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Yuhang Yang 0002

dblp:92/3175-2 · DBLP profile ↗
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6ranked-venue papers
4as first author
6since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 5 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
6 papers
3D vision · 50% Generative modeling · 20% Robot manipulation · 8%

Topics — the 12 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d scene understanding
1.622025
GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding · CVPR 2025
LEMON: Learning 3D Human-Object Interaction Relation from 2D Images · CVPR 2024
Computer vision › 3D vision › embodied vision
object affordance
0.922024
Grounding 3D Object Affordance from 2D Interactions in Images · ICCV 2023
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views · NeurIPS 2024
Computer vision › 3D vision › 3d scene understanding
affordance grounding
0.912025
GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding · CVPR 2025
Robotics › Robot manipulation
affordance learning
0.912025
GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding · CVPR 2025
Machine learning › Generative modeling
diffusion model
0.912025
SIGMAN: Scaling 3D Human Gaussian Generation with Millions of Assets · ICCV 2025
Machine learning › Generative modeling › diffusion model
human motion generation
0.912025
HERO: Human Reaction Generation from Videos · ICCV 2025
Machine learning › Generative modeling › diffusion model › diffusion transformer
latent diffusion transformer
0.912025
SIGMAN: Scaling 3D Human Gaussian Generation with Millions of Assets · ICCV 2025
Machine learning › Transfer learning and domain adaptation › zero-shot learning
open-vocabulary grounding
0.912025
GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding · CVPR 2025
Computer vision › 3D vision › 3d scene understanding › object relation reasoning
human-object interaction
0.812024
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views · NeurIPS 2024
Robotics › Autonomous driving
interaction modeling
0.812024
LEMON: Learning 3D Human-Object Interaction Relation from 2D Images · CVPR 2024
Computer vision › 3D vision › 3d scene understanding › 3d visual grounding
3d affordance grounding
0.712023
Grounding 3D Object Affordance from 2D Interactions in Images · ICCV 2023
Robotics › Robot manipulation › object perception
affordance detection
0.212024
EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views · NeurIPS 2024

