EDBT 2026 Demo / reviewers in the wild / expert
Yuting Ye
dblp:46/5540
· DBLP profile ↗
38ranked-venue papers
6as first author
22since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 31 · 4 first-author · 18 since 2021Artificial intelligence and machine learning · 13 · 2 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | CHOICE: Coordinated Human-Object Interaction in Cluttered Environments for Pick-and-Place ActionsabstractAnimating human-scene interactions such as picking and placing a wide range of objects with different geometries is a challenging task, especially in a cluttered environment where interactions with complex articulated containers are involved. The main difficulty lies in the sparsity of the motion data compared to the wide variation of the objects and environments, as well as the poor availability of transition motions between different actions, increasing the complexity of the generalization to arbitrary conditions. To cope with this issue, we develop a system that tackles the interaction synthesis problem as a hierarchical goal-driven task. Firstly, we develop a bimanual scheduler that plans a set of keyframes for simultaneously controlling the two hands to efficiently achieve the pick-and-place task from an abstract goal signal such as the target object selected by the user. Next, we develop a neural implicit planner that generates hand trajectories to guide reaching and leaving motions across diverse object shapes/types and obstacle layouts. Finally, we propose a linear dynamic model for our DeepPhase controller that incorporates a Kalman filter to enable smooth transitions in the frequency domain, resulting in a more realistic and effective multi-objective control of the character. Our system can synthesize a rich variety of natural pick-and-place movements that adapt to different object geometries, container articulations, and scene layouts. Jintao Lu, Yuting Ye, Takaaki Shiratori, Sebastian Starke, Taku Komura |
ACM Trans. Graph. | 3 |
| 2026 | STyMo: Fast and Controllable Few-Shot Motion Style TransferabstractSupporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models that cannot generalize beyond their training distribution. We present STyMo, a few-shot approach that learns motion style from only seconds of paired data and trains in one to two minutes. Our key insight is to decompose style into two components: a static component capturing time-invariant posture, and a temporal component capturing frame-wise dynamics. This decomposition yields an interpretable system where posture intensity, temporal exaggeration, and per-body-region style can be adjusted at runtime. Furthermore, the reduction in required training data and computation time structurally permits an iterative authoring workflow. To ensure robustness on arbitrary inputs, we further introduce a stylizability gate that automatically prevents artifacts on out-of-distribution motions. We demonstrate results across diverse motion styles, from subtle emotional variations to exaggerated character archetypes, and release our processed paired dataset to facilitate future research. The source code used in this paper can be found at: https://github.com/facebookresearch/STyMo Jose Luis Ponton, Alexander W. Winkler, Ladislav Kavan, Yuting Ye, Petr Kadlecek |
ACM Trans. Graph. | 4 |
| 2025 | HMD2: Environment-Aware Motion Generation from Single Egocentric Head-Mounted DeviceabstractThis paper investigates the generation of realistic full-body human motion using a single head-mounted device with an outward-facing color camera and the ability to perform visual SLAM. To address the ambiguity of this setup, we present HMD2, a novel system that balances motion reconstruction and generation. From a reconstruction stand-point, it aims to maximally utilize the camera streams to produce both analytical and learned features, including head motion, SLAM point cloud, and image embeddings. On the generative front, HMD2 employs a multi-modal conditional motion diffusion model with a Transformer back-bone to maintain temporal coherence of generated motions, and utilizes autoregressive inpainting to facilitate online motion inference with minimal latency (0.17 seconds). We show that our system provides an effective and robust so-lution that scales to a diverse dataset of over 200 hours of motion in complex indoor and outdoor environments. Vladimir Guzov, Yifeng Jiang 0002, Fangzhou Hong, Gerard Pons-Moll, Richard A. Newcombe, C. Karen Liu, Yuting Ye, Lingni Ma |
3DV | 7 |
| 2025 | From Sparse Signal to Smooth Motion: Real-Time Motion Generation with Rolling Prediction ModelsabstractIn 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 |
CVPR | 10 |
| 2025 | EgoLM: Multi-Modal Language Model of Egocentric MotionsabstractAs wearable devices become more prevalent, understanding the user’s motion is crucial for improving contextual AI systems. We introduce EgoLM, a versatile framework designed for egocentric motion understanding using multi-modal data. EgoLM integrates the rich contextual information from egocentric videos and motion sensors afforded by wearable devices. It also combines dense supervision signals from motion and language, leveraging the vast knowledge encoded in pre-trained large language models (LLMs). EgoLM models the joint distribution of egocentric motions and natural language using LLMs, conditioned on observations from egocentric videos and motion sensors. It unifies a range of motion understanding tasks, including motion narration from video or motion data, as well as motion generation from text or sparse sensor data. Unique to wearable devices, it also enables a novel task to generate text descriptions from sparse sensors. Through extensive experiments, we validate the effectiveness of EgoLM in addressing the challenges of under-constrained egocentric motion learning, and demonstrate its capability as a generalist model through a variety of applications. Project page: https://hongfz16.github.io/projects/EgoLM. Fangzhou Hong, Vladimir Guzov, Hyo Jin Kim 0004, Yuting Ye, Richard A. Newcombe, Ziwei Liu 0002, Lingni Ma |
