Di Yang 0002

dblp:29/5427-2 · DBLP profile ↗
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12ranked-venue papers
6as first author
12since 2021 · last 2026
0000-0002-8124-532XORCID · verified

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

Artificial intelligence and machine learning · 11 · 5 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 8 since 2021
YearPublicationVenuePosition
2026 Open Your Eyes to See More: Dual Perspective Contrastive Learning for Skeleton-Based Action Understanding
Di Yang 0002, Quan Kong, Gianpiero Francesca, François Brémond
FG2
2026 Dual the Reasoning, Double the Insight with TambI: A Self-Supervised Framework for Skeleton Action Representation
Snehashis Majhi, Di Yang 0002, Quan Kong, Gianpiero Francesca, François Brémond
ICPR (3)3
2024 View-Invariant Skeleton Action Representation Learning via Motion Retargeting
Di Yang 0002, Yaohui Wang 0001, Antitza Dantcheva, Lorenzo Garattoni, Gianpiero Francesca, François Brémond
Int. J. Comput. Vis.1
2024 LIA: Latent Image Animator
abstract
Previous animation techniques mainly focus on leveraging explicit structure representations (e.g., meshes or keypoints) for transferring motion from driving videos to source images. However, such methods are challenged with large appearance variations between source and driving data, as well as require complex additional modules to respectively model appearance and motion. Towards addressing these issues, we introduce the Latent Image Animator (LIA), streamlined to animate high-resolution images. LIA is designed as a simple autoencoder that does not rely on explicit representations. Motion transfer in the pixel space is modeled as linear navigation of motion codes in the latent space. Specifically such navigation is represented as an orthogonal motion dictionary learned in a self-supervised manner based on proposed Linear Motion Decomposition (LMD). Extensive experimental results demonstrate that LIA outperforms state-of-the-art on VoxCeleb, TaichiHD, and TED-talk datasets with respect to video quality and spatio-temporal consistency. In addition LIA is well equipped for zero-shot high-resolution image animation. Code, models, and demo video are available at https://github.com/wyhsirius/LIA.
Yaohui Wang 0001, Di Yang 0002, François Brémond, Antitza Dantcheva
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 Self-Supervised Video Representation Learning via Latent Time Navigation
abstract
Self-supervised video representation learning aimed at maximizing similarity between different temporal segments of one video, in order to enforce feature persistence over time. This leads to loss of pertinent information related to temporal relationships, rendering actions such as `enter' and `leave' to be indistinguishable. To mitigate this limitation, we propose Latent Time Navigation (LTN), a time parameterized contrastive learning strategy that is streamlined to capture fine-grained motions. Specifically, we maximize the representation similarity between different video segments from one video, while maintaining their representations time-aware along a subspace of the latent representation code including an orthogonal basis to represent temporal changes. Our extensive experimental analysis suggests that learning video representations by LTN consistently improves performance of action classification in fine-grained and human-oriented tasks (e.g., on Toyota Smarthome dataset). In addition, we demonstrate that our proposed model, when pre-trained on Kinetics-400, generalizes well onto the unseen real world video benchmark datasets UCF101 and HMDB51, achieving state-of-the-art performance in action recognition.
Di Yang 0002, Yaohui Wang 0001, Quan Kong, Antitza Dantcheva, Lorenzo Garattoni, Gianpiero Francesca, François Brémond
AAAI1
2023 LAC - Latent Action Composition for Skeleton-based Action Segmentation
abstract
Skeleton-based action segmentation requires recognizing composable actions in untrimmed videos. Current approaches decouple this problem by first extracting local visual features from skeleton sequences and then processing them by a temporal model to classify frame-wise actions. However, their performances remain limited as the visual features cannot sufficiently express composable actions. In this context, we propose Latent Action Composition (LAC)1, a novel self-supervised framework aiming at learning from synthesized composable motions for skeleton-based action segmentation. LAC is composed of a novel generation module towards synthesizing new sequences. Specifically, we design a linear latent space in the generator to represent primitive motion. New composed motions can be synthe-sized by simply performing arithmetic operations on latent representations of multiple input skeleton sequences. LAC leverages such synthesized sequences, which have large diversity and complexity, for learning visual representations of skeletons in both sequence and frame spaces via contrastive learning. The resulting visual encoder has a high expressive power and can be effectively transferred onto action segmentation tasks by end-to-end fine-tuning without the need for additional temporal models. We conduct a study focusing on transfer-learning and we show that representations learned from pre-trained LAC outperform the state-of-the-art by a large margin on TSU, Charades, PKU-MMD datasets.
Di Yang 0002, Yaohui Wang 0001, Antitza Dantcheva, Quan Kong, Lorenzo Garattoni, Gianpiero Francesca, François Brémond
ICCV1
2022 Latent Image Animator: Learning to Animate Images via Latent Space Navigation
Yaohui Wang 0001, Di Yang 0002, François Brémond, Antitza Dantcheva
ICLR2
2022 VPN++: Rethinking Video-Pose Embeddings for Understanding Activities of Daily Living
abstract
