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Wenxun Dai

dblp:336/3754 · DBLP profile ↗
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6ranked-venue papers
1as first author
6since 2021 · last 2025
0009-0004-1465-3739ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 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
6 papers
Generative modeling · 41% Video understanding and tracking · 40% 3D vision · 11%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 100%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking
action quality assessment
1.522025
FLAG3D++: A Benchmark for 3D Fitness Activity Comprehension With Language Instruction · IEEE Trans. Pattern Anal. Mach. Intell. 2025
LOGO: A Long-Form Video Dataset for Group Action Quality Assessment · CVPR 2023
Computer vision › 3D vision
human mesh recovery
0.922025
FLAG3D: A 3D Fitness Activity Dataset with Language Instruction · CVPR 2023
FLAG3D++: A Benchmark for 3D Fitness Activity Comprehension With Language Instruction · IEEE Trans. Pattern Anal. Mach. Intell. 2025
Computer vision › Video understanding and tracking › human action analysis › action understanding
action counting
0.912025
FLAG3D++: A Benchmark for 3D Fitness Activity Comprehension With Language Instruction · IEEE Trans. Pattern Anal. Mach. Intell. 2025
Machine learning › Generative modeling › motion generation
autoregressive motion generation
0.912025
ScaMo: Exploring the Scaling Law in Autoregressive Motion Generation Model · CVPR 2025
Machine learning › Generative modeling
diffusion model
0.812024
MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model · ECCV (16) 2024
Machine learning › Generative modeling › diffusion model › consistency model
latent consistency model
0.812024
MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model · ECCV (16) 2024
Machine learning › Generative modeling › diffusion model › human motion generation
text-to-motion generation
0.812024
Plan, Posture and Go: Towards Open-Vocabulary Text-to-Motion Generation · ECCV (27) 2024
Computer animation and physical simulation › motion synthesis
controllable motion generation
0.812024
MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model · ECCV (16) 2024
Computer animation and physical simulation
motion synthesis
0.812024
MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model · ECCV (16) 2024
Computer vision › Video understanding and tracking › action recognition
human action recognition
0.712023
FLAG3D: A 3D Fitness Activity Dataset with Language Instruction · CVPR 2023
Computer vision › Video understanding and tracking › action recognition
skeleton-based action recognition
0.312025
FLAG3D++: A Benchmark for 3D Fitness Activity Comprehension With Language Instruction · IEEE Trans. Pattern Anal. Mach. Intell. 2025
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.212024
Plan, Posture and Go: Towards Open-Vocabulary Text-to-Motion Generation · ECCV (27) 2024