CVPR | 4 |
| 2024 | Nymeria: A Massive Collection of Multimodal Egocentric Daily Motion in the Wild
Lingni Ma, Yuting Ye, Fangzhou Hong, Vladimir Guzov, Yifeng Jiang 0002, Rowan Postyeni, Luis Pesqueira, Alexander Gamino, Vijay Baiyya, Hyo Jin Kim 0004, Kevin Bailey, David Soriano Fosas, C. Karen Liu, Ziwei Liu 0002, Jakob J. Engel, Renzo De Nardi, Richard A. Newcombe |
ECCV (24) | 2 |
| 2024 | DivaTrack: Diverse Bodies and Motions from Acceleration-Enhanced Three-Point TrackersabstractAbstract Full‐body avatar presence is important for immersive social and environmental interactions in digital reality. However, current devices only provide three six degrees of freedom (DOF) poses from the headset and two controllers (i.e. three‐point trackers). Because it is a highly under‐constrained problem, inferring full‐body pose from these inputs is challenging, especially when supporting the full range of body proportions and use cases represented by the general population. In this paper, we propose a deep learning framework, DivaTrack, which outperforms existing methods when applied to diverse body sizes and activities. We augment the sparse three‐point inputs with linear accelerations from Inertial Measurement Units (IMU) to improve foot contact prediction. We then condition the otherwise ambiguous lower‐body pose with the predictions of foot contact and upper‐body pose in a two‐stage model. We further stabilize the inferred full‐body pose in a wide range of configurations by learning to blend predictions that are computed in two reference frames, each of which is designed for different types of motions. We demonstrate the effectiveness of our design on a large dataset that captures 22 subjects performing challenging locomotion for three‐point tracking, including lunges, hula‐hooping, and sitting. As shown in a live demo using the Meta VR headset and Xsens IMUs, our method runs in real‐time while accurately tracking a user's motion when they perform a diverse set of movements. Dongseok Yang, Jiho Kang, Lingni Ma, Joseph D. Greer, Yuting Ye, Sung-Hee Lee |
Comput. Graph. Forum | 5 |
| 2024 | Categorical Codebook Matching for Embodied Character ControllersabstractTranslating 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. | 5 |
| 2023 | PhaseMP: Robust 3D Pose Estimation via Phase-conditioned Human Motion PriorabstractWe present a novel motion prior, called PhaseMP, modeling a probability distribution on pose transitions conditioned by a frequency domain feature extracted from a periodic autoencoder. The phase feature further enforces the pose transitions to be unidirectional (i.e. no backward movement in time), from which more stable and natural motions can be generated. Specifically, our motion prior can be useful for accurately estimating 3D human motions in the presence of challenging input data, including long periods of spatial and temporal occlusion, as well as noisy sensor measurements. Through a comprehensive evaluation, we demonstrate the efficacy of our novel motion prior, showcasing its superiority over existing state-of-the-art methods by a significant margin across various applications, including video-to-motion and motion estimation from sparse sensor data, and etc. Mingyi Shi, Sebastian Starke, Yuting Ye, Taku Komura, Jungdam Won |
ICCV | 3 |
| 2023 | DROP: Dynamics Responses from Human Motion Prior and Projective DynamicsabstractSynthesizing realistic human movements, dynamically responsive to the environment, is a long-standing objective in character animation, with applications in computer vision, sports, and healthcare, for motion prediction and data augmentation. Recent kinematics-based generative motion models offer impressive scalability in modeling extensive motion data, albeit without an interface to reason about and interact with physics. While simulator-in-the-loop learning approaches enable highly physically realistic behaviors, the challenges in training often affect scalability and adoption. We introduce DROP, a novel framework for modeling Dynamics Responses of humans using generative mOtion prior and Projective dynamics. DROP can be viewed as a highly stable, minimalist physics-based human simulator that interfaces with a kinematics-based generative motion prior. Utilizing projective dynamics, DROP allows flexible and simple integration of the learned motion prior as one of the projective energies, seamlessly incorporating control provided by the motion prior with Newtonian dynamics. Serving as a model-agnostic plug-in, DROP enables us to fully leverage recent advances in generative motion models for physics-based motion synthesis. We conduct extensive evaluations of our model across different motion tasks and various physical perturbations, demonstrating the scalability and diversity of responses. Yifeng Jiang 0002, Jungdam Won, Yuting Ye, C. Karen Liu |
SIGGRAPH Asia | 3 |
