Xiaoxuan Ma 0001

dblp:43/6936-1 · DBLP profile ↗
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18ranked-venue papers
6as first author
17since 2021 · last 2026
0000-0003-0571-2659ORCID · conflict

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

Artificial intelligence and machine learning · 18 · 6 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 10 since 2021
YearPublicationVenuePosition
2026 Efficient Action Counting with Dynamic Queries
Xiaoxuan Ma 0001, Zishi Li, Qiuyan Shang, Wentao Zhu 0004, Hai Ci, Yu Qiao 0001, Yizhou Wang 0001
Int. J. Comput. Vis.1
2026 AlphaChimp: Tracking and Behavior Recognition of Chimpanzees
Xiaoxuan Ma 0001, Yutang Lin 0001, Yuan Xu 0022, Stephan P. Kaufhold, Jack Terwilliger, Andres Meza 0001, Yixin Zhu 0001, Federico Rossano, Yizhou Wang 0001
Int. J. Comput. Vis.1
2025 FreeCloth: Free-form Generation Enhances Challenging Clothed Human Modeling
abstract
Achieving realistic animated human avatars requires accurate modeling of pose-dependent clothing deformations. Existing learning-based methods heavily rely on the Linear Blend Skinning (LBS) of minimally-clothed human models like SMPL to model deformation. However, they struggle to handle loose clothing, such as long dresses, where the canonicalization process becomes ill-defined when the clothing is far from the body, leading to disjointed and fragmented results. To overcome this limitation, we propose FreeCloth, a novel hybrid framework to model challenging clothed humans. Our core idea is to use dedicated strategies to model different regions, depending on whether they are close to or distant from the body. Specifically, we segment the human body into three categories: unclothed, deformed, and generated. We simply replicate unclothed regions that require no deformation. For deformed regions close to the body, we leverage LBS to handle the deformation. As for the generated regions, which correspond to loose clothing areas, we introduce a novel free-form, part-aware generator to model them, as they are less affected by movements. This free-form generation paradigm brings enhanced flexibility and expressiveness to our hybrid framework, enabling it to capture the intricate geometric details of challenging loose clothing, such as skirts and dresses. Experimental results on the benchmark dataset featuring loose clothing demonstrate that FreeCloth achieves state-of-the-art performance with superior visual fidelity and realism, particularly in the most challenging cases.
Hang Ye 0002, Xiaoxuan Ma 0001, Hai Ci, Wentao Zhu 0004, Yizhou Wang 0001
CVPR2
2025 SAT-HMR: Real-Time Multi-Person 3D Mesh Estimation via Scale-Adaptive Tokens
abstract
We propose SAT-HMR, a one-stage framework for real-time multi-person 3D human mesh estimation from a single RGB image. While current one-stage methods, which follow a DETR-style pipeline, achieve state-of-the-art (SOTA) performance with high-resolution inputs, we observe that this particularly benefits the estimation of individuals in smaller scales of the image (e.g., those of young age or far from the camera), but at the cost of significantly increased computation overhead. To address this, we introduce scale-adaptive tokens that are dynamically adjusted based on the relative scale of each individual in the image within the DETR framework. Specifically, individuals in smaller scales are processed at higher resolutions, larger ones at lower resolutions, and background regions are further distilled. These scale-adaptive tokens more efficiently encode the image features, facilitating subsequent decoding to regress the human mesh, while allowing the model to allocate computational resources more effectively and focus on more challenging cases. Experiments show that our method preserves the accuracy benefits of high-resolution processing while substantially reducing computational cost, achieving real-time inference with performance comparable to SOTA methods.
Chi Su, Xiaoxuan Ma 0001, Jiajun Su, Yizhou Wang 0001
CVPR2
2025 VMarker-Pro: Probabilistic 3D Human Mesh Estimation From Virtual Markers
abstract
Monocular 3D human mesh estimation faces challenges due to depth ambiguity and the complexity of mapping images to complex parameter spaces. Recent methods propose to use 3D poses as a proxy representation, which often lose crucial body shape information, leading to mediocre performance. Conversely, advanced motion capture systems, though accurate, are impractical for markerless wild images. Addressing these limitations, we introduce an innovative intermediate representation as virtual markers, which are learned from large-scale mocap data, mimicking the effects of physical markers. Building upon virtual markers, we propose VMarker, which detects virtual markers from wild images, and the intact mesh with realistic shapes can be obtained by simply interpolation from these markers. To address occlusions that obscure 3D virtual marker estimation, we further enhance our method with VMarker-Pro, a probabilistic framework that models the distribution of 3D virtual marker positions using diffusion models, enabling the generation of multiple plausible meshes aligned with images for robust 3D mesh estimation. Our approaches surpass existing methods on three benchmark datasets, particularly demonstrating significant improvements on the SURREAL dataset, which features diverse body shapes. Additionally, VMarker-Pro excels in accurately modeling data distributions, significantly enhancing performance in occluded scenarios.