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

posture control · 1.5planning · 1.5latent consistency model · 1.5diffusion · 1.5scaling law analysis · 0.9language-guided learning · 0.9graph convolutional network · 0.9cross-modal alignment · 0.9autoregressive transformer · 0.9motion capture · 0.7
YearPublicationVenuePosition
2025 ScaMo: Exploring the Scaling Law in Autoregressive Motion Generation Model
abstract
The scaling law has been validated in various domains, such as natural language processing (NLP) and massive computer vision tasks; however, its application to motion generation remains largely unexplored. In this paper, we introduce a scalable motion generation framework that includes the motion tokenizer Motion FSQ-VAE and a text-prefix autoregressive transformer. Through comprehensive experiments, we observe the scaling behavior of this system. For the first time, we confirm the existence of scaling laws within the context of motion generation. Specifically, our results demonstrate that the normalized test loss of our prefix autoregressive models adheres to a logarithmic law in relation to compute budgets. Furthermore, we also confirm the power law between Non-Vocabulary Parameters, Vocabulary Parameters, and Data Tokens with respect to compute budgets respectively. Leveraging the scaling law, we predict the optimal transformer size, vocabulary size, and data requirements for a compute budget of 1e18. The test loss of the system, when trained with the optimal model size, vocabulary size, and required data, aligns precisely with the predicted test loss, thereby validating the scaling law. Project page: https://shunlinlu.github.io/ScaMo/
Shunlin Lu, Jingbo Wang 0003, Wenxun Dai, Junting Dong, Zhiyang Dou, Bo Dai 0002, Ruimao Zhang
CVPR5
2025 FLAG3D++: A Benchmark for 3D Fitness Activity Comprehension With Language Instruction
abstract
Recent years have witnessed the rapid development of general human action understanding. However, when applied to real-world applications such as sports analysis, most existing datasets are still unsatisfactory, because of the limitations in rich labels on multiple tasks, language instructions, high-quality 3D data, and diverse environments. In this paper, we present FLAG3D++, a large-scale benchmark for 3D fitness activity comprehension, which contains 180 K sequences of 60 activity categories with language instruction. FLAG3D++ features the following four aspects: 1) fine-grained annotations of the temporal intervals of actions in the untrimmed long sequences and how well these actions are performed, 2) detailed and professional language instruction to describe how to perform a specific activity, 3) accurate and dense 3D human pose captured from advanced MoCap system to handle the complex activity and large movement, 4) versatile video resources from a high-tech MoCap system, rendering software, and cost-effective smartphones in natural environments. In light of the specified features, we present two new practical applications as language-guided repetition action counting (L-RAC) and language-guided action quality assessment (L-AQA), which aim to take the language descriptions as references to count the repetitive times of an action and assess the quality of action respectively. Furthermore, we propose a Hierarchical Language-Guided Graph Convolutional Network (HL-GCN) model to better fuse the language information and skeleton sequences for L-RAC and L-AQA. To be specific, the HL-GCN performs cross-modal alignments by the early fusion of the linguistic feature and the hierarchical node features of the skeleton-based sequences encoded by the multiple intermediate graph convolutional layers. Extensive experiments show the superiority of our HL-GCN on both L-RAC and L-AQA, as well as the great research value of FLAG3D++ for various challenges, such as dynamic human mesh recovery and cross-domain human action recognition. Our dataset, source code, and trained models are made publicly available at FLAG3D++.
Yansong Tang, Aoyang Liu, Wenxun Dai, Jie Zhou 0001, Xiu Li 0001, Jiwen Lu
IEEE Trans. Pattern Anal. Mach. Intell.5
2024 MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model
Wenxun Dai, Jingbo Wang 0003, Bo Dai 0002, Yansong Tang
ECCV (16)1
2024 Plan, Posture and Go: Towards Open-Vocabulary Text-to-Motion Generation
Wenxun Dai, Chunyu Wang 0001, Yiji Cheng, Yansong Tang, Xin Tong 0001
ECCV (27)2
2023 FLAG3D: A 3D Fitness Activity Dataset with Language Instruction
abstract
With the continuously thriving popularity around the world, fitness activity analytic has become an emerging research topic in computer vision. While a variety of new tasks and algorithms have been proposed recently, there are growing hunger for data resources involved in high-quality data, fine-grained labels, and diverse environments. In this paper, we present FLAG3D, a large-scale 3D fitness activity dataset with language instruction containing 180K sequences of 60 categories. FLAG3D features the following three aspects: 1) accurate and dense 3D human pose captured from advanced MoCap system to handle the complex activity and large movement, 2) detailed and professional language instruction to describe how to perform a specific activity, 3) versatile video resources from a high-tech MoCap system, rendering software, and cost-effective smartphones in natural environments. Extensive experiments and in-depth analysis show that FLAG3D contributes great research value for various challenges, such as cross-domain human action recognition, dynamic human mesh recovery, and language-guided human action generation. Our dataset and source code are publicly available at https://andytang15.github.io/FLAG3D.
Yansong Tang, Aoyang Liu, Wenxun Dai, Yongming Rao, Jiwen Lu, Jie Zhou 0001, Xiu Li 0001
CVPR5
2023 LOGO: A Long-Form Video Dataset for Group Action Quality Assessment
abstract
Action quality assessment (AQA) has become an emerging topic since it can be extensively applied in numerous scenarios. However, most existing methods and datasets focus on single-person short-sequence scenes, hindering the application of AQA in more complex situations. To address this issue, we construct a new multi-person long-form video dataset for action quality assessment named LOGO. Distinguished in scenario complexity, our dataset contains 200 videos from 26 artistic swimming events with 8 athletes in each sample along with an average duration of 204.2 seconds. As for richness in annotations, LOGO includes formation labels to depict group information of multiple athletes and detailed annotations on action procedures. Furthermore, we propose a simple yet effective method to model relations among athletes and reason about the potential temporal logic in long-form videos. Specifically, we design a group-aware attention module, which can be easily plugged into existing AQA methods, to enrich the clip-wise representations based on contextual group information. To benchmark LOGO, we systematically conduct investigations on the performance of several popular methods in AQA and action segmentation. The results reveal the challenges our dataset brings. Extensive experiments also show that our approach achieves state-of-the-art on the LOGO dataset. The dataset and code will be released at https://github.com/shiyi-zh0408/LOGO.
Wenxun Dai, Sujia Wang, Xiangwei Shen, Jiwen Lu, Jie Zhou 0001, Yansong Tang
CVPR2