| 2023 | MOCHA: Real-Time Motion Characterization via Context MatchingabstractTransforming neutral, characterless input motions to embody the distinct style of a notable character in real time is highly compelling for character animation. This paper introduces MOCHA, a novel online motion characterization framework that transfers both motion styles and body proportions from a target character to an input source motion. MOCHA begins by encoding the input motion into a motion feature that structures the body part topology and captures motion dependencies for effective characterization. Central to our framework is the Neural Context Matcher, which generates a motion feature for the target character with the most similar context to the input motion feature. The conditioned autoregressive model of the Neural Context Matcher can produce temporally coherent character features in each time frame. To generate the final characterized pose, our Characterizer network incorporates the characteristic aspects of the target motion feature into the input motion feature while preserving its context. This is achieved through a transformer model that introduces the adaptive instance normalization and context mapping-based cross-attention, effectively injecting the character feature into the source feature. We validate the performance of our framework through comparisons with prior work and an ablation study. Our framework can easily accommodate various applications, including characterization with only sparse input and real-time characterization. Additionally, we contribute a high-quality motion dataset comprising six different characters performing a range of motions, which can serve as a valuable resource for future research. Deok-Kyeong Jang, Yuting Ye, Jungdam Won, Sung-Hee Lee |
SIGGRAPH Asia | 2 |
| 2023 | Rethinking the Data Annotation Process for Multiview 3D Pose Estimation with Active Learning and Self-TrainingabstractPose estimation of the human body and hands is a fundamental problem in computer vision, and learning-based solutions require a large amount of annotated data. In this work, we improve the efficiency of the data annotation process for 3D pose estimation problems with Active Learning (AL) in a multiview setting. AL selects examples with the highest value to annotate under limited annotation budgets (time and cost), but choosing the selection strategy is often nontrivial. We present a framework to efficiently extend existing single-view AL strategies. We then propose two novel AL strategies that make full use of multiview geometry. Moreover, we demonstrate additional performance gains by incorporating pseudo-labels computed during the AL process, which is a form of self-training. Our system significantly outperforms simulated annotation baselines in 3D body and hand pose estimation on two large-scale benchmarks: CMU Panoptic Studio and InterHand2.6M. Notably, on CMU Panoptic Studio, we are able to reduce the turn-around time by 60% and annotation cost by 80% when compared to the conventional annotation process. Cem Keskin, Yuting Ye |
WACV | 5 |
| 2023 | Learning to Transfer In-Hand Manipulations Using a Greedy Shape CurriculumabstractAbstract In‐hand object manipulation is challenging to simulate due to complex contact dynamics, non‐repetitive finger gaits, and the need to indirectly control unactuated objects. Further adapting a successful manipulation skill to new objects with different shapes and physical properties is a similarly challenging problem. In this work, we show that natural and robust in‐hand manipulation of simple objects in a dynamic simulation can be learned from a high quality motion capture example via deep reinforcement learning with careful designs of the imitation learning problem. We apply our approach on both single‐handed and two‐handed dexterous manipulations of diverse object shapes and motions. We then demonstrate further adaptation of the example motion to a more complex shape through curriculum learning on intermediate shapes morphed between the source and target object. While a naive curriculum of progressive morphs often falls short, we propose a simple greedy curriculum search algorithm that can successfully apply to a range of objects such as a teapot, bunny, bottle, train, and elephant. Alexander Clegg, Sehoon Ha, Greg Turk, Yuting Ye |
Comput. Graph. Forum | 5 |
| 2023 | How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?abstractDetailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in most cases, capture and display accurate hand motions. In this article, we investigate the consequences of such errors in hand and finger motions on comprehension, character perception, social presence, and user comfort. We conduct three perceptual experiments where participants guess words and movie titles based on motion captured movements. We introduce errors and alterations to the hand movements and apply techniques to synthesize or correct hand motions. We collect data from more than 1000 Amazon Mechanical Turk participants in two large experiments, and conduct a third experiment in VR. As results might differ depending on the virtual character used, we investigate all effects on two virtual characters of different levels of realism. We furthermore investigate the effects of clip length in our experiments. Amongst other results, we show that the absence of finger motion significantly reduces comprehension and negatively affects people’s perception of a virtual character and their social presence. Adding some hand motions, even random ones, does attenuate some of these effects when it comes to the perception of the virtual character or social presence, but it does not necessarily improve comprehension. Slightly inaccurate or erroneous hand motions are sufficient to achieve the same level of comprehension as with accurate hand motions. They might however still affect the viewers’ impression of a character. Finally, jittering hand motions should be avoided as they significantly decrease user comfort. Alexandra Adkins, Aline Normoyle, Lorraine Lin, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
