Zechen Hu

dblp:342/9090 · DBLP profile ↗
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7ranked-venue papers
2as first author
7since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Systems, architecture and hardware · 5 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Motion-2-To-3: Leveraging 2D Motion Data for 3D Motion Generations
Ruoxi Guo, Huaijin Pi, Zehong Shen, Qing Shuai, Zechen Hu, Zhumei Wang, Yajiao Dong, Ruizhen Hu, Taku Komura, Sida Peng, Xiaowei Zhou 0001
ICCV5
2025 Robust Online Calibration for UWB-Aided Visual-Inertial Navigation with Bias Correction
abstract
This paper presents a novel robust online calibration framework for Ultra-Wideband (UWB) anchors in UWB-aided Visual-Inertial Navigation Systems (VINS). Accurate anchor positioning, a process known as calibration, is crucial for integrating UWB ranging measurements into state estimation. While several prior works have demonstrated satisfactory results by using robot-aided systems to autonomously calibrate UWB systems, there are still some limitations: 1) these approaches assume accurate robot localization during the initialization step, ignoring localization errors that can compromise calibration robustness, and 2) the calibration results are highly sensitive to the initial guess of the UWB anchors’ positions, reducing the practical applicability of these methods in real-world scenarios. Our approach addresses these challenges by explicitly incorporating the impact of robot localization uncertainties into the calibration process, ensuring robust initialization. To further enhance the robustness of the calibration results against initialization errors, we propose a tightly-coupled Schmidt Kalman Filter (SKF)-based online refinement method, making the system suitable for practical applications. Simulations and real-world experiments validate the improved accuracy and robustness of our approach.
Yizhi Zhou, Jiawei Xia, Zechen Hu, Weizi Li, Xuan Wang 0013
IROS4
2024 Scaling Team Coordination on Graphs with Reinforcement Learning
abstract
This paper studies Reinforcement Learning (RL) techniques to enable team coordination behaviors in graph environments with support actions among teammates to reduce the costs of traversing certain risky edges in a centralized manner. While classical approaches can solve this non-standard multi-agent path planning problem by converting the original Environment Graph (EG) into a Joint State Graph (JSG) to implicitly incorporate the support actions, those methods do not scale well to large graphs and teams. To address this curse of dimensionality, we propose to use RL to enable agents to learn such graph traversal and teammate supporting behaviors in a data-driven manner. Specifically, through a new formulation of the team coordination on graphs with risky edges problem into Markov Decision Processes (MDPs) with a novel state and action space, we investigate how RL can solve it in two paradigms: First, we use RL for a team of agents to learn how to coordinate and reach the goal with minimal cost on a single EG. We show that RL efficiently solves problems with up to 20/4 or 25/3 nodes/agents, using a fraction of the time needed for JSG to solve such complex problems; Second, we learn a general RL policy for any N-node EGs to produce efficient supporting behaviors. We present extensive experiments and compare our RL approaches against their classical counterparts.
Manshi Limbu, Zechen Hu, Xuan Wang 0013, Daigo Shishika, Xuesu Xiao
ICRA2
2024 Learning Coordinated Maneuver in Adversarial Environments
abstract
This paper aims to solve the coordination of a team of robots traversing a route in the presence of adversaries with random positions. Our goal is to minimize the overall cost of the team, which is determined by (i) the accumulated risk when robots stay in adversary-impacted zones and (ii) the mission completion time. During traversal, robots can reduce their speed and act as a ‘guard’ (the slower, the better), which will decrease the risks certain adversary incurs. This leads to a trade-off between the robots’ guarding behaviors and their travel speeds. The formulated problem is highly non-convex and cannot be efficiently solved by existing algorithms. We employ reinforcement learning techniques by developing new encoding and policy-generating methods. Simulations demonstrate that our learning methods can efficiently produce team coordination behaviors. We discuss the reasoning behind these behaviors and explain why they reduce the overall team cost.
Zechen Hu, Manshi Limbu, Daigo Shishika, Xuesu Xiao, Xuan Wang 0013
IROS1
2024 Bi-CL: A Reinforcement Learning Framework for Robots Coordination Through Bi-level Optimization
abstract
In multi-robot systems, achieving coordinated missions remains a significant challenge due to the coupled nature of coordination behaviors and the lack of global information for individual robots. To mitigate these challenges, this paper introduces a novel approach, Bi-level Coordination Learning (Bi-CL), that leverages a bi-level optimization structure within a CTDE paradigm. Our bi-level reformulation decomposes the original problem into a reinforcement learning level with reduced action space, and an imitation learning level that gains demonstrations from a global optimizer. Bi-CL further integrates an alignment penalty mechanism, aiming to minimize the discrepancy between the two levels without degrading their training efficiency. We introduce a running example to conceptualize the problem formulation. Simulation results demonstrate that Bi-CL can learn more efficiently and achieve comparable performance with traditional multi-agent reinforcement learning baselines for multi-robot coordination.
Zechen Hu, Daigo Shishika, Xuesu Xiao, Xuan Wang 0013
IROS1
2024 World-Grounded Human Motion Recovery via Gravity-View Coordinates
abstract
We present a novel method for recovering world-grounded human motion from monocular video. The main challenge lies in the ambiguity of defining the world coordinate system, which varies between sequences. Previous approaches attempt to alleviate this issue by predicting relative motion in an autoregressive manner, but are prone to accumulating errors. Instead, we propose estimating human poses in a novel Gravity-View (GV) coordinate system, which is defined by the world gravity and the camera view direction. The proposed GV system is naturally gravity-aligned and uniquely defined for each video frame, largely reducing the ambiguity of learning image-pose mapping. The estimated poses can be transformed back to the world coordinate system using camera rotations, forming a global motion sequence. Additionally, the per-frame estimation avoids error accumulation in the autoregressive methods. Experiments on in-the-wild benchmarks demonstrate that our method recovers more realistic motion in both the camera space and world-grounded settings, outperforming state-of-the-art methods in both accuracy and speed. The code is available at https://zju3dv.github.io/gvhmr/.
Zehong Shen, Huaijin Pi, Yan Xia 0007, Zhi Cen, Sida Peng, Zechen Hu, Hujun Bao, Ruizhen Hu, Xiaowei Zhou 0001
SIGGRAPH Asia6
2023 Team Coordination on Graphs with State-Dependent Edge Costs
abstract
This paper studies a team coordination problem in a graph environment. Specifically, we incorporate “support” action which an agent can take to reduce the cost for its teammate to traverse some high cost edges. Due to this added feature, the graph traversal is no longer a standard multi-agent path planning problem. To solve this new problem, we propose a novel formulation that poses it as a planning problem in a joint state space: the joint state graph (JSG). Since the edges of JSG implicitly incorporate the support actions taken by the agents, we are able to now optimize the joint actions by solving a standard single-agent path planning problem in JSG. One main drawback of this approach is the curse of dimensionality in both the number of agents and the size of the graph. To improve scalability in graph size, we further propose a hierarchical decomposition method to perform path planning in two levels. We provide both theoretical and empirical complexity analyses to demonstrate the efficiency of our two algorithms.
Manshi Limbu, Zechen Hu, Sara Oughourli, Xuan Wang 0013, Xuesu Xiao, Daigo Shishika
IROS2