EDBT 2026 Demo / reviewers in the wild / expert
Lei Yang 0059
dblp:50/2484-59
· DBLP profile ↗
17ranked-venue papers
0as first author
17since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 17 · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 12 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | SOLAMI: Social Vision-Language-Action Modeling for Immersive Interaction with 3D Autonomous CharactersabstractHuman beings are social animals. How to equip 3D autonomous characters with similar social intelligence that can perceive, understand and interact with humans remains an open yet foundamental problem. In this paper, we introduce SOLAMI, the first end-to-end Social vision-Language-Action (VLA) Modeling framework for Immersive interaction with 3D autonomous characters. Specifically, SOLAMI builds 3D autonomous characters from three aspects: 1) Social VLA Architecture: We propose a unified social VLA framework to generate multi-modal response (speech and motion) based on the user’s multimodal input to drive the character for social interaction. 2) Interactive Multimodal Data: We present Syn-MSI, a synthetic multimodal social interaction dataset generated by an automatic pipeline using only existing motion datasets to address the issue of data scarcity. 3) Immersive VR Interface: We develop a VR interface that enables users to immersively interact with these characters driven by various architectures. Extensive quantitative experiments and user study demonstrate that our framework leads to more precise and natural character responses (in both speech and motion) that align with user expectations with lower latency. Weiye Xiao, Zhengyu Lin, Huaizhong Zhang, Tianxiang Ren, Yang Gao 0042, Zhiqian Lin, Zhongang Cai, Lei Yang 0059, Ziwei Liu 0002 |
CVPR | 9 |
| 2025 | EgoLife: Towards Egocentric Life AssistantabstractWe introduce EgoLife, a project to develop an egocentric life assistant that accompanies and enhances personal efficiency through AI-powered wearable glasses. To lay the foundation for this assistant, we conducted a comprehensive data collection study where six participants lived together for one week, continuously recording their daily activities—including discussions, shopping, cooking, social-izing, and entertainment—using AI glasses for multimodal person-view video references. This effort resulted in EgoLife Dataset, a comprehensive 300-hour egocentric, terpersonal, multiview, and multimodal daily life with intensive annotation. Leveraging this dataset, we troduce EgoLifeQA, a suite of long-context, life-oriented question-answering tasks designed to provide meaningful sistance in daily life by addressing practical questions as recalling past relevant events, monitoring health and offering personalized recommendations.To address the key technical challenges of 1) developing robust visual-audio models for egocentric data, 2) enabling identity recognition, and 3) facilitating long-context question answering over extensive temporal information, we introduce EgoBulter, an integrated system comprising EgoGPT and EgoRAG. EgoGPT is an omni-modal model trained on egocentric datasets, achieving state-of-the-art performance on egocentric video understanding. EgoRAG is a retrieval-based component that supports answering ultra-long-context questions. Our experimental studies verify their working mechanisms and reveal critical factors and bottlenecks, guiding future improvements. By releasing our datasets, models, and benchmarks, we aim to stimulate further research in egocentric AI assistants. Shuai Liu 0002, Hongming Guo, Yuhao Dong, Xiamengwei Zhang, Pengyun Wang, Zitang Zhou, Binzhu Xie, Bei Ouyang, Zhengyu Lin, Marco Cominelli, Zhongang Cai, Bo Li 0080, Yuanhan Zhang, Peiyuan Zhang, Fangzhou Hong, Jörg Widmer, Francesco Gringoli, Lei Yang 0059, Ziwei Liu 0002 |
CVPR | 21 |
| 2025 | DPoser-X: Diffusion Model as Robust 3D Whole-Body Human Pose PriorabstractWe present DPoser-X, a diffusion-based prior model for 3D whole-body human poses. Building a versatile and robust full-body human pose prior remains challenging due to the inherent complexity of articulated human poses and the scarcity of high-quality whole-body pose datasets. To address these limitations, we introduce a Diffusion model as body Pose prior (DPoser) and extend it to DPoser-X for expressive whole-body human pose modeling. Our approach unifies various pose-centric tasks as inverse problems, solving them through variational diffusion sampling. To enhance performance on downstream applications, we introduce a novel truncated timestep scheduling method specifically designed for pose data characteristics. We also propose a masked training mechanism that effectively combines whole-body and part-specific datasets, enabling our model to capture interdependencies between body parts while avoiding overfitting to specific actions. Extensive experiments demonstrate DPoser-X's robustness and versatility across multiple benchmarks for body, hand, face, and full-body pose modeling. Our model consistently outperforms state-of-the-art alternatives, establishing a new benchmark for whole-body human pose prior modeling. Junzhe Lu 0001, Hongkun Dou, Ailing Zeng, Yue Deng 0001, Zhongang Cai, Lei Yang 0059, Yulun Zhang 0001, Haoqian Wang, Ziwei Liu 0002 |