ACM Trans. Graph. | 5 |
| 2022 | Towards Robust Off-Policy Learning for Runtime UncertaintyabstractOff-policy learning plays a pivotal role in optimizing and evaluating policies prior to the online deployment. However, during the real-time serving, we observe varieties of interventions and constraints that cause inconsistency between the online and offline setting, which we summarize and term as runtime uncertainty. Such uncertainty cannot be learned from the logged data due to its abnormality and rareness nature. To assert a certain level of robustness, we perturb the off-policy estimators along an adversarial direction in view of the runtime uncertainty. It allows the resulting estimators to be robust not only to observed but also unexpected runtime uncertainties. Leveraging this idea, we bring runtime-uncertainty robustness to three major off-policy learning methods: the inverse propensity score method, reward-model method, and doubly robust method. We theoretically justify the robustness of our methods to runtime uncertainty, and demonstrate their effectiveness using both the simulation and the real-world online experiments. Yuting Ye, Chuanwei Ruan |
AAAI | 2 |
| 2022 | From Intervention to Domain Transportation: A Novel Perspective to Optimize Recommendation
Yuting Ye, Chuanwei Ruan, Evren Körpeoglu, Kannan Achan |
ICLR | 2 |
| 2022 | Transformer Inertial Poser: Real-time Human Motion Reconstruction from Sparse IMUs with Simultaneous Terrain GenerationabstractReal-time human motion reconstruction from a sparse set of (e.g. six) wearable IMUs provides a non-intrusive and economic approach to motion capture. Without the ability to acquire position information directly from IMUs, recent works took data-driven approaches that utilize large human motion datasets to tackle this under-determined problem. Still, challenges remain such as temporal consistency, drifting of global and joint motions, and diverse coverage of motion types on various terrains. We propose a novel method to simultaneously estimate full-body motion and generate plausible visited terrain from only six IMU sensors in real-time. Our method incorporates 1. a conditional Transformer decoder model giving consistent predictions by explicitly reasoning prediction history, 2. a simple yet general learning target named "stationary body points” (SBPs) which can be stably predicted by the Transformer model and utilized by analytical routines to correct joint and global drifting, and 3. an algorithm to generate regularized terrain height maps from noisy SBP predictions which can in turn correct noisy global motion estimation. We evaluate our framework extensively on synthesized and real IMU data, and with real-time live demos, and show superior performance over strong baseline methods. Yifeng Jiang 0002, Yuting Ye, Deepak Gopinath, Jungdam Won, Alexander W. Winkler, C. Karen Liu |
SIGGRAPH Asia | 2 |
| 2022 | QuestSim: Human Motion Tracking from Sparse Sensors with Simulated AvatarsabstractReal-time tracking of human body motion is crucial for interactive and immersive experiences in AR/VR. However, very limited sensor data about the body is available from standalone wearable devices such as HMDs (Head Mounted Devices) or AR glasses. In this work, we present a reinforcement learning framework that takes in sparse signals from an HMD and two controllers, and simulates plausible and physically valid full body motions. Using high quality full body motion as dense supervision during training, a simple policy network can learn to output appropriate torques for the character to balance, walk, and jog, while closely following the input signals. Our results demonstrate surprisingly similar leg motions to ground truth without any observations of the lower body, even when the input is only the 6D transformations of the HMD. We also show that a single policy can be robust to diverse locomotion styles, different body sizes, and novel environments. Alexander W. Winkler, Jungdam Won, Yuting Ye |
SIGGRAPH Asia | 3 |
| 2021 | Understanding the role of importance weighting for deep learning
Yuting Ye, Chuanwei Ruan |
ICLR | 2 |
| 2021 | Bipartite graph-based approach for clustering of cell lines by gene expression-drug response associationsabstractMOTIVATION: In pharmacogenomic studies, the biological context of cell lines influences the predictive ability of drug-response models and the discovery of biomarkers. Thus, similar cell lines are often studied together based on prior knowledge of biological annotations. However, this selection approach is not scalable with the number of annotations, and the relationship between gene-drug association patterns and biological context may not be obvious. RESULTS: We present a procedure to compare cell lines based on their gene-drug association patterns. Starting with a grouping of cell lines from biological annotation, we model gene-drug association patterns for each group as a bipartite graph between genes and drugs. This is accomplished by applying sparse canonical correlation analysis (SCCA) to extract the gene-drug associations, and using the canonical vectors to construct