EDBT 2026 Demo / reviewers in the wild / expert
Korrawe Karunratanakul
dblp:265/6499
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9ranked-venue papers
5as first author
8since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 8 since 2021Artificial intelligence and machine learning · 5 · 3 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LaMP: Learning Robust Latent Motion Prior for Optimization-Based Human Motion GenerationabstractWe present Latent Motion Prior (LaMP), a novel framework for learning a generalizable human motion prior that enables efficient optimization for a wide range of motion-related tasks, including text-to-motion generation, motion editing, motion blending, motion refinement, and environment-aware collision avoidance. LaMP employs a body part-based encoder to learn a disentangled latent representation of human motion, together with a masked training strategy that encourages the model to capture the most informative structural and dynamic aspects of the motion. As a result, LaMP produces a robust and expressive latent space that serves as a latent motion prior across diverse downstream tasks. We evaluate the learned representation on a wide range of optimization-based downstream tasks. Experimental results show that the current families of text-to-motion models are generally not suitable to serve as a motion prior, while LaMP consistently outperforms the state-of-the-art methods across all optimization tasks. The code is available at: https://github.com/lvsean/LaMP. Xiaozhong Lyu, Korrawe Karunratanakul, Kaifeng Zhao 0004, Siyu Tang 0001 |
3DV | 2 |
| 2025 | MaskControl: Spatio-Temporal Control for Masked Motion Synthesis
Ekkasit Pinyoanuntapong, Muhammad Usama Saleem, Korrawe Karunratanakul, Pu Wang 0001, Hongfei Xue, Chen Chen 0001, Chuan Guo 0002, Junli Cao, Jian Ren 0005, Sergey Tulyakov |
ICCV | 3 |
| 2025 | UniPhys: Unified Planner and Controller with Diffusion for Flexible Physics-Based Character ControlabstractGenerating natural and physically plausible character motion remains challenging, particularly for long-horizon control with diverse guidance signals. While prior work combines high-level diffusion-based motion planners with low-level physics controllers, these systems suffer from domain gaps that degrade motion quality and require task-specific fine-tuning. To tackle this problem, we introduce UniPhys, a diffusion-based behavior cloning framework that unifies motion planning and control into a single model. UniPhys enables flexible, expressive character motion conditioned on multi-modal inputs such as text, trajectories, and goals. To address accumulated prediction errors over long sequences, UniPhys is trained with the Diffusion Forcing paradigm, learning to denoise noisy motion histories and handle discrepancies introduced by the physics simulator. This design allows UniPhys to robustly generate physically plausible, long-horizon motions. Through guided sampling, UniPhys generalizes to a wide range of control signals, including unseen ones, without requiring task-specific fine-tuning. Experiments show that UniPhys outperforms prior methods in motion naturalness, generalization, and robustness across diverse control tasks. Korrawe Karunratanakul, Siyu Tang 0001 |
ICCV | 2 |
| 2024 | Optimizing Diffusion Noise Can Serve As Universal Motion PriorsabstractWe propose Diffusion Noise Optimization (DNO), a new method that effectively leverages existing motion diffusion models as motion priors for a wide range of motion-related tasks. Instead of training a task-specific diffusion model for each new task, DNO operates by optimizing the diffusion latent noise of an existing pre-trained text-to-motion model. Given the corresponding latent noise of a human motion, it propagates the gradient from the target criteria defined on the motion space through the whole denoising process to update the diffusion latent noise. As a result, DNO supports any use cases where criteria can be defined as a function of motion. In particular, we show that, for motion editing and control, DNO outperforms existing meth-ods in both achieving the objective and preserving the motion content. DNO accommodates a diverse range of editing modes, including changing trajectory, pose, joint lo-cations, or avoiding newly added obstacles. In addition, DNO is effective in motion denoising and completion, pro-ducing smooth and realistic motion from noisy and partial inputs. DNO achieves these results at inference time with-out the need for model retraining, offering great versatility for any defined reward or loss function on the motion rep-resentation. Korrawe Karunratanakul, Konpat Preechakul, Emre Aksan, Thabo Beeler, Supasorn Suwajanakorn, Siyu Tang 0001 |
CVPR | 1 |
| 2023 | HARP: Personalized Hand Reconstruction from a Monocular RGB VideoabstractWe present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity appearance and geometry. In contrast to the major trend of neural implicit representations, HARP models a hand with a mesh-based parametric hand model, a vertex displacement map, a normal map, and an albedo without any neural components. The explicit nature of our representation enables a truly scalable, robust, and efficient approach to hand avatar creation as validated by our experiments. HARP is optimized via gradient descent from a short sequence captured by a hand-held mobile phone and can be directly used in AR/VR applications with realtime rendering capability. To enable this, we carefully design and implement a shadow-aware differentiable rendering scheme that is robust to high degree articulations and self-shadowing regularly present in hand motions, as well as challenging lighting conditions. It also generalizes to unseen poses and novel viewpoints, producing photo-realistic renderings of hand animations. Furthermore, the learned HARP representation can be used for improving 3D hand pose estimation quality in challenging viewpoints. The key advantages of HARP are validated by the in-depth analyses on appearance reconstruction, novel view and novel pose synthesis, and 3D hand pose refinement. It is an AR/VR-ready personalized hand representation that shows superior fidelity and scalability. Korrawe Karunratanakul, Sergey Prokudin, Otmar Hilliges, Siyu Tang 0001 |