Many attempts have been made towards combining RGB and 3D poses for the recognition of Activities of Daily Living (ADL). ADL may look very similar and often necessitate to model fine-grained details to distinguish them. Because the recent 3D ConvNets are too rigid to capture the subtle visual patterns across an action, this research direction is dominated by methods combining RGB and 3D Poses. But the cost of computing 3D poses from RGB stream is high in the absence of appropriate sensors. This limits the usage of aforementioned approaches in real-world applications requiring low latency. Then, how to best take advantage of 3D Poses for recognizing ADL? To this end, we propose an extension of a pose driven attention mechanism: Video-Pose Network (VPN), exploring two distinct directions. One is to transfer the Pose knowledge into RGB through a feature-level distillation and the other towards mimicking pose driven attention through an attention-level distillation. Finally, these two approaches are integrated into a single model, we call VPN++. It is worth noting that VPN++ exploits the pose embeddings at training via distillation but not at inference. We show that VPN++ is not only effective but also provides a high speed up and high resilience to noisy Poses. VPN++, with or without 3D Poses, outperforms the representative baselines on 4 public datasets. Code is available at https://github.com/srijandas07/vpnplusplus.
Srijan Das, Rui Dai 0001, Di Yang 0002, François Brémond
IEEE Trans. Pattern Anal. Mach. Intell.3
2021 UNIK: A Unified Framework for Real-world Skeleton-based Action Recognition
Di Yang 0002, Yaohui Wang 0001, Antitza Dantcheva, Lorenzo Garattoni, Gianpiero Francesca, François Brémond
BMVC1
2021 Emotion Editing in Head Reenactment Videos using Latent Space Manipulation
abstract
Video generation greatly benefits from integrating facial expressions, as they are highly pertinent in social interaction and hence increase realism in generated talking head videos. Motivated by this, we propose a method for editing emotions in head reenactment videos that is streamlined to modify the latent space of a pre-trained neural head reenactment system. Specifically, our method seeks to disentangle emotions from the latent pose and identity representation. The proposed learning process is based on cycle consistency and image reconstruction losses. Our results suggest that despite its simplicity, such learning successfully decomposes emotion from pose and identity. Our method reproduces facial mimics of a person from a driving video, as well as allows for emotion editing in the reenactment video. We compare our method to the state-of-art for altering emotions in reenactment videos, producing more realistic results that the state-of-art.
Valeriya Strizhkova, Yaohui Wang 0001, David Anghelone, Di Yang 0002, Antitza Dantcheva, François Brémond
FG4
2021 Self-Supervised Video Pose Representation Learning for Occlusion- Robust Action Recognition
abstract
Action recognition based on human pose has witnessed increasing attention due to its robustness to changes in appearances, environments, and view-points. Despite associated progress, one remaining challenge has to do with occlusion in real-world videos that hinders the visibility of all joints. Such occlusion impedes representation of such scenes by models that have been trained on full-body pose data, obtained in laboratory conditions with specific sensors. To address this, as a first contribution, we introduce OR- VPE, a novel video pose embedding network that is streamlined to learn an occlusion-robust representation for pose sequences in videos. In order to enable our embedding network to handle partially visible joints, we propose to incorporate a sub-graph data augmentation mechanism during training, which simulates occlusions, into a video pose encoder based on Graph Convolutional Networks (GCNs). As a second contribution, we apply a contrastive learning module to train the video pose representation in a self-supervised manner without the necessity of action annotations. This is achieved by maximizing the mutual information of the same pose sequence pruned into different spatio-temporal subgraphs. Experimental analyses show that compared to training the same encoder from scratch, our proposed OR-VPE, with pre-training on a large-scale dataset, NTU-RGB+D 120, improves the performance of the downstream action classification on Toyota Smarthome, N-UCLA and Penn Action datasets.
Di Yang 0002, Yaohui Wang 0001, Antitza Dantcheva, Lorenzo Garattoni, Gianpiero Francesca, François Brémond
FG1
2021 Selective Spatio-Temporal Aggregation Based Pose Refinement System: Towards Understanding Human Activities in Real-World Videos
abstract
Taking advantage of human pose data for understanding human activities has attracted much attention these days. However, state-of-the-art pose estimators struggle in obtaining high-quality 2D or 3D pose data due to occlusion, truncation and low-resolution in real-world un-annotated videos. Hence, in this work, we propose 1) a Selective Spatio-Temporal Aggregation mechanism, named SST-A, that refines and smooths the keypoint locations extracted by multiple expert pose estimators, 2) an effective weakly-supervised self-training framework which leverages the aggregated poses as pseudo ground-truth in-stead of handcrafted annotations for real-world pose estimation. Extensive experiments are conducted for evaluating not only the upstream pose refinement but also the downstream action recognition performance on four datasets, Toyota Smarthome, NTU-RGB+D, Charades, and Kinetics-50. We demonstrate that the skeleton data refined by our Pose-Refinement system (SSTA-PRS) is effective at boosting various existing action recognition models, which achieves competitive or state-of-the-art performance.
Di Yang 0002, Rui Dai 0001, Yaohui Wang 0001, Rupayan Mallick, Luca Minciullo, Gianpiero Francesca, François Brémond
WACV1