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Gen Li 0010

dblp:28/538-10 · DBLP profile ↗
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7ranked-venue papers
2as first author
6since 2021 · last 2025
0009-0005-9782-7649ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Systems, architecture and hardware · 2 · 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
4 papers
3D vision · 40% Generative modeling · 23% Representation and self-supervised learning · 10%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%

Topics — the 14 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion synthesis
human motion synthesis
1.622025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
EgoGen: An Egocentric Synthetic Data Generator · CVPR 2024
Robotics › Robot manipulation
contact modeling
0.912025
VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions · ICCV 2025
Machine learning › Generative modeling
diffusion model
0.912025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
Computer vision › Video understanding and tracking
egocentric video understanding
0.912025
EgoM2P: Egocentric Multimodal Multitask Pretraining · ICCV 2025
Computer vision › 3D vision › human body modeling › 3d human modeling
human body model
0.912025
VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions · ICCV 2025
Computer vision › 3D vision
human mesh recovery
0.912025
VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions · ICCV 2025
Computer vision › 3D vision › 3d scene understanding › object relation reasoning
human-object interaction
0.912025
VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions · ICCV 2025
Machine learning › Generative modeling › diffusion model
latent diffusion model
0.912025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
Machine learning › Representation and self-supervised learning › pre-training
multimodal pretraining
0.912025
EgoM2P: Egocentric Multimodal Multitask Pretraining · ICCV 2025
Computer vision › 3D vision
egocentric vision
0.812024
EgoGen: An Egocentric Synthetic Data Generator · CVPR 2024
Machine learning › Reinforcement learning
markov decision process
0.312025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
Robotics › Motion planning and robot control › robot control
motion control
0.312025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
Computer animation and physical simulation
motion synthesis
0.312025
DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control · ICLR 2025
Machine learning › Generative modeling
motion generation
0.212024
EgoGen: An Egocentric Synthetic Data Generator · CVPR 2024