the edge weights. Then, we introduce a nuclear norm-based dissimilarity measure to compare the bipartite graphs. Accompanying our procedure is a permutation test to evaluate the significance of similarity of cell line groups in terms of gene-drug associations. In the pharmacogenomic datasets CTRP2, GDSC2 and CCLE, hierarchical clustering of carcinoma groups based on this dissimilarity measure uniquely reveals clustering patterns driven by carcinoma subtype rather than primary site. Next, we show that the top associated drugs or genes from SCCA can be used to characterize the clustering patterns of haematopoietic and lymphoid malignancies. Finally, we confirm by simulation that when drug responses are linearly dependent on expression, our approach is the only one that can effectively infer the true hierarchy compared to existing approaches. AVAILABILITY AND IMPLEMENTATION: Bipartite graph-based hierarchical clustering is implemented in R and can be obtained from CRAN: https://CRAN.R-project.org/package=hierBipartite. The source code is available at https://github.com/CalvinTChi/hierBipartite. The datasets were derived from sources in the public domain, which are the Cancer Cell Line Encyclopedia (https://portals.broadinstitute.org/ccle), the Cancer Therapeutics Response Portal (https://portals.broadinstitute.org/ctrp.v2.1/?page=#ctd2BodyHome), and the Genomics of Drug Sensitivity in Cancer (https://www.cancerrxgene.org/). These datasets can be downloaded using the PharmacoGx R package (https://bioconductor.org/packages/release/bioc/html/PharmacoGx.html). SUPPLEMENTARY INFORMATION: Supplementary data are available at Bioinformatics online. Calvin Chi, Yuting Ye |
Bioinform. | 2 |
| 2021 | Evaluating Grasping Visualizations and Control Modes in a VR GameabstractA primary goal of the Virtual Reality ( VR ) community is to build fully immersive and presence-inducing environments with seamless and natural interactions. To reach this goal, researchers are investigating how to best directly use our hands to interact with a virtual environment using hand tracking. Most studies in this field require participants to perform repetitive tasks. In this article, we investigate if results of such studies translate into a real application and game-like experience. We designed a virtual escape room in which participants interact with various objects to gather clues and complete puzzles. In a between-subjects study, we examine the effects of two input modalities (controllers vs. hand tracking) and two grasping visualizations (continuously tracked hands vs. virtual hands that disappear when grasping) on ownership, realism, efficiency, enjoyment, and presence. Our results show that ownership, realism, enjoyment, and presence increased when using hand tracking compared to controllers. Visualizing the tracked hands during grasps leads to higher ratings in one of our ownership questions and one of our enjoyment questions compared to having the virtual hands disappear during grasps as is common in many applications. We also confirm some of the main results of two studies that have a repetitive design in a more realistic gaming scenario that might be closer to a typical user experience. Alexandra Adkins, Lorraine Lin, Aline Normoyle, Ryan Canales, Yuting Ye, Sophie Jörg |
ACM Trans. Appl. Percept. | 5 |
| 2021 | ManipNet: neural manipulation synthesis with a hand-object spatial representationabstractNatural hand manipulations exhibit complex finger maneuvers adaptive to object shapes and the tasks at hand. Learning dexterous manipulation from data in a brute force way would require a prohibitive amount of examples to effectively cover the combinatorial space of 3D shapes and activities. In this paper, we propose a hand-object spatial representation that can achieve generalization from limited data. Our representation combines the global object shape as voxel occupancies with local geometric details as samples of closest distances. This representation is used by a neural network to regress finger motions from input trajectories of wrists and objects. Specifically, we provide the network with the current finger pose, past and future trajectories, and the spatial representations extracted from these trajectories. The network then predicts a new finger pose for the next frame as an autoregressive model. With a carefully chosen hand-centric coordinate system, we can handle single-handed and two-handed motions in a unified framework. Learning from a small number of primitive shapes and kitchenware objects, the network is able to synthesize a variety of finger gaits for grasping, in-hand manipulation, and bimanual object handling on a rich set of novel shapes and functional tasks. We also demonstrate a live demo of manipulating virtual objects in real-time using a simple physical prop. Our system is useful for offline animation or real-time applications forgiving to a small delay. Yuting Ye, Takaaki Shiratori, Taku Komura |
ACM Trans. Graph. | 2 |
| 2020 | Learning 3D Global Human Motion Estimation from Unpaired, Disjoint Datasets
Julian Habekost, Takaaki Shiratori, Yuting Ye, Taku Komura |
BMVC | 3 |
