping in TVA. Second, to quickly align with the template voxel, VoxDet incorporates a Query Voxel Matching (QVM) module. The 2D queries are first converted into their voxel representation with the learned 2D-3D mapping. We find that since the 3D voxel representations encode the geometry, we can first estimate the relative rotation and then compare the aligned voxels, leading to improved accuracy and efficiency. In addition to method, we also introduce the first instance detection benchmark, RoboTools, where 20 unique instances are video-recorded with camera extrinsic. RoboTools also provides 24 challenging cluttered scenarios with more than $9 \mathrm{k}$ box annotations. Exhaustive experiments are conducted on the demanding LineMod-Occlusion, YCB-video, and RoboTools benchmarks, where VoxDet outperforms various $2 \mathrm{D}$ baselines remarkably with faster speed. To the best of our knowledge, VoxDet is the first to incorporate implicit 3D knowledge for 2D novel instance detection tasks.
Bowen Li 0007, Jiashun Wang, Yaoyu Hu, Chen Wang 0033, Sebastian A. Scherer
NeurIPS2
2023 H-InDex: Visual Reinforcement Learning with Hand-Informed Representations for Dexterous Manipulation
abstract
Human hands possess remarkable dexterity and have long served as a source of inspiration for robotic manipulation. In this work, we propose a human $\textbf{H}$and-$\textbf{In}$formed visual representation learning framework to solve difficult $\textbf{Dex}$terous manipulation tasks ($\textbf{H-InDex}$) with reinforcement learning. Our framework consists of three stages: $\textit{(i)}$ pre-training representations with 3D human hand pose estimation, $\textit{(ii)}$ offline adapting representations with self-supervised keypoint detection, and $\textit{(iii)}$ reinforcement learning with exponential moving average BatchNorm. The last two stages only modify $0.36$% parameters of the pre-trained representation in total, ensuring the knowledge from pre-training is maintained to the full extent. We empirically study $\textbf{12}$ challenging dexterous manipulation tasks and find that $\textbf{H-InDex}$ largely surpasses strong baseline methods and the recent visual foundation models for motor control. Code and videos are available at https://yanjieze.com/H-InDex .
Yanjie Ze, Yuyao Liu, Ruizhe Shi, Jiaxin Qin, Zhecheng Yuan, Jiashun Wang, Huazhe Xu
NeurIPS6
2021 Synthesizing Long-Term 3D Human Motion and Interaction in 3D Scenes
abstract
Synthesizing 3D human motion plays an important role in many graphics applications as well as understanding human activity. While many efforts have been made on generating realistic and natural human motion, most approaches neglect the importance of modeling human-scene interactions and affordance. On the other hand, affordance reasoning (e.g., standing on the floor or sitting on the chair) has mainly been studied with static human pose and gestures, and it has rarely been addressed with human motion. In this paper, we propose to bridge human motion synthesis and scene affordance reasoning. We present a hierarchical generative framework to synthesize long-term 3D human motion conditioning on the 3D scene structure. Building on this framework, we further enforce multiple geometry constraints between the human mesh and scene point clouds via optimization to improve realistic synthesis. Our experiments show significant improvements over previous approaches on generating natural and physically plausible human motion in a scene.1
Jiashun Wang, Huazhe Xu, Jingwei Xu 0005, Sifei Liu, Xiaolong Wang 0004
CVPR1
2021 Hand-Object Contact Consistency Reasoning for Human Grasps Generation
abstract
While predicting robot grasps with parallel jaw grippers have been well studied and widely applied in robot manipulation tasks, the study on natural human grasp generation with a multi-finger hand remains a very challenging problem. In this paper, we propose to generate human grasps given a 3D object in the world. Our key observation is that it is crucial to model the consistency between the hand contact points and object contact regions. That is, we encourage the prior hand contact points to be close to the object surface and the object common contact regions to be touched by the hand at the same time. Based on the hand-object contact consistency, we design novel objectives in training the human grasp generation model and also a new self-supervised task which allows the grasp generation network to be adjusted even during test time. Our experiments show significant improvement in human grasp generation over state-of-the-art approaches by a large margin. More interestingly, by optimizing the model during test time with the self-supervised task, it helps achieve larger gain on unseen and out-of-domain objects. Project page: https://hwjiang1510.github.io/GraspTTA/.
Hanwen Jiang, Jiashun Wang, Xiaolong Wang 0004
ICCV3
2021 Multi-Person 3D Motion Prediction with Multi-Range Transformers
abstract
We propose a novel framework for multi-person 3D motion trajectory prediction. Our key observation is that a human's action and behaviors may highly depend on the other persons around. Thus, instead of predicting each human pose trajectory in isolation, we introduce a Multi-Range Transformers model which contains of a local-range encoder for individual motion and a global-range encoder for social interactions. The Transformer decoder then performs prediction for each person by taking a corresponding pose as a query which attends to both local and global-range encoder features. Our model not only outperforms state-of-the-art methods on long-term 3D motion prediction, but also generates diverse social interactions. More interestingly, our model can even predict 15-person motion simultaneously by automatically dividing the persons into different interaction groups. Project page with code is available at https://jiashunwang.github.io/MRT/.
Jiashun Wang, Huazhe Xu, Medhini Narasimhan, Xiaolong Wang 0004
NeurIPS1
2020 Neural Pose Transfer by Spatially Adaptive Instance Normalization
abstract
Pose transfer has been studied for decades, in which the pose of a source mesh is applied to a target mesh. Particularly in this paper, we are interested in transferring the pose of source human mesh to deform the target human mesh, while the source and target meshes may have different identity information. Traditional studies assume that the paired source and target meshes are existed with the point-wise correspondences of user annotated landmarks/mesh points, which requires heavy labelling efforts. On the other hand, the generalization ability of deep models is limited, when the source and target meshes have different identities. To break this limitation, we proposes the first neural pose transfer model that solves the pose transfer via the latest technique for image style transfer, leveraging the newly proposed component -- spatially adaptive instance normalization. Our model does not require any correspondences between the source and target meshes. Extensive experiments show that the proposed model can effectively transfer deformation from source to target meshes, and has good generalization ability to deal with unseen identities or poses of meshes. Code is available at https://github.com/jiashunwang/Neural-Pose-Transfer.
Jiashun Wang, Chao Wen 0001, Yanwei Fu 0001, Tianyun Zou, Xiangyang Xue 0001, Yinda Zhang 0001
CVPR1