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

variational autoencoder · 0.9multi-view optimization · 0.9motion synthesis · 0.9global and local video representation · 0.9geometry-intention collaborative inference · 0.9diffusion transformer · 0.9analogical reasoning · 0.9joint interaction element prediction · 0.8gradient modulation · 0.8curvature-guided feature extraction · 0.8
YearPublicationVenuePosition
2025 GREAT: Geometry-Intention Collaborative Inference for Open-Vocabulary 3D Object Affordance Grounding
abstract
Open-Vocabulary 3D object affordance grounding aims to anticipate "action possibilities" regions on 3D objects with arbitrary instructions, which is crucial for robots to generically perceive real scenarios and respond to operational changes. Existing methods focus on combining images or languages that depict interactions with 3D geometries to introduce external interaction priors. However, they are still vulnerable to a limited semantic space by failing to leverage implied invariant geometries and potential interaction intentions. Normally, humans address complex tasks through multi-step reasoning and respond to diverse situations by leveraging associative and analogical thinking. In light of this, we propose GREAT (GeometRy-intEntion collAboraTive inference) for Open-Vocabulary 3D Object Affordance Grounding, a novel framework that mines the object invariant geometry attributes and performs analogically reason in potential interaction scenarios to form affordance knowledge, fully combining the knowledge with both geometries and visual contents to ground 3D object affordance. Besides, we introduce the Point Image Affordance Dataset v2 (PIADv2), the largest 3D object affordance dataset at present to support the task. Extensive experiments demonstrate the effectiveness and superiority of GREAT. The code and dataset are available at https://yawen-shao.github.io/GREAT/.
Yawen Shao, Wei Zhai, Yuhang Yang 0002, Hongchen Luo, Yang Cao 0010, Zhengjun Zha
CVPR3
2025 SIGMAN: Scaling 3D Human Gaussian Generation with Millions of Assets
abstract
3D human digitization has long been a highly pursued yet challenging task. Existing methods aim to generate high-quality 3D digital humans from single or multiple views, but remain primarily constrained by current paradigms and the scarcity of 3D human assets. Specifically, recent approaches fall into several paradigms: optimization-based and feed-forward (both single-view regression and multi-view generation with reconstruction). However, they are limited by slow speed, low quality, cascade reasoning, and ambiguity in mapping low-dimensional planes to high-dimensional space due to occlusion and invisibility, respectively. Furthermore, existing 3D human assets remain small-scale, insufficient for large-scale training. To address these challenges, we propose a latent space generation paradigm for 3D human digitization, which involves compressing multi-view images into Gaussians via a UV-structured VAE, along with DiT-based conditional generation, we transform the ill-posed low-to-high-dimensional mapping problem into a learnable distribution shift, which also supports end-to-end inference. In addition, we employ the multi-view optimization approach combined with synthetic data to construct the HGS-1M dataset, which contains $1$ million 3D Gaussian assets to support the large-scale training. Experimental results demonstrate that our paradigm, powered by large-scale training, produces high-quality 3D human Gaussians with intricate textures, facial details, and loose clothing deformation.
Yuhang Yang 0002, Fengqi Liu, Yixing Lu, Pingyu Wu, Wei Zhai, Ran Yi 0002, Yang Cao 0010, Lizhuang Ma, Zhengjun Zha, Junting Dong
ICCV1
2025 HERO: Human Reaction Generation from Videos
abstract
Human reaction generation represents a significant research domain for interactive AI, as humans constantly interact with their surroundings. Previous works focus mainly on synthesizing the reactive motion given a human motion sequence. This paradigm limits interaction categories to human-human interactions and ignores emotions that may influence reaction generation. In this work, we propose to generate 3D human reactions from RGB videos, which involves a wider range of interaction categories and naturally provides information about expressions that may reflect the subject's emotions. To cope with this task, we present HERO, a simple yet powerful framework for Human rEaction geneRation from videOs. HERO considers both global and frame-level local representations of the video to extract the interaction intention, and then uses the extracted interaction intention to guide the synthesis of the reaction. Besides, local visual representations are continuously injected into the model to maximize the exploitation of the dynamic properties inherent in videos. Furthermore, the ViMo dataset containing paired Video-Motion data is collected to support the task. In addition to human-human interactions, these video-motion pairs also cover animal-human interactions and scene-human interactions. Extensive experiments demonstrate the superiority of our methodology. The code and dataset will be publicly available at https://jackyu6.github.io/HERO.
Chengjun Yu, Wei Zhai, Yuhang Yang 0002, Yang Cao 0010, Zhengjun Zha
ICCV3
2024 LEMON: Learning 3D Human-Object Interaction Relation from 2D Images
abstract
Learning 3D human-object interaction relation is piv-otal to embodied AI and interaction modeling. Most existing methods approach the goal by learning to predict isolated interaction elements, e.g., human contact, object affordance, and human-object spatial relation, primarily from the perspective of either the human or the object. Which underexploit certain correlations between the interaction counterparts (human and object), and struggle to address the uncertainty in interactions. Actually, objects' functionalities potentially affect humans' interaction intentions, which reveals what the interaction is. Mean-while, the interacting humans and objects exhibit matching geometric structures, which presents how to interact. In light of this, we propose harnessing these inherent correlations between interaction counterparts to mitigate the uncertainty and jointly anticipate the above interaction el-ements in 3D space. To achieve this, we present LEMON (LEarning 3D huMan-Object iNteraction relation), a unified model that mines interaction intentions of the counter-parts and employs curvatures to guide the extraction of ge-ometric correlations, combining them to anticipate the interaction elements. Besides, the 3D Interaction Relation dataset (3DIR) is collected to serve as the test bed for training and evaluation. Extensive experiments demonstrate the superiority of LEMON over methods estimating each element in isolation. The code and dataset are available at https://yyvhang.github.io/LEMON.
Yuhang Yang 0002, Wei Zhai, Hongchen Luo, Yang Cao 0010, Zhengjun Zha
CVPR1
2024 EgoChoir: Capturing 3D Human-Object Interaction Regions from Egocentric Views
abstract
Understanding egocentric human-object interaction (HOI) is a fundamental aspect of human-centric perception, facilitating applications like AR/VR and embodied AI. For the egocentric HOI, in addition to perceiving semantics e.g., ''what'' interaction is occurring, capturing ''where'' the interaction specifically manifests in 3D space is also crucial, which links the perception and operation. Existing methods primarily leverage observations of HOI to capture interaction regions from an exocentric view. However, incomplete observations of interacting parties in the egocentric view introduce ambiguity between visual observations and interaction contents, impairing their efficacy. From the egocentric view, humans integrate the visual cortex, cerebellum, and brain to internalize their intentions and interaction concepts of objects, allowing for the pre-formulation of interactions and making behaviors even when interaction regions are out of sight. In light of this, we propose harmonizing the visual appearance, head motion, and 3D object to excavate the object interaction concept and subject intention, jointly inferring 3D human contact and object affordance from egocentric videos. To achieve this, we present EgoChoir, which links object structures with interaction contexts inherent in appearance and head motion to reveal object affordance, further utilizing it to model human contact. Additionally, a gradient modulation is employed to adopt appropriate clues for capturing interaction regions across various egocentric scenarios. Moreover, 3D contact and affordance are annotated for egocentric videos collected from Ego-Exo4D and GIMO to support the task. Extensive experiments on them demonstrate the effectiveness and superiority of EgoChoir.
Yuhang Yang 0002, Wei Zhai, Chengfeng Wang, Chengjun Yu, Yang Cao 0010, Zhengjun Zha
NeurIPS1
2023 Grounding 3D Object Affordance from 2D Interactions in Images
abstract
Grounding 3D object affordance seeks to locate objects’ "action possibilities" regions in the 3D space, which serves as a link between perception and operation for embodied agents. Existing studies primarily focus on connecting visual affordances with geometry structures, e.g., relying on annotations to declare interactive regions of interest on the object and establishing a mapping between the regions and affordances. However, the essence of learning object affordance is to understand how to use it, and the manner that detaches interactions is limited in generalization. Normally, humans possess the ability to perceive object affordances in the physical world through demonstration images or videos. Motivated by this, we introduce a novel task setting: grounding 3D object affordance from 2D interactions in images, which faces the challenge of anticipating affordance through interactions of different sources. To address this problem, we devise a novel Interaction-driven 3D Affordance Grounding Network (IAG), which aligns the region feature of objects from different sources and models the interactive contexts for 3D object affordance grounding. Besides, we collect a Point-Image Affordance Dataset (PIAD) to support the proposed task. Comprehensive experiments on PIAD demonstrate the reliability of the proposed task and the superiority of our method. The project is available at https://github.com/yyvhang/IAGNet.
Yuhang Yang 0002, Wei Zhai, Hongchen Luo, Yang Cao 0010, Jiebo Luo 0001, Zhengjun Zha
ICCV1