Yu Cheng 0009

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19ranked-venue papers
6as first author
12since 2021 · last 2026
0000-0002-9830-0081ORCID · conflict

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

Artificial intelligence and machine learning · 17 · 6 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 15 · 4 first-author · 8 since 2021
YearPublicationVenuePosition
2026 DrawMotion: Generating 3D Human Motions by Freehand Drawing
Tao Wang 0011, Lei Jin 0003, Qiaozhi He, Jiaming Chu, Yu Cheng 0009, Junliang Xing, Jian Zhao 0006, Shuicheng Yan, Li Wang 0039
IEEE Trans. Pattern Anal. Mach. Intell.6
2025 StickMotion: Generating 3D Human Motions by Drawing a Stickman
abstract
Text-to-motion generation, which translates textual descriptions into human motions, has been challenging in accurately capturing detailed user-imagined motions from simple text inputs. This paper introduces StickMotion, an efficient diffusion-based network designed for multi-condition scenarios, which generates desired motions based on traditional text and our proposed stickman conditions for global and local control of these motions, respectively. We address the challenges introduced by the user-friendly stickman from three perspectives: 1) Data generation. We develop an algorithm to generate hand-drawn stickmen automatically across different dataset formats. 2) Multi-condition fusion. We propose a multi-condition module that integrates into the diffusion process and obtains outputs of all possible condition combinations, reducing computational complexity and enhancing StickMotion’s performance compared to conventional approaches with the self-attention module. 3) Dynamic supervision. We empower StickMotion to make minor adjustments to the stickman’s position within the output sequences, generating more natural movements through our proposed dynamic supervision strategy. Through quantitative experiments and user studies, sketching stickmen saves users about 51.5% of their time generating motions consistent with their imagination. Our codes, demos, and relevant data will be released in https:// github.com/InvertedForest/StickMotion.
Tao Wang 0011, Qiaozhi He, Jiaming Chu, Ling Qian, Yu Cheng 0009, Junliang Xing, Jian Zhao 0006, Lei Jin 0003
CVPR6
2024 SynSP: Synergy of Smoothness and Precision in Pose Sequences Refinement
abstract
Predicting human pose sequences via existing pose estimators often encounters various estimation errors. Motion refinement methods aim to optimize the predicted human pose sequences from pose estimators while ensuring minimal computational overhead and latency. Prior investigations have primarily concentrated on striking a balance between the two objectives, i.e., smoothness and precision, while optimizing the predicted pose sequences. However, it has come to our attention that the tension between these two objectives can provide additional quality cues about the predicted pose sequences. These cues, in turn, are able to aid the network in optimizing lower-quality poses. To leverage this quality information, we propose a motion refinement network, termed SynSP, to achieve a Synergy of Smoothness and Precision in the sequence refinement tasks. Moreover, SynSP can also address multi-view poses of one person simultaneously, fixing inaccuracies in predicted poses through heightened attention to similar poses from other views, thereby amplifying the resultant quality cues and overall performance. Compared with previous methods, SynSP benefits from both pose quality and multi-view information with a much shorter input sequence length, achieving state-of-the-art results among four challenging datasets involving 2D, 3D, and SMPL pose representations in both single-view and multi-view scenes. Github code: https://github.com/InvertedForest/SynSP.