Xiaoxuan Ma 0001, Jiajun Su, Yuan Xu 0022, Wentao Zhu 0004, Chunyu Wang 0001, Yizhou Wang 0001
IEEE Trans. Pattern Anal. Mach. Intell.1
2024 Scaling Up Dynamic Human-Scene Interaction Modeling
abstract
Confronting the challenges of data scarcity and advanced motion synthesis in HSI modeling, we introduce the TRUMANS (Tracking Human Actions in Scenes) dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates Human-Scene Interaction (HSI) sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies.
Xiaoxuan Ma 0001, Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Siyuan Huang 0001
CVPR4
2024 ScoreHypo: Probabilistic Human Mesh Estimation with Hypothesis Scoring
abstract
Monocular 3D human mesh estimation is an ill-posed problem, characterized by inherent ambiguity and occlusion. While recent probabilistic methods propose generating multiple solutions, little attention is paid to obtaining high-quality estimates from them. To address this limitation, we introduce ScoreHypo, a versatile framework by first leveraging our novel HypoNet to generate multiple hy-potheses, followed by employing a meticulously designed scorer, ScoreNet, to evaluate and select high-quality esti-mates. ScoreHypo formulates the estimation process as a re-verse denoising process, where HypoNet produces a diverse set of plausible estimates that effectively align with the im-age cues. Subsequently, ScoreNet is employed to rigorously evaluate and rank these estimates based on their quality and finally identify superior ones. Experimental results demon-strate that HypoNet outperforms existing state-of-the-art probabilistic methods as a multi-hypothesis mesh estimator. Moreover, the estimates selected by ScoreNet significantly outperform random generation or simple averaging. Notably, the trained ScoreNet exhibits generalizability, as it can effectively score existing methods and significantly reduce their errors by more than 15%. Code and models are available at ht tps: / /xy02- 05. gi thub. io/ScoreHypo.
Yuan Xu 0022, Xiaoxuan Ma 0001, Jiajun Su, Wentao Zhu 0004, Yu Qiao 0001, Yizhou Wang 0001
CVPR2
2024 Real-Time Holistic Robot Pose Estimation with Unknown States
Shikun Ban, Juling Fan, Xiaoxuan Ma 0001, Wentao Zhu 0004, Yu Qiao 0003, Yizhou Wang 0001
ECCV (49)3
2024 Human Motion Generation: A Survey
abstract
Human motion generation aims to generate natural human pose sequences and shows immense potential for real-world applications. Substantial progress has been made recently in motion data collection technologies and generation methods, laying the foundation for increasing interest in human motion generation. Most research within this field focuses on generating human motions based on conditional signals, such as text, audio, and scene contexts. While significant advancements have been made in recent years, the task continues to pose challenges due to the intricate nature of human motion and its implicit relationship with conditional signals. In this survey, we present a comprehensive literature review of human motion generation, which, to the best of our knowledge, is the first of its kind in this field. We begin by introducing the background of human motion and generative models, followed by an examination of representative methods for three mainstream sub-tasks: text-conditioned, audio-conditioned, and scene-conditioned human motion generation. Additionally, we provide an overview of common datasets and evaluation metrics. Lastly, we discuss open problems and outline potential future research directions. We hope that this survey could provide the community with a comprehensive glimpse of this rapidly evolving field and inspire novel ideas that address the outstanding challenges.
