Chun-Hao Paul Huang

dblp:342/7296 · DBLP profile ↗
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9ranked-venue papers
0as first author
9since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 8 since 2021
YearPublicationVenuePosition
2025 VideoHandles: Editing 3D Object Compositions in Videos Using Video Generative Priors
abstract
Generative methods for image and video editing leverage generative models as priors to perform edits despite incomplete information, such as changing the composition of 3D objects depicted in a single image. Recent methods have shown promising composition editing results for images. However, in the video domain, editing methods have focused on editing objects’ appearance and motion, or camera motion. As a result, methods for editing object composition in videos remain largely unexplored. We propose VideoHandles as a method for editing 3D object compositions in videos of static scenes with camera motion. Our approach enables the editing of an object’s 3D position across all frames of a video in a temporally consistent manner. This is achieved by lifting intermediate features of a generative model to a 3D reconstruction that is shared between all frames, editing the reconstruction, and projecting the features on the edited reconstruction back to each frame. To the best of our knowledge, this is the first generative approach to edit object compositions in videos. Our approach is simple and training-free, while outperforming state-of-the-art image editing baselines. Our project page is https://videohandles.github.io.
Juil Koo, Paul Guerrero 0001, Chun-Hao Paul Huang, Duygu Ceylan, Minhyuk Sung
CVPR3
2025 Shape My Moves: Text-Driven Shape-Aware Synthesis of Human Motions
abstract
We explore how body shapes influence human motion synthesis, an aspect often overlooked in existing text-to-motion generation methods due to the ease of learning a homogenized, canonical body shape. However, this homogenization can distort the natural correlations between different body shapes and their motion dynamics. Our method addresses this gap by generating body-shape-aware human motions from natural language prompts. We utilize a finite scalar quantization-based variational autoencoder (FSQ-VAE) to quantize motion into discrete tokens and then leverage continuous body shape information to de-quantize these tokens back into continuous, detailed motion. Additionally, we harness the capabilities of a pretrained language model to predict both continuous shape parameters and motion tokens, facilitating the synthesis of text-aligned motions and decoding them into shape-aware motions. We evaluate our method quantitatively and qualitatively, and also conduct a comprehensive perceptual study to demonstrate its efficacy in generating shape-aware motions. Project URL: https://shape-move.github.io/.
Ting-Hsuan Liao, Yi Zhou 0023, Chun-Hao Paul Huang, Saayan Mitra, Jia-Bin Huang 0001, Uttaran Bhattacharya
CVPR4
2025 Humoto: A 4D Dataset of Mocap Human Object Interactions
abstract
We present Human Motions with Objects (HUMOTO), a high-fidelity dataset of human-object interactions for motion generation, computer vision, and robotics applications. Featuring 735 sequences (7,875 seconds at 30 fps), HUMOTO captures interactions with 63 precisely modeled objects and 72 articulated parts. Our innovations include a scene-driven LLM scripting pipeline creating complete, purposeful tasks with natural progression, and a mocap-and-camera recording setup to effectively handle occlusions. Spanning diverse activities from cooking to outdoor picnics, HUMOTO preserves both physical accuracy and logical task flow. Professional artists rigorously clean and verify each sequence, minimizing foot sliding and object penetrations. We also provide benchmarks compared to other datasets. HUMOTO's comprehensive full-body motion and simultaneous multi-object interactions address key data-capturing challenges and provide opportunities to advance realistic human-object interaction modeling across research domains with practical applications in animation, robotics, and embodied AI systems. Project: https://jiaxin-lu.github.io/humoto/ .
Jiaxin Lu 0001, Chun-Hao Paul Huang, Uttaran Bhattacharya, Qixing Huang, Yi Zhou 0023
ICCV2
2024 BLiSS: Bootstrapped Linear Shape Space
abstract
Morphable models are fundamental to numerous human-centered processes as they offer a simple yet expressive shape space. Creating such morphable models, however, is both tedious and expensive. The main challenge is establishing dense correspondences across raw scans that capture sufficient shape variation. This is often addressed using a mix of significant manual intervention and nonrigid registration. We observe that creating a shape space and solving for dense correspondence are tightly coupled – while dense correspondence is needed to build shape spaces, an expressive shape space provides a reduced dimensional space to regularize the search. We introduce BLiSS, a method to solve both progressively. Starting from a small set of manually registered scans to bootstrap the process, we enrich the shape space and then use that to get new unregistered scans into correspondence automatically. The critical component of BLiSS is a non-linear deformation model that captures details missed by the low-dimensional shape space, thus allowing progressive enrichment of the space.