Tao Wang 0011, Lei Jin 0003, Zheng Wang 0007, Jianshu Li, Liang Li 0003, Fang Zhao 0006, Yu Cheng 0009, Li Yuan 0007, Junliang Xing, Jian Zhao 0006
CVPR7
2024 Domain-Adaptive 2D Human Pose Estimation via Dual Teachers in Extremely Low-Light Conditions
Yihao Ai, Bo Wang 0019, Yu Cheng 0009, Xinchao Wang, Robby T. Tan
ECCV (47)4
2024 Unified Single-Stage Transformer Network for Efficient RGB-T Tracking
Jianqiang Xia, Dian-xi Shi, Linna Song, Songchang Jin, Chenran Zhao, Yu Cheng 0009, Lei Jin 0003, Jianan Li 0001, Gang Wang 0031, Junliang Xing, Jian Zhao 0006
IJCAI8
2024 SkatingVerse: A large-scale benchmark for comprehensive evaluation on human action understanding
abstract
Abstract Human action understanding (HAU) is a broad topic that involves specific tasks, such as action localisation, recognition, and assessment. However, most popular HAU datasets are bound to one task based on particular actions. Combining different but relevant HAU tasks to establish a unified action understanding system is challenging due to the disparate actions across datasets. A large‐scale and comprehensive benchmark, namely SkatingVerse is constructed for action recognition, segmentation, proposal, and assessment. SkatingVerse focus on fine‐grained sport action, hence figure skating is chosen as the task object, which eliminates the biases of the object, scene, and space that exist in most previous datasets. In addition, skating actions have inherent complexity and similarity, which is an enormous challenge for current algorithms. A total of 1687 official figure skating competition videos was collected with a total of 184.4 h, exceeding four times over other datasets with a similar topic. SkatingVerse enables to formulate a unified task to output fine‐grained human action classification and assessment results from a raw figure skating competition video. In addition, SkatingVerse can facilitate the study of HAU foundation model due to its large scale and abundant categories. Moreover, image modality is incorporated for human pose estimation task into SkatingVerse . Extensive experimental results show that (1) SkatingVerse significantly helps the training and evaluation of HAU methods, (2) the performance of existing HAU methods has much room to improve, and SkatingVerse helps to reduce such gaps, and (3) unifying relevant tasks in HAU through a uniform dataset can facilitate more practical applications. SkatingVerse will be publicly available to facilitate further studies on relevant problems.
Ziliang Gan, Lei Jin 0003, Yu Cheng 0009, Yinglei Teng, Zun Li 0001, Yawen Li 0001, Wenhan Yang, Junliang Xing, Jian Zhao 0006
IET Comput. Vis.4
2023 DSFNet: Dual Space Fusion Network for Occlusion-Robust 3D Dense Face Alignment
abstract
Sensitivity to severe occlusion and large view angles limits the usage scenarios of the existing monocular 3D dense face alignment methods. The state-of-the-art 3DMM-based method, directly regresses the model's coefficients, underutilizing the low-level 2D spatial and semantic information, which can actually offer cues for face shape and orientation. In this work, we demonstrate how modeling 3D facial geometry in image and model space jointly can solve the occlusion and view angle problems. Instead of predicting the whole face directly, we regress image space features in the visible facial region by dense prediction first. Subsequently, we predict our model's coefficients based on the regressed feature of the visible regions, leveraging the prior knowledge of whole face geometry from the morphable models to complete the invisible regions. We further propose a fusion network that combines the advantages of both the image and model space predictions to achieve high robustness and accuracy in unconstrained scenarios. Thanks to the proposed fusion module, our method is robust not only to occlusion and large pitch and roll view angles, which is the bene- fit of our image space approach, but also to noise and large yaw angles, which is the benefit of our model space method. Comprehensive evaluations demonstrate the superior performance of our method compared with the state-of-the-art methods. On the 3D dense face alignment task, we achieve 3.80% NME on the AFLW2000-3D dataset, which outperforms the state-of-the-art method by 5.5%. Code is available at https://github.com/1hyfst/DSFNet.
Heyuan Li, Bo Wang 0019, Yu Cheng 0009, Mohan Kankanhalli, Robby T. Tan
CVPR3
2023 DecenterNet: Bottom-Up Human Pose Estimation Via Decentralized Pose Representation
abstract
Multi-person pose estimation in crowded scenes remains a very challenging task. This paper finds that most previous methods fail to estimate or group visible keypoints in crowded scenes rather than reasoning invisible keypoints. We thus categorize the crowded scenes into entanglement and occlusion based on the visibility of human parts and observe that entanglement is a significant problem in crowded scenes. With this observation, we propose DecenterNet, an end-to-end deep architecture to perform robust and efficient pose estimation in crowded scenes. Within DecenterNet, we introduce a decentralized pose representation that uses all visible keypoints as the root points to represent human poses, which is more robust in the entanglement area. We also propose a decoupled pose assessment mechanism, which introduces a location map to adaptively select optimal poses in the offset map. In addition, we have constructed a new dataset named SkatingPose, containing more entangled scenes. The proposed DecenterNet surpasses the best method on SkatingPose by 1.8 AP. Furthermore, DecenterNet obtains 71.2 AP and 71.4 AP on the COCO and CrowdPose datasets, respectively, demonstrating the superiority of our method. We will release our source code, trained models, and dataset to facilitate further studies in this research direction. Our code and dataset are available in https://github.com/InvertedForest/DecenterNet.