Wentao Zhu 0004, Xiaoxuan Ma 0001, Dongwoo Ro, Hai Ci, Jinlu Zhang 0001, Jiaxin Shi, Feng Gao 0014, Qi Tian 0001, Yizhou Wang 0001
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 GFPose: Learning 3D Human Pose Prior with Gradient Fields
abstract
Learning 3D human pose prior is essential to human-centered AI. Here, we present GFPose, a versatile framework to model plausible 3D human poses for various applications. At the core of GFPose is a time-dependent score network, which estimates the gradient on each body joint and progressively denoises the perturbed 3D human pose to match a given task specification. During the denoising process, GFPose implicitly incorporates pose priors in gradients and unifies various discriminative and generative tasks in an elegant framework. Despite the simplicity, GFPose demonstrates great potential in several downstream tasks. Our experiments empirically show that 1) as a multi-hypothesis pose estimator, GFPose outperforms existing SOTAs by 20% on Human3.6M dataset. 2) as a single-hypothesis pose estimator, GFPose achieves comparable results to deterministic SOTAs, even with a vanilla backbone. 3) GFPose is able to produce diverse and realistic samples in pose denoising, completion and generation tasks.11Project page https://sites.google.com/view/gfpose/
Hai Ci, Mingdong Wu, Wentao Zhu 0004, Xiaoxuan Ma 0001, Hao Dong 0003, Fangwei Zhong, Yizhou Wang 0001
CVPR4
2023 3D Human Mesh Estimation from Virtual Markers
abstract
Inspired by the success of volumetric 3D pose estimation, some recent human mesh estimators propose to estimate 3D skeletons as intermediate representations, from which, the dense 3D meshes are regressed by exploiting the mesh topology. However, body shape information is lost in extracting skeletons, leading to mediocre performance. The advanced motion capture systems solve the problem by placing dense physical markers on the body surface, which allows to extract realistic meshes from their non-rigid motions. However, they cannot be applied to wild images without markers. In this work, we present an intermediate representation, named virtual markers, which learns 64 landmark keypoints on the body surface based on the large-scale mocap data in a generative style, mimicking the effects of physical markers. The virtual markers can be accurately detected from wild images and can reconstruct the intact meshes with realistic shapes by simple interpolation. Our approach outperforms the state-of-the-art methods on three datasets. In particular, it surpasses the existing methods by a notable margin on the SURREAL dataset, which has diverse body shapes. Code is available at https://github.com/ShirleyMaxx/VirtualMarker
Xiaoxuan Ma 0001, Jiajun Su, Chunyu Wang 0001, Wentao Zhu 0004, Yizhou Wang 0001
CVPR1
2023 MotionBERT: A Unified Perspective on Learning Human Motion Representations
abstract
We present a unified perspective on tackling various human-centric video tasks by learning human motion representations from large-scale and heterogeneous data resources. Specifically, we propose a pretraining stage in which a motion encoder is trained to recover the underlying 3D motion from noisy partial 2D observations. The motion representations acquired in this way incorporate geometric, kinematic, and physical knowledge about human motion, which can be easily transferred to multiple downstream tasks. We implement the motion encoder with a Dual-stream Spatio-temporal Transformer (DSTformer) neural network. It could capture long-range spatio-temporal relationships among the skeletal joints comprehensively and adaptively, exemplified by the lowest 3D pose estimation error so far when trained from scratch. Furthermore, our proposed framework achieves state-of-the-art performance on all three downstream tasks by simply finetuning the pretrained motion encoder with a simple regression head (1-2 layers), which demonstrates the versatility of the learned motion representations. Code and models are available at https://motionbert.github.io/
Wentao Zhu 0004, Xiaoxuan Ma 0001, Zhaoyang Liu 0001, Libin Liu 0002, Wayne Wu, Yizhou Wang 0001
ICCV2
2023 ChimpACT: A Longitudinal Dataset for Understanding Chimpanzee Behaviors
abstract
Understanding the behavior of non-human primates is crucial for improving animal welfare, modeling social behavior, and gaining insights into distinctively human and phylogenetically shared behaviors. However, the lack of datasets on non-human primate behavior hinders in-depth exploration of primate social interactions, posing challenges to research on our closest living relatives. To address these limitations, we present ChimpACT, a comprehensive dataset for quantifying the longitudinal behavior and social relations of chimpanzees within a social group. Spanning from 2015 to 2018, ChimpACT features videos of a group of over 20 chimpanzees residing at the Leipzig Zoo, Germany, with a particular focus on documenting the developmental trajectory of one young male, Azibo. ChimpACT is both comprehensive and challenging, consisting of 163 videos with a cumulative 160,500 frames, each richly annotated with detection, identification, pose estimation, and fine-grained spatiotemporal behavior labels. We benchmark representative methods of three tracks on ChimpACT: (i) tracking and identification, (ii) pose estimation, and (iii) spatiotemporal action detection of the chimpanzees. Our experiments reveal that ChimpACT offers ample opportunities for both devising new methods and adapting existing ones to solve fundamental computer vision tasks applied to chimpanzee groups, such as detection, pose estimation, and behavior analysis, ultimately deepening our comprehension of communication and sociality in non-human primates.