CVPR | 1 |
| 2023 | Guided Motion Diffusion for Controllable Human Motion SynthesisabstractDenoising diffusion models have shown great promise in human motion synthesis conditioned on natural language descriptions. However, integrating spatial constraints, such as pre-defined motion trajectories and obstacles, remains a challenge despite being essential for bridging the gap between isolated human motion and its surrounding environment. To address this issue, we propose Guided Motion Diffusion (GMD), a method that incorporates spatial constraints into the motion generation process. Specifically, we propose an effective feature projection scheme that manipulates motion representation to enhance the coherency between spatial information and local poses. Together with a new imputation formulation, the generated motion can reliably conform to spatial constraints such as global motion trajectories. Furthermore, given sparse spatial constraints (e.g. sparse keyframes), we introduce a new dense guidance approach to turn a sparse signal, which is susceptible to being ignored during the reverse steps, into denser signals to guide the generated motion to the given constraints. Our extensive experiments justify the development of GMD, which achieves a significant improvement over state-of-the-art methods in text-based motion generation while allowing control of the synthesized motions with spatial constraints. Korrawe Karunratanakul, Konpat Preechakul, Supasorn Suwajanakorn, Siyu Tang 0001 |
ICCV | 1 |
| 2021 | A Skeleton-Driven Neural Occupancy Representation for Articulated HandsabstractWe present Hand ArticuLated Occupancy (HALO), a novel representation of articulated hands that bridges the advantages of 3D keypoints and neural implicit surfaces and can be used in end-to-end trainable architectures. Unlike existing statistical parametric hand models (e.g. MANO), HALO directly leverages the 3D joint skeleton as input and produces a neural occupancy volume representing the posed hand surface. The key benefits of HALO are (1) it is driven by 3D keypoints, which have benefits in terms of accuracy and are easier to learn for neural networks than the latent hand-model parameters; (2) it provides a differentiable volumetric occupancy representation of the posed hand, (3) it can be trained end-to-end, allowing the formulation of losses on the hand surface that benefit the learning of 3D keypoints. We demonstrate the applicability of HALO to the task of conditional generation of hands that grasp 3D objects. The differentiable nature of HALO is shown to improve the quality of the synthesized hands both in terms of physical plausibility and user preference. Korrawe Karunratanakul, Adrian Spurr, Zicong Fan, Otmar Hilliges, Siyu Tang 0001 |
3DV | 1 |
| 2021 | Reducing Spelling Inconsistencies in Code-Switching ASR Using Contextualized CTC LossabstractCode-Switching (CS) remains a challenge for Automatic Speech Recognition (ASR), especially character-based models. With the combined choice of characters from multiple languages, the out-come from character-based models suffers from phoneme duplication, resulting in language-inconsistent spellings. We propose Contextualized Connectionist Temporal Classification (CCTC) loss to encourage spelling consistencies of a character-based non-autoregressive ASR which allows for faster inference. The model trained by CCTC loss is aware of contexts since it learns to predict both center and surrounding letters in a multi-task manner. In contrast to existing CTC-based approaches, CCTC loss does not require frame-level alignments, since the context ground truth is obtained from the model’s estimated path. Compared to the same model trained with regular CTC loss, our method consistently improved the ASR performance on both CS and monolingual corpora. Burin Naowarat, Thananchai Kongthaworn, Korrawe Karunratanakul, Sheng Hui Wu, Ekapol Chuangsuwanich |
ICASSP | 3 |
| 2020 | Grasping Field: Learning Implicit Representations for Human GraspsabstractRobotic grasping of house-hold objects has made remarkable progress in recent years. Yet, human grasps are still difficult to synthesize realistically. There are several key reasons: (1) the human hand has many degrees of freedom (more than robotic manipulators); (2) the synthesized hand should conform to the surface of the object; and (3) it should interact with the object in a semantically and physically plausible manner. To make progress in this direction, we draw inspiration from the recent progress on learning-based implicit representations for 3D object reconstruction. Specifically, we propose an expressive representation for human grasp modelling that is efficient and easy to integrate with deep neural networks. Our insight is that every point in a three-dimensional space can be characterized by the signed distances to the surface of the hand and the object, respectively. Consequently, the hand, the object, and the contact area can be represented by implicit surfaces in a common space, in which the proximity between the hand and the object can be modelled explicitly. We name this 3D to 2D mapping as Grasping Field, parameterize it with a deep neural network, and learn it from data. We demonstrate that the proposed grasping field is an effective and expressive representation for human grasp generation. Specifically, our generative model is able to synthesize high-quality human grasps, given only on a 3D object point cloud. The extensive experiments demonstrate that our generative model compares favorably with a strong baseline and approaches the level of natural human grasps. Furthermore, based on the grasping field representation, we propose a deep network for the challenging task of 3D hand-object interaction reconstruction from a single RGB image. Our method improves the physical plausibility of the hand-object contact reconstruction and achieves comparable performance for 3D hand reconstruction compared to state-of-the-art methods. Our model and code are available for research purpose at https://github.com/korrawe/grasping_field. Korrawe Karunratanakul, Yan Zhang 0054, Michael J. Black, Krikamol Muandet, Siyu Tang 0001 |
3DV | 1 |