Tao Wang 0011, Lei Jin 0003, Xiaojin Fan, Yu Cheng 0009, Yinglei Teng, Junliang Xing, Jian Zhao 0006
ACM Multimedia5
2023 Dual Networks Based 3D Multi-Person Pose Estimation From Monocular Video
abstract
Monocular 3D human pose estimation has made progress in recent years. Most of the methods focus on single persons, which estimate the poses in the person-centric coordinates, i.e., the coordinates based on the center of the target person. Hence, these methods are inapplicable for multi-person 3D pose estimation, where the absolute coordinates (e.g., the camera coordinates) are required. Moreover, multi-person pose estimation is more challenging than single pose estimation, due to inter-person occlusion and close human interactions. Existing top-down multi-person methods rely on human detection (i.e., top-down approach), and thus suffer from the detection errors and cannot produce reliable pose estimation in multi-person scenes. Meanwhile, existing bottom-up methods that do not use human detection are not affected by detection errors, but since they process all persons in a scene at once, they are prone to errors, particularly for persons in small scales. To address all these challenges, we propose the integration of top-down and bottom-up approaches to exploit their strengths. Our top-down network estimates human joints from all persons instead of one in an image patch, making it robust to possible erroneous bounding boxes. Our bottom-up network incorporates human-detection based normalized heatmaps, allowing the network to be more robust in handling scale variations. Finally, the estimated 3D poses from the top-down and bottom-up networks are fed into our integration network for final 3D poses. To address the common gaps between training and testing data, we do optimization during the test time, by refining the estimated 3D human poses using high-order temporal constraint, re-projection loss, and bone length regularizations. We also introduce a two-person pose discriminator that enforces natural two-person interactions. Finally, we apply a semi-supervised method to overcome the 3D ground-truth data scarcity. Our evaluations demonstrate the effectiveness of the proposed method and its individual components. Our code and pretrained models are available publicly: https://github.com/3dpose/3D-Multi-Person-Pose.
Yu Cheng 0009, Bo Wang 0019, Robby T. Tan
IEEE Trans. Pattern Anal. Mach. Intell.1
2023 Bottom-up 2D pose estimation via dual anatomical centers for small-scale persons
Yu Cheng 0009, Yihao Ai, Bo Wang 0019, Xinchao Wang, Robby T. Tan
Pattern Recognit.1
2021 Graph and Temporal Convolutional Networks for 3D Multi-person Pose Estimation in Monocular Videos
abstract
Despite the recent progress, 3D multi-person pose estimation from monocular videos is still challenging due to the commonly encountered problem of missing information caused by occlusion, partially out-of-frame target persons, and inaccurate person detection. To tackle this problem, we propose a novel framework integrating graph convolutional networks (GCNs) and temporal convolutional networks (TCNs) to robustly estimate camera-centric multi-person 3D poses that does not require camera parameters. In particular, we introduce a human-joint GCN, which unlike the existing GCN, is based on a directed graph that employs the 2D pose estimator's confidence scores to improve the pose estimation results. We also introduce a human-bone GCN, which models the bone connections and provides more information beyond human joints. The two GCNs work together to estimate the spatial frame-wise 3D poses and can make use of both visible joint and bone information in the target frame to estimate the occluded or missing human-part information. To further refine the 3D pose estimation, we use our temporal convolutional networks (TCNs) to enforce the temporal and human-dynamics constraints. We use a joint-TCN to estimate person-centric 3D poses across frames, and propose a velocity-TCN to estimate the speed of 3D joints to ensure the consistency of the 3D pose estimation in consecutive frames. Finally, to estimate the 3D human poses for multiple persons, we propose a root-TCN that estimates camera-centric 3D poses without requiring camera parameters. Quantitative and qualitative evaluations demonstrate the effectiveness of the proposed method.