Sanjeev Muralikrishnan, Chun-Hao Paul Huang, Duygu Ceylan, Niloy J. Mitra
3DV2
2024 Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion Models
abstract
Traditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth cor-respondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path. Project page: primecai.github.io/ generative. rendering.
Shengqu Cai, Duygu Ceylan, Matheus Gadelha, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Gordon Wetzstein
CVPR4
2024 Synergistic Global-Space Camera and Human Reconstruction from Videos
abstract
Remarkable strides have been made in reconstructing static scenes or human bodies from monocular videos. Yet, the two problems have largely been approached independently, without much synergy. Most visual SLAM methods can only reconstruct camera trajectories and scene structures up to scale, while most HMR methods reconstruct human meshes in metric scale but fall short in reasoning with cameras and scenes. This work introduces Synergistic Camera and Human Reconstruction (SynCHMR) to marry the best of both worlds. Specifically, we design Human-aware Metric SLAM to reconstruct metric-scale camera poses and scene point clouds using camera-frame HMR as a strong prior, addressing depth, scale, and dynamic ambiguities. Conditioning on the dense scene recovered, we further learn a Scene-aware SMPL Denoiser to enhance world-frame HMR by incorporating spatio-temporal coherency and dynamic scene constraints. Together, they lead to consistent reconstructions of camera trajectories, human meshes, and dense scene point clouds in a common world frame.
Tuanfeng Y. Wang, Bhiksha Raj, Min Xu 0009, Jimei Yang, Chun-Hao Paul Huang
CVPR6
2024 ActAnywhere: Subject-Aware Video Background Generation
abstract
We study a novel problem to automatically generate video background that tailors to foreground subject motion. It is an important problem for the movie industry and visual effects community, which traditionally requires tedious manual efforts to solve. To this end, we propose ActAnywhere, a video diffusion model that takes as input a sequence of foreground subject segmentation and an image of a novel background and generates a video of the subject interacting in this background. We train our model on a large-scale dataset of 2.4M videos of human-scene interactions. Through extensive evaluation, we show that our model produces videos with realistic foreground-background interaction while strictly following the guidance of the condition image. Our model generalizes to diverse scenarios including non-human subjects, gaming and animation clips, as well as videos with multiple moving subjects. Both quantitative and qualitative comparisons demonstrate that our model significantly outperforms existing methods, which fail to accomplish the studied task. Please visit our project webpage at https://actanywhere.github.io.
Boxiao Pan, Chun-Hao Paul Huang, Krishna Kumar Singh, Yang Zhou 0009, Leonidas J. Guibas, Jimei Yang
NeurIPS3
2023 Blowing in the Wind: CycleNet for Human Cinemagraphs from Still Images
abstract
Cinemagraphs are short looping videos created by adding subtle motions to a static image. This kind of media is popular and engaging. However, automatic generation of cinemagraphs is an underexplored area and current solutions require tedious low-level manual authoring by artists. In this paper, we present an automatic method that allows generating human cinemagraphs from single RGB images. We investigate the problem in the context of dressed humans under the wind. At the core of our method is a novel cyclic neural network that produces looping cinemagraphs for the target loop duration. To circumvent the problem of collecting real data, we demonstrate that it is possible, by working in the image normal space, to learn garment motion dynamics on synthetic data and generalize to real data. We evaluate our method on both synthetic and real data and demonstrate that it is possible to create compelling and plausible cinemagraphs from single RGB images.
Hugo Bertiche, Niloy J. Mitra, Kuldeep Kulkarni, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Meysam Madadi, Sergio Escalera, Duygu Ceylan
CVPR4
2023 Pix2Video: Video Editing using Image Diffusion
abstract
Image diffusion models, trained on massive image collections, have emerged as the most versatile image generator model in terms of quality and diversity. They support inverting real images and conditional (e.g., text) generation, making them attractive for high-quality image editing applications. We investigate how to use such pre-trained image models for text-guided video editing. The critical challenge is to achieve the target edits while still preserving the content of the source video. Our method works in two simple steps: first, we use a pre-trained structure-guided (e.g., depth) image diffusion model to perform text-guided edits on an anchor frame; then, in the key step, we progressively propagate the changes to the future frames via self-attention feature injection to adapt the core denoising step of the diffusion model. We then consolidate the changes by adjusting the latent code for the frame before continuing the process. Our approach is training-free and generalizes to a wide range of edits. We demonstrate the effectiveness of the approach by extensive experimentation and compare it against four different prior and parallel efforts (on ArXiv). We demonstrate that realistic text-guided video edits are possible, without any compute-intensive preprocessing or video-specific finetuning. https://duyguceylan.github.io/pix2video.github.io/.
Duygu Ceylan, Chun-Hao Paul Huang, Niloy J. Mitra
ICCV2