Demo Data from EDBT 2026 / reviewers in the wild / expert
Kaixiang Xie
dblp:304/3978
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0002-5877-9374ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
1 paper |
Reinforcement learning · 100% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character animation |
0.8 | 1 | 2024 | Actuators A La Mode: Modal Actuations for Soft Body Locomotion · SIGGRAPH Asia 2024 |
Machine learning › Reinforcement learning › continuous control
physics-based motion control |
0.7 | 1 | 2023 | AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023 |
Machine learning › Reinforcement learning
policy adaptation |
0.7 | 1 | 2023 | AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.2 | 1 | 2023 | AdaptNet: Policy Adaptation for Physics-Based Character Control · ACM Trans. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
modal actuation · 0.8reinforcement learning · 0.7latent space modification · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Actuators A La Mode: Modal Actuations for Soft Body Locomotion
Otman Benchekroun, Kaixiang Xie, Hsueh-Ti Derek Liu, Eitan Grinspun, Sheldon Andrews, Victor B. Zordan |
SIGGRAPH Asia | 2 |
| 2023 | AdaptNet: Policy Adaptation for Physics-Based Character ControlabstractMotivated by humans' ability to adapt skills in the learning of new ones, this paper presents AdaptNet, an approach for modifying the latent space of existing policies to allow new behaviors to be quickly learned from like tasks in comparison to learning from scratch. Building on top of a given reinforcement learning controller, AdaptNet uses a two-tier hierarchy that augments the original state embedding to support modest changes in a behavior and further modifies the policy network layers to make more substantive changes. The technique is shown to be effective for adapting existing physics-based controllers to a wide range of new styles for locomotion, new task targets, changes in character morphology and extensive changes in environment. Furthermore, it exhibits significant increase in learning efficiency, as indicated by greatly reduced training times when compared to training from scratch or using other approaches that modify existing policies. Code is available at https://motion-lab.github.io/AdaptNet . Pei Xu 0005, Kaixiang Xie, Sheldon Andrews, Paul G. Kry, Michael Neff, Morgan McGuire, Ioannis Karamouzas, Victor B. Zordan |
ACM Trans. Graph. | 2 |
| 2021 | Catching and Throwing Control of a Physically Simulated HandabstractWe design a nominal controller for animating an articulated physics-based human arm model, including the hands and fingers, to catch and throw objects. The controller is based on a finite state machine that defines the target poses for proportional-derivative control of the hand, as well as the orientation and position of the center of the palm using the solution of an inverse kinematics solver. We then use reinforcement learning to train agents to improve the robustness of the nominal controller for achieving many different goals. Imitation learning based on trajectories output by a numerical optimization is used to accelerate the training process. The success of our controllers is demonstrated by a variety of throwing and catching tasks, including flipping objects, hitting targets, and throwing objects to a desired height, and for several different objects, such as cans, spheres, and rods. We also discuss ways to extend our approach so that more challenging tasks, such as juggling, may be accomplished. Yunhao Luo 0003, Kaixiang Xie, Sheldon Andrews, Paul G. Kry |
MIG | 2 |
| 2021 | Inverse Dynamics Filtering for Sampling-based Motion ControlabstractAbstract We improve the sampling‐based motion control method proposed by Liu et al. using inverse dynamics. To deal with noise in the motion capture we filter the motion data using a Butterworth filter where we choose the cutoff frequency such that the zero‐moment point falls within the support polygon for the greatest number of frames. We discuss how to detect foot contact for foot and ground optimization and inverse dynamics, and we optimize to increase the area of supporting polygon. Sample simulations receive filtered inverse dynamics torques at frames where the ZMP is sufficiently close to the support polygon, which simplifies the problem of finding the PD targets that produce physically valid control matching the target motion. We test our method on different motions and we demonstrate that our method has lower error, higher success rates, and generally produces smoother results. Kaixiang Xie, Paul G. Kry |
Comput. Graph. Forum | 1 |