EDBT 2026 Demo / reviewers in the wild / expert
Bingkun Lin
dblp:385/6491
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0008-3916-0550ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Computer animation and physical simulation · 100% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
character control |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › motion synthesis › human motion synthesis
diffusion-based motion generation |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
motion synthesis |
0.8 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.2 | 1 | 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion Models · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
task-oriented sampling · 1.5inpainting · 1.5diffusion model · 1.5autoregressive generation · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Interactive Character Control with Auto-Regressive Motion Diffusion ModelsabstractReal-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning (See Figure 1). These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods. Yi Shi 0008, Jingbo Wang 0003, Xuekun Jiang, Bingkun Lin, Bo Dai 0002, Xue Bin Peng |
ACM Trans. Graph. | 4 |