| 2020 | Fully Convolutional Mesh Autoencoder using Efficient Spatially Varying KernelsabstractLearning latent representations of registered meshes is useful for many 3D tasks. Techniques have recently shifted to neural mesh autoencoders. Although they demonstrate higher precision than traditional methods, they remain unable to capture fine-grained deformations. Furthermore, these methods can only be applied to a template-specific surface mesh, and is not applicable to more general meshes, like tetrahedrons and non-manifold meshes. While more general graph convolution methods can be employed, they lack performance in reconstruction precision and require higher memory usage. In this paper, we propose a non-template-specific fully convolutional mesh autoencoder for arbitrary registered mesh data. It is enabled by our novel convolution and (un)pooling operators learned with globally shared weights and locally varying coefficients which can efficiently capture the spatially varying contents presented by irregular mesh connections. Our model outperforms state-of-the-art methods on reconstruction accuracy. In addition, the latent codes of our network are fully localized thanks to the fully convolutional structure, and thus have much higher interpolation capability than many traditional 3D mesh generation models. Yi Zhou 0023, Chenglei Wu, Zimo Li, Chen Cao 0001, Yuting Ye, Jason M. Saragih, Hao Li 0015, Yaser Sheikh |
NeurIPS | 5 |
| 2020 | MEgATrack: monochrome egocentric articulated hand-tracking for virtual realityabstractWe present a system for real-time hand-tracking to drive virtual and augmented reality (VR/AR) experiences. Using four fisheye monochrome cameras, our system generates accurate and low-jitter 3D hand motion across a large working volume for a diverse set of users. We achieve this by proposing neural network architectures for detecting hands and estimating hand keypoint locations. Our hand detection network robustly handles a variety of real world environments. The keypoint estimation network leverages tracking history to produce spatially and temporally consistent poses. We design scalable, semi-automated mechanisms to collect a large and diverse set of ground truth data using a combination of manual annotation and automated tracking. Additionally, we introduce a detection-by-tracking method that increases smoothness while reducing the computational cost; the optimized system runs at 60Hz on PC and 30Hz on a mobile processor. Together, these contributions yield a practical system for capturing a user's hands and is the default feature on the Oculus Quest VR headset powering input and social presence. Shangchen Han, Randi Cabezas, Christopher D. Twigg, Peizhao Zhang, Jeff Petkau, Tsz-Ho Yu, Chun-Jung Tai, Muzaffer Akbay, Asaf Nitzan, Gang Dong, Yuting Ye, Lingling Tao, Chengde Wan, Robert Wang 0002 |
ACM Trans. Graph. | 13 |
| 2019 | Virtual Grasping Feedback and Virtual Hand OwnershipabstractIn this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback. Ryan Canales, Aline Normoyle, Yu Sun 0044, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
SAP | 4 |
| 2019 | Bayes EMbedding (BEM): Refining Representation by Integrating Knowledge Graphs and Behavior-specific NetworksabstractLow-dimensional embeddings of knowledge graphs and behavior graphs have proved remarkably powerful in varieties of tasks, from predicting unobserved edges between entities to content recommendation. The two types of graphs can contain distinct and complementary information for the same entities/nodes. However, previous works focus either on knowledge graph embedding or behavior graph embedding while few works consider both in a unified way. Here we present BEM, a Bayesian framework that incorporates the information from knowledge graphs and behavior graphs. To be more specific, BEM takes as prior the pre-trained embeddings from the knowledge graph, and integrates them with the pre-trained embeddings from the behavior graphs via a Bayesian generative model. BEM is able to mutually refine the embeddings from both sides while preserving their own topological structures. To show the superiority of our method, we conduct a range of experiments on three benchmark datasets: node classification, link prediction, triplet classification on two small datasets related to Freebase, and item recommendation on a large-scale e-commerce dataset. Yuting Ye, Xuwu Wang, Jiangchao Yao, Kunyang Jia, Jingren Zhou 0001, Yanghua Xiao, Hongxia Yang |
CIKM | 1 |
| 2019 | The Effect of Hand Size and Interaction Modality on the Virtual Hand IllusionabstractMost commercial virtual reality applications with self avatars provide users with a “one-size fits all” avatar. While the height of this body may be scaled to the user's height, other body proportions, such as limb length and hand size, are rarely customized to fit an individual user. Prior research has shown that mismatches between users' avatars and their actual bodies can affect size perception and feelings of body ownership. In this paper, we consider how concepts related to the virtual hand illusion, user experience, and task efficiency are influenced by variations between the size of a user's actual hand and their avatar's hand. We also consider how using a tracked controller or tracked gestures affect these concepts. We conducted a 2×3 within-subjects study (n=20), with two levels of input modality: using tracked finger motion vs. a hand-held controller (Glove vs. Controller), and three levels of hand scaling (Small, Fit, and Large). Participants completed 2 block-assembly trials for each condition (for a total of 12 trials). Time, mistakes, and a user experience survey were recorded for each trial. Participants experienced stronger feelings of ownership and realism in the Glove condition. Efficiency was higher in the Controller condition and supported by play data of more time spent, blocks grabbed, and blocks dropped in the Glove condition. We did not find enough