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Nicky He

dblp:385/6485 · also Nicky Sijia He · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0006-4689-7599ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 78% Virtual and augmented reality · 22%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 5 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › avatar
avatar animation
0.912025
From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction Models · CVPR 2025
Computer animation and physical simulation › motion synthesis
human motion synthesis
0.912025
From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction Models · CVPR 2025
Computer animation and physical simulation
character animation
0.812024
Categorical Codebook Matching for Embodied Character Controllers · ACM Trans. Graph. 2024
Computer animation and physical simulation
motion synthesis
0.812024
Categorical Codebook Matching for Embodied Character Controllers · ACM Trans. Graph. 2024
Interaction techniques and input › input sensing › tracking
hand tracking
0.312025
From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction Models · CVPR 2025

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

rolling prediction · 1.7motion controller input · 1.7hand tracking · 1.7generative framework · 1.5codebook matching · 1.5
YearPublicationVenuePosition
2025 From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction Models
abstract
In extended reality (XR), generating full-body motion of the users is important to understand their actions, drive their virtual avatars for social interaction, and convey a realistic sense of presence. While prior works focused on spatially sparse and always-on input signals from motion controllers, many XR applications opt for vision-based hand tracking for reduced user friction and better immersion. Compared to controllers, hand tracking signals are less accurate and can even be missing for an extended period of time. To handle such unreliable inputs, we present Rolling Prediction Model (RPM), an online and real-time approach that generates smooth full-body motion from temporally and spatially sparse input signals. Our model generates 1) accurate motion that matches the inputs (i.e., tracking mode) and 2) plausible motion when inputs are missing (i.e., synthesis mode). More importantly, RPM generates seamless transitions from tracking to synthesis, and vice versa. To demonstrate the practical importance of handling noisy and missing inputs, we present GORP, the first dataset of realistic sparse inputs from a commercial virtual reality (VR) headset with paired high quality body motion ground truth. GORP provides >14 hours of VR gameplay data from 28 people using motion controllers (spatially sparse) and hand tracking (spatially and temporally sparse). We benchmark RPM against the state of the art on both synthetic data and GORP to highlight how we can bridge the gap for real-world applications with a realistic dataset and by handling unreliable input signals. Our code, pretrained models, and GORP dataset are available in the project webpage.
Germán Barquero, Nadine Bertsch, Manojkumar Marramreddy, Carlos Chacón, Filippo Arcadu, Ferran Rigual, Nicky He, Cristina Palmero, Sergio Escalera, Yuting Ye, Robin Kips
CVPR7
2024 Categorical Codebook Matching for Embodied Character Controllers
abstract
Translating motions from a real user onto a virtual embodied avatar is a key challenge for character animation in the metaverse. In this work, we present a novel generative framework that enables mapping from a set of sparse sensor signals to a full body avatar motion in real-time while faithfully preserving the motion context of the user. In contrast to existing techniques that require training a motion prior and its mapping from control to motion separately, our framework is able to learn the motion manifold as well as how to sample from it at the same time in an end-to-end manner. To achieve that, we introduce a technique called codebook matching which matches the probability distribution between two categorical codebooks for the inputs and outputs for synthesizing the character motions. We demonstrate this technique can successfully handle ambiguity in motion generation and produce high quality character controllers from unstructured motion capture data. Our method is especially useful for interactive applications like virtual reality or video games where high accuracy and responsiveness are needed.
Sebastian Starke, Paul Starke, Nicky He, Taku Komura, Yuting Ye
ACM Trans. Graph.3