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

reinforcement learning · 3.3latent noise optimization · 1.7latent diffusion model · 1.7autoregressive generation · 1.7collision-avoiding motion primitives · 1.5signed distance function · 0.9neural blend weights · 0.9multimodal learning · 0.9multi-task learning · 0.9MLP decoder · 0.9
YearPublicationVenuePosition
2025 EgoM2P: Egocentric Multimodal Multitask Pretraining
Gen Li 0010, Kaifeng Zhao 0004, Marc Pollefeys, Siyu Tang 0001
ICCV1
2025 VolumetricSMPL: A Neural Volumetric Body Model for Efficient Interactions, Contacts, and Collisions
abstract
Parametric human body models play a crucial role in computer graphics and vision, enabling applications ranging from human motion analysis to understanding human-environment interactions. Traditionally, these models use surface meshes, which pose challenges in efficiently handling interactions with other geometric entities, such as objects and scenes, typically represented as meshes or point clouds. To address this limitation, recent research has explored volumetric neural implicit body models. However, existing works are either insufficiently robust for complex human articulations or impose high computational and memory costs, limiting their widespread use. To this end, we introduce VolumetricSMPL, a neural volumetric body model that leverages Neural Blend Weights (NBW) to generate compact, yet efficient MLP decoders. Unlike prior approaches that rely on large MLPs, NBW dynamically blends a small set of learned weight matrices using predicted shape- and pose-dependent coefficients, significantly improving computational efficiency while preserving expressiveness. VolumetricSMPL outperforms prior volumetric occupancy model COAP with 10x faster inference, 6x lower GPU memory usage, enhanced accuracy, and a Signed Distance Function (SDF) for efficient and differentiable contact modeling. We demonstrate VolumetricSMPL's strengths across four challenging tasks: (1) reconstructing human-object interactions from in-the-wild images, (2) recovering human meshes in 3D scenes from egocentric views, (3) scene-constrained motion synthesis, and (4) resolving self-intersections. Our results highlight its broad applicability and significant performance and efficiency gains.
Marko Mihajlovic, Gen Li 0010, Kaifeng Zhao 0004, Lea Müller, Siyu Tang 0001
ICCV3
2025 DartControl: A Diffusion-Based Autoregressive Motion Model for Real-Time Text-Driven Motion Control
abstract
Text-conditioned human motion generation, which allows for user interaction through natural language, has become increasingly popular. Existing methods typically generate short, isolated motions based on a single input sentence. However, human motions are continuous and can extend over long periods, carrying rich semantics. Creating long, complex motions that precisely respond to streams of text descriptions, particularly in an online and real-time setting, remains a significant challenge. Furthermore, incorporating spatial constraints into text-conditioned motion generation presents additional challenges, as it requires aligning the motion semantics specified by text descriptions with geometric information, such as goal locations and 3D scene geometry. To address these limitations, we propose **DartC**ontrol, in short **DART**, a **D**iffusion-based **A**utoregressive motion primitive model for **R**eal-time **T**ext-driven motion **C**ontrol. Our model, DART, effectively learns a compact motion primitive space jointly conditioned on motion history and text inputs using latent diffusion models. By autoregressively generating motion primitives based on the preceding history and current text input, DART enables real-time, sequential motion generation driven by natural language descriptions. Additionally, the learned motion primitive space allows for precise spatial motion control, which we formulate either as a latent noise optimization problem or as a Markov decision process addressed through reinforcement learning. We present effective algorithms for both approaches, demonstrating our model’s versatility and superior performance in various motion synthesis tasks. Experiments show our method outperforms existing baselines in motion realism, efficiency, and controllability. Video results and code are available at https://zkf1997.github.io/DART/.
Kaifeng Zhao 0004, Gen Li 0010, Siyu Tang 0001
ICLR2
2024 EgoGen: An Egocentric Synthetic Data Generator
abstract
Understanding the world in first-person view is fundamental in Augmented Reality (AR). This immersive perspective brings dramatic visual changes and unique challenges compared to third-person views. Synthetic data has empowered third-person-view vision models, but its application to embodied egocentric perception tasks remains largely unexplored. A critical challenge lies in simulating natural human movements and behaviors that effectively steer the embodied cameras to capture a faithful egocentric representation of the 3D world. To address this challenge, we introduce EgoGen, a new synthetic data generator that can produce accurate and rich ground-truth training data for egocentric perception tasks. At the heart of EgoGen is a novel human motion synthesis model that directly leverages egocentric visual inputs of a virtual human to sense the 3D environment. Combined with collision-avoiding motion primitives and a two-stage reinforcement learning approach, our motion synthesis model offers a closed-loop solution where the embodied perception and movement of the virtual human are seamlessly coupled. Compared to previous works, our model eliminates the need for a predefined global path, and is directly applicable to dynamic environments. Combined with our easy-to-use and scalable data generation pipeline, we demonstrate EgoGen's efficacy in three tasks: mapping and localization for head-mounted cameras, egocentric camera tracking, and human mesh recovery from egocentric views. EgoGen will be fully open-sourced, offering a practical solution for creating realistic egocentric training data and aiming to serve as a useful tool for egocentric computer vision research.
Gen Li 0010, Kaifeng Zhao 0004, Xiaozhong Lyu, Mihai Dusmanu, Yan Zhang 0054, Marc Pollefeys, Siyu Tang 0001
CVPR1
2024 TRTM: Template-based Reconstruction and Target-oriented Manipulation of Crumpled Cloths
abstract
Precise reconstruction and manipulation of the crumpled cloths is challenging due to the high dimensionality of cloth models, as well as the limited observation at self-occluded regions. We leverage the recent progress in the field of single-view reconstruction to template-based reconstruct the crumpled cloths from their top-view depth observations only, with our proposed sim-real registration protocols. In contrast to previous implicit cloth representations, our reconstruction mesh explicitly describes the positions and visibilities of the entire cloth mesh vertices, enabling more efficient dual-arm and single-arm target-oriented manipulations. Experiments demonstrate that our TRTM system can be applied to daily cloths that have similar topologies as our template mesh, but with different shapes, sizes, patterns, and physical properties. Videos, datasets, pre-trained models, and code can be downloaded from our project website: https://wenbwa.github.io/TRTM/.
Gen Li 0010, Miguel Zamora, Stelian Coros
ICRA2
2022 Reconstructing Action-Conditioned Human-Object Interactions Using Commonsense Knowledge Priors
abstract
We present a method for inferring diverse 3D models of human-object interactions from images. Reasoning about how humans interact with objects in complex scenes from a single 2D image is a challenging task given ambiguities arising from the loss of information through projection. In addition, modeling 3D interactions requires the generalization ability towards diverse object categories and interaction types. We propose an action-conditioned modeling of interactions that allows us to infer diverse 3D arrangements of humans and objects without supervision on contact regions or 3D scene geometry. Our method extracts high-level commonsense knowledge from large language models (such as GPT-3), and applies them to perform 3D reasoning of human-object interactions. Our key insight is priors extracted from large language models can help in reasoning about human-object contacts from textural prompts only. We quantitatively evaluate the inferred 3D models on a large human-object interaction dataset and show how our method leads to better 3D reconstructions. We further qualitatively evaluate the effectiveness of our method on real images and demonstrate its generalizability towards interaction types and object categories.
Xi Wang 0021, Gen Li 0010, Yen-Ling Kuo, Muhammed Kocabas, Emre Aksan, Otmar Hilliges
3DV2
2020 Learning Topological Motion Primitives for Knot Planning
abstract
In this paper, we approach the challenging problem of motion planning for knot tying. We propose a hierarchical approach in which the top layer produces a topological plan and the bottom layer translates this plan into continuous robot motion. The top layer decomposes a knotting task into sequences of abstract topological actions based on knot theory. The bottom layer translates each of these abstract actions into robot motion trajectories through learned topological motion primitives. To adapt each topological action to the specific rope geometry, the motion primitives take the observed rope configuration as input. We train the motion primitives by imitating human demonstrations and reinforcement learning in simulation. To generalize human demonstrations of simple knots into more complex knots, we observe similarities in the motion strategies of different topological actions and design the neural network structure to exploit such similarities. We demonstrate that our learned motion primitives can be used to efficiently generate motion plans for tying the overhand knot. The motion plan can then be executed on a real robot using visual tracking and Model Predictive Control. We also demonstrate that our learned motion primitives can be composed to tie a more complex pentagram-like knot despite being only trained on human demonstrations of simpler knots.
Mengyuan Yan, Gen Li 0010, Jeannette Bohg
IROS2