evidence for a change in agency and the intensity of the virtual hand illusion depending on hand size. Over half of the participants indicated preferring the Glove condition over the Controller condition, mentioning fun and efficiency as factors in their choices. Preferences on hand scaling were mixed but often attributed to efficiency. Participants liked the appearance of their virtual hand more while using the Fit instead of Large hands. Several interaction effects were observed between input modality and hand scaling, for example, for smaller hands, tracked hands evoked stronger feelings of ownership compared to using a controller. Our results show that the virtual hand illusion is stronger when participants are able to control a hand directly rather than with a hand-held device, and that the virtual reality task must first be considered to determine which modality and hand size are the most applicable. Lorraine Lin, Aline Normoyle, Alexandra Adkins, Yu Sun 0044, Andrew C. Robb, Yuting Ye, Massimiliano Di Luca, Sophie Jörg |
VR | 6 |
| 2018 | HONES: A Fast and Tuning-free Homotopy Method For Online Newton StepabstractIn this article, we develop and analyze a homotopy continuation method, referred to as HONES , for solving the sequential generalized projections in Online Newton Step (Hazan et al., 2006b), as well as the generalized problem known as sequential standard quadratic programming. HONES is fast, tuning-free, error-free (up to machine error) and adaptive to the solution sparsity. This is confirmed by both careful theoretical analysis and extensive experiments on both synthetic and real data. Yuting Ye, Lihua Lei, Cheng Ju |
AISTATS | 1 |
| 2018 | Learning Warped Guidance for Blind Face Restoration
Xiaoming Li 0002, Ming Liu 0018, Yuting Ye, Wangmeng Zuo, Liang Lin 0004, Ruigang Yang |
ECCV (13) | 3 |
| 2018 | Online optical marker-based hand tracking with deep labelsabstractOptical marker-based motion capture is the dominant way for obtaining high-fidelity human body animation for special effects, movies, and video games. However, motion capture has seen limited application to the human hand due to the difficulty of automatically identifying (or labeling) identical markers on self-similar fingers. We propose a technique that frames the labeling problem as a keypoint regression problem conducive to a solution using convolutional neural networks. We demonstrate robustness of our labeling solution to occlusion, ghost markers, hand shape, and even motions involving two hands or handheld objects. Our technique is equally applicable to sparse or dense marker sets and can run in real-time to support interaction prototyping with high-fidelity hand tracking and hand presence in virtual reality. Shangchen Han, Robert Wang 0002, Yuting Ye, Christopher D. Twigg, Kenrick Kin |
ACM Trans. Graph. | 4 |
| 2013 | Realtime facial animation with on-the-fly correctivesabstractWe introduce a real-time and calibration-free facial performance capture framework based on a sensor with video and depth input. In this framework, we develop an adaptive PCA model using shape correctives that adjust on-the-fly to the actor's expressions through incremental PCA-based learning. Since the fitting of the adaptive model progressively improves during the performance, we do not require an extra capture or training session to build this model. As a result, the system is highly deployable and easy to use: it can faithfully track any individual, starting from just a single face scan of the subject in a neutral pose. Like many real-time methods, we use a linear subspace to cope with incomplete input data and fast motion. To boost the training of our tracking model with reliable samples, we use a well-trained 2D facial feature tracker on the input video and an efficient mesh deformation algorithm to snap the result of the previous step to high frequency details in visible depth map regions. We show that the combination of dense depth maps and texture features around eyes and lips is essential in capturing natural dialogues and nuanced actor-specific emotions. We demonstrate that using an adaptive PCA model not only improves the fitting accuracy for tracking but also increases the expressiveness of the retargeted character. Hao Li 0015, Jihun Yu, Yuting Ye, Christoph Bregler |
ACM Trans. Graph. | 3 |
| 2012 | Falling and landing motion control for character animationabstractWe introduce a new method to generate agile and natural human landing motions in real-time via physical simulation without using any mocap or pre-scripted sequences. We develop a general controller that allows the character to fall from a wide range of heights and initial speeds, continuously roll on the ground, and get back on its feet, without inducing large stress on joints at any moment. The character's motion is generated through a forward simulator and a control algorithm that consists of an airborne phase and a landing phase. During the airborne phase, the character optimizes its moment of inertia to meet the ideal relation between the landing velocity and the angle of attack, under the laws of conservation of momentum. The landing phase can be divided into three stages: impact, rolling, and getting-up. To reduce joint stress at landing, the character leverages contact forces to control linear momentum and angular momentum, resulting in a rolling motion which distributes impact over multiple body parts. We demonstrate that our control algorithm can be applied to a variety of initial conditions with different falling heights, orientations, and linear and angular velocities. Simulated results show that our algorithm can effectively create realistic action sequences comparable to real world footage of experienced freerunners. Sehoon Ha, Yuting Ye, C. Karen Liu |