ICCV | 8 |
| 2025 | HumanLiff: Layer-wise 3D Human Diffusion Model
Shoukang Hu, Fangzhou Hong, Tao Hu 0006, Liang Pan, Haiyi Mei, Weiye Xiao, Lei Yang 0059, Ziwei Liu 0002 |
Int. J. Comput. Vis. | 7 |
| 2024 | IT3D: Improved Text-to-3D Generation with Explicit View SynthesisabstractRecent strides in Text-to-3D techniques have been propelled by distilling knowledge from powerful large text-to-image diffusion models (LDMs). Nonetheless, existing Text-to-3D approaches often grapple with challenges such as over-saturation, inadequate detailing, and unrealistic outputs. This study presents a novel strategy that leverages explicitly synthesized multi-view images to address these issues. Our approach involves the utilization of image-to-image pipelines, empowered by LDMs, to generate posed high-quality images based on the renderings of coarse 3D models. Although the generated images mostly alleviate the aforementioned issues, challenges such as view inconsistency and significant content variance persist due to the inherent generative nature of large diffusion models, posing extensive difficulties in leveraging these images effectively. To overcome this hurdle, we advocate integrating a discriminator alongside a novel Diffusion-GAN dual training strategy to guide the training of 3D models. For the incorporated discriminator, the synthesized multi-view images are considered real data, while the renderings of the optimized 3D models function as fake data. We conduct a comprehensive set of experiments that demonstrate the effectiveness of our method over baseline approaches. Chi Zhang 0007, Zhongang Cai, Gang Yu 0002, Lei Yang 0059, Guosheng Lin |
AAAI | 6 |
| 2024 | Digital Life Project: Autonomous 3D Characters with Social IntelligenceabstractIn this work, we present Digital Life Project, a framework utilizing language as the universal medium to build autonomous 3D characters, who are capable of engaging in social interactions and expressing with articulated body motions, thereby simulating life in a digital environment. Our framework comprises two primary components: 1) SocioMind: a meticulously crafted digital brain that models personalities with systematic few-shot exemplars, incorporates a reflection process based on psychology principles, and emulates autonomy by initiating dialogue topics; 2) MoMat-MoGen: a text-driven motion synthesis paradigm for controlling the character's digital body. It integrates motion matching, a proven industry technique to ensure motion quality, with cutting-edge advancements in motion generation for diversity. Extensive experiments demonstrate that each module achieves state-of-the-art performance in its respective domain. Collectively, they enable virtual characters to initiate and sustain dialogues autonomously, while evolving their socio-psychological states. Concurrently, these characters can perform contextually relevant bodily movements. Additionally, an extension of DLP enables a virtual character to recognize and appropriately respond to human players' actions. Zhongang Cai, Zhongfei Qing, Zhengyu Lin, Haiyi Mei, Ruisi Wang, Wanqi Yin, Liang Pan, Xiangyu Fan 0002, Peng Gao 0007, Zhitao Yang, Yang Gao 0042, Jiaqi Li 0007, Tianxiang Ren, Yukun Wei, Xiaogang Wang 0001, Chen Change Loy, Lei Yang 0059, Ziwei Liu 0002 |
CVPR | 22 |
| 2024 | GaussianEditor: Swift and Controllable 3D Editing with Gaussian Splattingabstract3D editing plays a crucial role in many areas such as gaming and virtual reality. Traditional 3D editing methods, which rely on representations like meshes and point clouds, often fall short in realistically depicting complex scenes. On the other hand, methods based on implicit 3D representations, like Neural Radiance Field (NeRF), render complex scenes effectively but suffer from slow processing speeds and limited control over specific scene areas. In response to these challenges, our paper presents GaussianEditor, the first 3D editing algorithm based on Gaussian Splatting (GS), a novel 3D representation. GaussianEditor enhances precision and control in editing through our proposed Gaussian semantic tracing, which traces the editing target throughout the training process. Additionally, we propose Hierarchical Gaussian splatting (HGS) to achieve stabilized and fine results under stochastic generative guidance from 2D diffusion models. We also develop editing strategies for efficient object removal and integration, a challenging task for existing methods. Our comprehensive experiments demonstrate GaussianEditor's superior control, effective, and efficient performance, marking a significant advancement in 3D editing. Zilong Chen, Chi Zhang 0007, Feng Wang 0034, Yikai Wang 0001, Zhongang Cai, Lei Yang 0059, Huaping Liu 0001, Guosheng Lin |
CVPR | 8 |