Yu Cheng 0009, Bo Wang 0019, Bo Yang 0070, Robby T. Tan
AAAI1
2021 Monocular 3D Multi-Person Pose Estimation by Integrating Top-Down and Bottom-Up Networks
abstract
In monocular video 3D multi-person pose estimation, inter-person occlusion and close interactions can cause human detection to be erroneous and human-joints grouping to be unreliable. Existing top-down methods rely on human detection and thus suffer from these problems. Existing bottom-up methods do not use human detection, but they process all persons at once at the same scale, causing them to be sensitive to multiple-persons scale variations. To address these challenges, we propose the integration of top-down and bottom-up approaches to exploit their strengths. Our top-down network estimates human joints from all persons instead of one in an image patch, making it robust to possible erroneous bounding boxes. Our bottom-up network incorporates human-detection based normalized heatmaps, allowing the network to be more robust in handling scale variations. Finally, the estimated 3D poses from the top-down and bottom-up networks are fed into our integration network for final 3D poses. Besides the integration of top-down and bottom-up networks, unlike existing pose discriminators that are designed solely for a single person, and consequently cannot assess natural inter-person interactions, we propose a two-person pose discriminator that enforces natural two-person interactions. Lastly, we also apply a semi-supervised method to overcome the 3D ground-truth data scarcity. Quantitative and qualitative evaluations show the effectiveness of the proposed method. Our code is available publicly.1
Yu Cheng 0009, Bo Wang 0019, Bo Yang 0070, Robby T. Tan
CVPR1
2020 3D Human Pose Estimation Using Spatio-Temporal Networks with Explicit Occlusion Training
abstract
Estimating 3D poses from a monocular video is still a challenging task, despite the significant progress that has been made in the recent years. Generally, the performance of existing methods drops when the target person is too small/large, or the motion is too fast/slow relative to the scale and speed of the training data. Moreover, to our knowledge, many of these methods are not designed or trained under severe occlusion explicitly, making their performance on handling occlusion compromised. Addressing these problems, we introduce a spatio-temporal network for robust 3D human pose estimation. As humans in videos may appear in different scales and have various motion speeds, we apply multi-scale spatial features for 2D joints or keypoints prediction in each individual frame, and multi-stride temporal convolutional networks (TCNs) to estimate 3D joints or keypoints. Furthermore, we design a spatio-temporal discriminator based on body structures as well as limb motions to assess whether the predicted pose forms a valid pose and a valid movement. During training, we explicitly mask out some keypoints to simulate various occlusion cases, from minor to severe occlusion, so that our network can learn better and becomes robust to various degrees of occlusion. As there are limited 3D ground truth data, we further utilize 2D video data to inject a semi-supervised learning capability to our network. Experiments on public data sets validate the effectiveness of our method, and our ablation studies show the strengths of our network's individual submodules.
Yu Cheng 0009, Bo Yang 0070, Bo Wang 0019, Robby T. Tan
AAAI1
2020 Object Tracking Using Spatio-Temporal Networks for Future Prediction Location
Yuan Liu 0015, Ruoteng Li, Yu Cheng 0009, Robby T. Tan, Xiubao Sui
ECCV (22)3
2019 Look across Elapse: Disentangled Representation Learning and Photorealistic Cross-Age Face Synthesis for Age-Invariant Face Recognition
abstract
Despite the remarkable progress in face recognition related technologies, reliably recognizing faces across ages still remains a big challenge. The appearance of a human face changes substantially over time, resulting in significant intraclass variations. As opposed to current techniques for ageinvariant face recognition, which either directly extract ageinvariant features for recognition, or first synthesize a face that matches target age before feature extraction, we argue that it is more desirable to perform both tasks jointly so that they can leverage each other. To this end, we propose a deep Age-Invariant Model (AIM) for face recognition in the wild with three distinct novelties. First, AIM presents a novel unified deep architecture jointly performing cross-age face synthesis and recognition in a mutual boosting way. Second, AIM achieves continuous face rejuvenation/aging with remarkable photorealistic and identity-preserving properties, avoiding the requirement of paired data and the true age of testing samples. Third, we develop effective and novel training strategies for end-to-end learning the whole deep architecture, which generates powerful age-invariant face representations explicitly disentangled from the age variation. Extensive experiments on several cross-age datasets (MORPH, CACD and FG-NET) demonstrate the superiority of the proposed AIM model over the state-of-the-arts. Benchmarking our model on one of the most popular unconstrained face recognition datasets IJB-C additionally verifies the promising generalizability of AIM in recognizing faces in the wild.