ACM Trans. Graph. | 2 |
| 2012 | Synthesis of detailed hand manipulations using contact samplingabstractCapturing human activities that involve both gross full-body motion and detailed hand manipulation of objects is challenging for standard motion capture systems. We introduce a new method for creating natural scenes with such human activities. The input to our method includes motions of the full-body and the objects acquired simultaneously by a standard motion capture system. Our method then automatically synthesizes detailed and physically plausible hand manipulation that can seamlessly integrate with the input motions. Instead of producing one "optimal" solution, our method presents a set of motions that exploit a wide variety of manipulation strategies. We propose a randomized sampling algorithm to search for as many as possible visually diverse solutions within the computational time budget. Our results highlight complex strategies human hands employ effortlessly and unconsciously, such as static, sliding, rolling, as well as finger gaits with discrete relocation of contact points. Yuting Ye, C. Karen Liu |
ACM Trans. Graph. | 1 |
| 2010 | Synthesis of Responsive Motion Using a Dynamic ModelabstractAbstract Synthesizing the movements of a responsive virtual character in the event of unexpected perturbations has proven a difficult challenge. To solve this problem, we devise a fully automatic method that learns a nonlinear probabilistic model of dynamic responses from very few perturbed walking sequences. This model is able to synthesize responses and recovery motions under new perturbations different from those in the training examples. When perturbations occur, we propose a physics‐based method that initiates motion transitions to the most probable response example based on the dynamic states of the character. Our algorithm can be applied to any motion sequences without the need for preprocessing such as segmentation or alignment. The results show that three perturbed motion clips can sufficiently generate a variety of realistic responses, and 14 clips can create a responsive virtual character that reacts realistically to external forces in different directions applied on different body parts at different moments in time. Yuting Ye, C. Karen Liu |
Comput. Graph. Forum | 1 |
| 2010 | Optimal feedback control for character animation using an abstract modelabstractReal-time adaptation of a motion capture sequence to virtual environments with physical perturbations requires robust control strategies. This paper describes an optimal feedback controller for motion tracking that allows for on-the-fly re-planning of long-term goals and adjustments in the final completion time. We first solve an offline optimal trajectory problem for an abstract dynamic model that captures the essential relation between contact forces and momenta. A feedback control policy is then derived and used to simulate the abstract model online. Simulation results become dynamic constraints for online reconstruction of full-body motion from a reference. We applied our controller to a wide range of motions including walking, long stepping, and a squat exercise. Results show that our controllers are robust to large perturbations and changes in the environment. Yuting Ye, C. Karen Liu |
ACM Trans. Graph. | 1 |
| 2009 | Optimization-based interactive motion synthesisabstractWe present a physics-based approach to synthesizing motion of a virtual character in a dynamically varying environment. Our approach views the motion of a responsive virtual character as a sequence of solutions to the constrained optimization problem formulated at every time step. This framework allows the programmer to specify active control strategies using intuitive kinematic goals, significantly reducing the engineering effort entailed in active body control. Our optimization framework can incorporate changes in the character's surroundings through a synthetic visual sensory system and create significantly different motions in response to varying environmental stimuli. Our results show that our approach is general enough to encompass a wide variety of highly interactive motions. Sumit Jain, Yuting Ye, C. Karen Liu |
ACM Trans. Graph. | 2 |
| 2008 | Animating responsive characters with dynamic constraints in near-unactuated coordinatesabstractThis paper presents a technique to enhance a kinematically controlled virtual character with a generic class of dynamic responses to small perturbations. Given an input motion sequence, our technique can synthesize reactive motion to arbitrary external forces with a specific style customized to the input motion. Our method re-parameterizes the motion degrees of freedom based on joint actuations in the input motion. By only enforcing the equations of motion in the less actuated coordinates, our approach can create physically responsive motion based on kinematic pose control without explicitly computing the joint actuations. We demonstrate the simplicity and robustness of our technique by showing a variety of examples generated with the same set of parameters. Our formulation focuses on the type of perturbations that significantly disrupt the upper body poses and dynamics, but have limited effect on the whole-body balance state. Yuting Ye, C. Karen Liu |
ACM Trans. Graph. | 1 |