| 2024 | AiOS: All-in-One-Stage Expressive Human Pose and Shape EstimationabstractExpressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tack-led this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and then in-ferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel ali-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a hu-man location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightfor-ward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody. Qingping Sun, Ailing Zeng, Wanqi Yin, Wenjia Wang 0009, Haiyi Mei, Andrew Chi-Sing Leung, Ziwei Liu 0002, Lei Yang 0059, Zhongang Cai |
CVPR | 10 |
| 2024 | WHAC: World-Grounded Humans and Cameras
Wanqi Yin, Zhongang Cai, Ruisi Wang, Fanzhou Wang, Haiyi Mei, Weiye Xiao, Zhitao Yang, Qingping Sun, Atsushi Yamashita, Ziwei Liu 0002, Lei Yang 0059 |
ECCV (34) | 12 |
| 2024 | Duolando: Follower GPT with Off-Policy Reinforcement Learning for Dance AccompanimentabstractWe introduce a novel task within the field of human motion generation, termed dance accompaniment, which necessitates the generation of responsive movements from a dance partner, the "follower", synchronized with the lead dancer’s movements and the underlying musical rhythm. Unlike existing solo or group dance generation tasks, a duet dance scenario entails a heightened degree of interaction between the two participants, requiring delicate coordination in both pose and position. To support this task, we first build a large-scale and diverse duet interactive dance dataset, DD100, by recording about 117 minutes of professional dancers’ performances. To address the challenges inherent in this task, we propose a GPT based model, Duolando, which autoregressively predicts the subsequent tokenized motion conditioned on the coordinated information of the music, the leader’s and the follower’s movements. To further enhance the GPT’s capabilities of generating stable results on unseen conditions (music and leader motions), we devise an off-policy reinforcement learning strategy that allows the model to explore viable trajectories from out-of-distribution samplings, guided by human-defined rewards. Based on the collected dataset and proposed method, we establish a benchmark with several carefully designed metrics. Li Siyao, Tianpei Gu, Zhitao Yang, Zhengyu Lin, Ziwei Liu 0002, Henghui Ding, Lei Yang 0059, Chen Change Loy |
ICLR | 7 |
| 2023 | OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and GenerationabstractRecent advances in modeling 3D objects mostly rely on synthetic datasets due to the lack of large-scale real-scanned 3D databases. To facilitate the development of 3D perception, reconstruction, and generation in the real world, we propose OmniObject3D, a large vocabulary 3D object dataset with massive high-quality real-scanned 3D objects. OmniObject3D has several appealing properties: 1) Large Vocabulary: It comprises 6,000 scanned objects in 190 daily categories, sharing common classes with popular 2D datasets (e.g., ImageNet and LVIS), benefiting the pursuit of generalizable 3D representations. 2) Rich Annotations: Each 3D object is captured with both 2D and 3D sensors, providing textured meshes, point clouds, multi-view rendered images, and multiple real-captured videos. 3) Realistic Scans: The professional scanners support high-quality object scans with precise shapes and realistic appearances. With the vast exploration space offered by OmniObject3D, we carefully set up four evaluation tracks: a) robust 3D perception, b) novel-view synthesis, c) neural surface reconstruction, and d) 3D object generation. Extensive studies are performed on these four benchmarks, revealing new observations, challenges, and opportunities for future research in realistic 3D vision. Jiarui Zhang 0007, Jiawei Ren 0001, Liang Pan, Wayne Wu, Lei Yang 0059, Jiaqi Wang 0003, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002 |
CVPR | 8 |
| 2023 | Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh ReconstructionabstractAs it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, We integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW). Code and dataset will be released at https://wenjiawang0312.github.io/projects/zolly/. Wenjia Wang 0009, Yongtao Ge, Haiyi Mei, Zhongang Cai, Qingping Sun, Chunhua Shen, Lei Yang 0059, Taku Komura |
ICCV | 8 |
| 2023 | SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and ModelingabstractSynthetic data has emerged as a promising source for 3D human research as it offers low-cost access to large-scale human datasets. To advance the diversity and annotation quality of human models, we introduce a new synthetic dataset, SynBody, with three appealing features: 1) a clothed parametric human model that can generate a diverse range of subjects; 2) the layered human representation that naturally offers high-quality 3D annotations to support multiple tasks; 3) a scalable system for producing realistic data to facilitate real-world tasks. The dataset comprises 1.2M images with corresponding accurate 3D annotations, covering 10,000 human body models, 1,187 actions, and various viewpoints. The dataset includes two subsets for human pose and shape estimation as well as human neural rendering. Extensive experiments on SynBody indicate that it substantially enhances both SMPL and SMPL-X estimation. Furthermore, the incorporation of layered annotations offers a valuable training resource for investigating the Human Neural Radiance Fields(NeRF). Zhitao Yang, Zhongang Cai, Haiyi Mei, Shuai Liu 0002, Zhaoxi Chen 0009, Weiye Xiao, Yukun Wei, Zhongfei Qing, Bo Dai 0002, Wayne Wu, Chen Qian 0006, Dahua Lin, Ziwei Liu 0002, Lei Yang 0059 |