Xiaoxuan Ma 0001, Stephan P. Kaufhold, Jiajun Su, Wentao Zhu 0004, Jack Terwilliger, Andres Meza 0001, Yixin Zhu 0001, Federico Rossano, Yizhou Wang 0001
NeurIPS1
2023 Social Motion Prediction with Cognitive Hierarchies
abstract
Humans exhibit a remarkable capacity for anticipating the actions of others and planning their own actions accordingly. In this study, we strive to replicate this ability by addressing the social motion prediction problem. We introduce a new benchmark, a novel formulation, and a cognition-inspired framework. We present Wusi, a 3D multi-person motion dataset under the context of team sports, which features intense and strategic human interactions and diverse pose distributions. By reformulating the problem from a multi-agent reinforcement learning perspective, we incorporate behavioral cloning and generative adversarial imitation learning to boost learning efficiency and generalization. Furthermore, we take into account the cognitive aspects of the human social action planning process and develop a cognitive hierarchy framework to predict strategic human social interactions. We conduct comprehensive experiments to validate the effectiveness of our proposed dataset and approach.
Wentao Zhu 0004, Jason Qin, Yuke Lou, Hang Ye 0002, Xiaoxuan Ma 0001, Hai Ci, Yizhou Wang 0001
NeurIPS5
2022 VirtualPose: Learning Generalizable 3D Human Pose Models from Virtual Data
Jiajun Su, Chunyu Wang 0001, Xiaoxuan Ma 0001, Wenjun Zeng 0001, Yizhou Wang 0001
ECCV (6)3
2022 Locally Connected Network for Monocular 3D Human Pose Estimation
abstract
We present an approach for 3D human pose estimation from monocular images. The approach consists of two steps: it first estimates a 2D pose from an image and then estimates the corresponding 3D pose. This paper focuses on the second step. Graph convolutional network (GCN) has recently become the de facto standard for human pose related tasks such as action recognition. However, in this work, we show that GCN has critical limitations when it is used for 3D pose estimation due to the inherent weight sharing scheme. The limitations are clearly exposed through a novel reformulation of GCN, in which both GCN and Fully Connected Network (FCN) are its special cases. In addition, on top of the formulation, we present locally connected network (LCN) to overcome the limitations of GCN by allocating dedicated rather than shared filters for different joints. We jointly train the LCN network with a 2D pose estimator such that it can handle inaccurate 2D poses. We evaluate our approach on two benchmark datasets and observe that LCN outperforms GCN, FCN, and the state-of-the-art methods by a large margin. More importantly, it demonstrates strong cross-dataset generalization ability because of sparse connections among body joints.
Hai Ci, Xiaoxuan Ma 0001, Chunyu Wang 0001, Yizhou Wang 0001
IEEE Trans. Pattern Anal. Mach. Intell.2
2021 Context Modeling in 3D Human Pose Estimation: A Unified Perspective
abstract
Estimating 3D human pose from a single image suffers from severe ambiguity since multiple 3D joint configurations may have the same 2D projection. The state-of-the-art methods often rely on context modeling methods such as pictorial structure model (PSM) or graph neural network (GNN) to reduce ambiguity. However, there is no study that rigorously compares them side by side. So we first present a general formula for context modeling in which both PSM and GNN are its special cases. By comparing the two methods, we found that the end-to-end training scheme in GNN and the limb length constraints in PSM are two complementary factors to improve results. To combine their advantages, we propose ContextPose based on attention mechanism that allows enforcing soft limb length constraints in a deep network. The approach effectively reduces the chance of getting absurd 3D pose estimates with incorrect limb lengths and achieves state-of-the-art results on two benchmark datasets. More importantly, the introduction of limb length constraints into deep networks enables the approach to achieve much better generalization performance.
Xiaoxuan Ma 0001, Jiajun Su, Chunyu Wang 0001, Hai Ci, Yizhou Wang 0001
CVPR1
2019 Optimizing Network Structure for 3D Human Pose Estimation
abstract
A human pose is naturally represented as a graph where the joints are the nodes and the bones are the edges. So it is natural to apply Graph Convolutional Network (GCN) to estimate 3D poses from 2D poses. In this work, we propose a generic formulation where both GCN and Fully Connected Network (FCN) are its special cases. From this formulation, we discover that GCN has limited representation power when used for estimating 3D poses. We overcome the limitation by introducing Locally Connected Network (LCN) which is naturally implemented by this generic formulation. It notably improves the representation capability over GCN. In addition, since every joint is only connected to a few joints in its neighborhood, it has strong generalization power. The experiments on public datasets show it: (1) outperforms the state-of-the-arts; (2) is less data hungry than alternative models; (3) generalizes well to unseen actions and datasets.
Hai Ci, Chunyu Wang 0001, Xiaoxuan Ma 0001, Yizhou Wang 0001
ICCV3