ICCV | 15 |
| 2023 | SMPLer-X: Scaling Up Expressive Human Pose and Shape EstimationabstractExpressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods still depend largely on a confined set of training datasets. In this work, we investigate scaling up EHPS towards the first generalist foundation model (dubbed SMPLer-X), with up to ViT-Huge as the backbone and training with up to 4.5M instances from diverse data sources. With big data and the large model, SMPLer-X exhibits strong performance across diverse test benchmarks and excellent transferability to even unseen environments. 1) For the data scaling, we perform a systematic investigation on 32 EHPS datasets, including a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. 2) For the model scaling, we take advantage of vision transformers to study the scaling law of model sizes in EHPS. Moreover, our finetuning strategy turn SMPLer-X into specialist models, allowing them to achieve further performance boosts. Notably, our foundation model SMPLer-X consistently delivers state-of-the-art results on seven benchmarks such as AGORA (107.2 mm NMVE), UBody (57.4 mm PVE), EgoBody (63.6 mm PVE), and EHF (62.3 mm PVE without finetuning). Zhongang Cai, Wanqi Yin, Ailing Zeng, Qingping Sun, Wang Yanjun, Hui En Pang, Haiyi Mei, Lei Zhang 0001, Chen Change Loy, Lei Yang 0059, Ziwei Liu 0002 |
NeurIPS | 12 |
| 2023 | Towards Robust and Expressive Whole-body Human Pose and Shape EstimationabstractWhole-body pose and shape estimation aims to jointly predict different behaviors (e.g., pose, hand gesture, facial expression) of the entire human body from a monocular image. Existing methods often exhibit suboptimal performance due to the complexity of in-the-wild scenarios. We argue that the prediction accuracy of these models is significantly affected by the quality of the _bounding box_, e.g., scale, alignment. The natural discrepancy between the ideal bounding box annotations and model detection results is particularly detrimental to the performance of whole-body pose and shape estimation.
In this paper, we propose a novel framework to enhance the robustness of whole-body pose and shape estimation. Our framework incorporates three new modules to address the above challenges from three perspectives: (1) a **Localization Module** enhances the model's awareness of the subject's location and semantics within the image space; (2) a **Contrastive Feature Extraction Module** encourages the model to be invariant to robust augmentations by incorporating a contrastive loss and positive samples; (3) a **Pixel Alignment Module** ensures the reprojected mesh from the predicted camera and body model parameters are more accurate and pixel-aligned. We perform comprehensive experiments to demonstrate the effectiveness of our proposed framework on body, hands, face and whole-body benchmarks. Hui En Pang, Zhongang Cai, Lei Yang 0059, Qingyi Tao, Tianwei Zhang 0004, Ziwei Liu 0002 |
NeurIPS | 3 |
| 2023 | FineMoGen: Fine-Grained Spatio-Temporal Motion Generation and EditingabstractText-driven motion generation has achieved substantial progress with the emergence of diffusion models. However, existing methods still struggle to generate complex motion sequences that correspond to fine-grained descriptions, depicting detailed and accurate spatio-temporal actions.This lack of fine controllability limits the usage of motion generation to a larger audience. To tackle these challenges, we present FineMoGen, a diffusion-based motion generation and editing framework that can synthesize fine-grained motions, with spatial-temporal composition to the user instructions. Specifically, FineMoGen builds upon diffusion model with a novel transformer architecture dubbed Spatio-Temporal Mixture Attention SAMI. SAMI optimizes the generation of the global attention template from two perspectives: 1) explicitly modeling the constraints of spatio-temporal composition; and 2) utilizing sparsely-activated mixture-of-experts to adaptively extract fine-grained features. To facilitate a large-scale study on this new fine-grained motion generation task, we contribute the HuMMan-MoGen dataset, which consists of 2,968 videos and 102,336 fine-grained spatio-temporal descriptions. Extensive experiments validate that FineMoGen exhibits superior motion generation quality over state-of-the-art methods. Notably, FineMoGen further enables zero-shot motion editing capabilities with the aid of modern large language models (LLM), which faithfully manipulates motion sequences with fine-grained instructions. Huirong Li, Zhongang Cai, Jiawei Ren 0001, Lei Yang 0059, Ziwei Liu 0002 |
NeurIPS | 5 |
| 2022 | Not All Models Are Equal: Predicting Model Transferability in a Self-challenging Fisher Space
Wenqi Shao, Yixiao Ge, Zhaoyang Zhang 0004, Lei Yang 0059, Xiaogang Wang 0001, Ying Shan, Ping Luo 0002 |
ECCV (34) | 5 |