Jian Zhao 0006, Yu Cheng 0009, Yang Yang 0002, Fang Zhao 0006, Jianshu Li, Hengzhu Liu, Shuicheng Yan, Jiashi Feng
AAAI2
2019 Occlusion-Aware Networks for 3D Human Pose Estimation in Video
abstract
Occlusion is a key problem in 3D human pose estimation from a monocular video. To address this problem, we introduce an occlusion-aware deep-learning framework. By employing estimated 2D confidence heatmaps of keypoints and an optical-flow consistency constraint, we filter out the unreliable estimations of occluded keypoints. When occlusion occurs, we have incomplete 2D keypoints and feed them to our 2D and 3D temporal convolutional networks (2D and 3D TCNs) that enforce temporal smoothness to produce a complete 3D pose. By using incomplete 2D keypoints, instead of complete but incorrect ones, our networks are less affected by the error-prone estimations of occluded keypoints. Training the occlusion-aware 3D TCN requires pairs of a 3D pose and a 2D pose with occlusion labels. As no such a dataset is available, we introduce a ``Cylinder Man Model'' to approximate the occupation of body parts in 3D space. By projecting the model onto a 2D plane in different viewing angles, we obtain and label the occluded keypoints, providing us plenty of training data. In addition, we use this model to create a pose regularization constraint, preferring the 2D estimations of unreliable keypoints to be occluded. Our method outperforms state-of-the-art methods on Human 3.6M and HumanEva-I datasets.
Yu Cheng 0009, Bo Yang 0070, Bo Wang 0019, Wending Yan, Robby T. Tan
ICCV1
2018 Towards Pose Invariant Face Recognition in the Wild
abstract
Pose variation is one key challenge in face recognition. As opposed to current techniques for pose invariant face recognition, which either directly extract pose invariant features for recognition, or first normalize profile face images to frontal pose before feature extraction, we argue that it is more desirable to perform both tasks jointly to allow them to benefit from each other. To this end, we propose a Pose Invariant Model (PIM) for face recognition in the wild, with three distinct novelties. First, PIM is a novel and unified deep architecture, containing a Face Frontalization sub-Net (FFN) and a Discriminative Learning sub-Net (DLN), which are jointly learned from end to end. Second, FFN is a well-designed dual-path Generative Adversarial Network (GAN) which simultaneously perceives global structures and local details, incorporated with an unsupervised cross-domain adversarial training and a "learning to learn" strategy for high-fidelity and identity-preserving frontal view synthesis. Third, DLN is a generic Convolutional Neural Network (CNN) for face recognition with our enforced cross-entropy optimization strategy for learning discriminative yet generalized feature representation. Qualitative and quantitative experiments on both controlled and in-the-wild benchmarks demonstrate the superiority of the proposed model over the state-of-the-arts.
Jian Zhao 0006, Yu Cheng 0009, Yan Xu 0009, Jianshu Li, Fang Zhao 0006, Jayashree Karlekar, Sugiri Pranata, Shengmei Shen, Junliang Xing, Shuicheng Yan, Jiashi Feng
CVPR2
2018 3D-Aided Deep Pose-Invariant Face Recognition
abstract
Learning from synthetic faces, though perhaps appealing for high data efficiency, may not bring satisfactory performance due to the distribution discrepancy of the synthetic and real face images. To mitigate this gap, we propose a 3D-Aided Deep Pose-Invariant Face Recognition Model (3D-PIM), which automatically recovers realistic frontal faces from arbitrary poses through a 3D face model in a novel way. Specifically, 3D-PIM incorporates a simulator with the aid of a 3D Morphable Model (3D MM) to obtain shape and appearance prior for accelerating face normalization learning, requiring less training data. It further leverages a global-local Generative Adversarial Network (GAN) with multiple critical improvements as a refiner to enhance the realism of both global structures and local details of the face simulator’s output using unlabelled real data only, while preserving the identity information. Qualitative and quantitative experiments on both controlled and in-the-wild benchmarks clearly demonstrate superiority of the proposed model over state-of-the-arts.
Jian Zhao 0006, Yu Cheng 0009, Jianshu Li, Yan Xu 0009, Jayashree Karlekar, Sugiri Pranata, Shengmei Shen, Junliang Xing, Shuicheng Yan, Jiashi Feng
IJCAI3
2018 Understanding Humans in Crowded Scenes: Deep Nested Adversarial Learning and A New Benchmark for Multi-Human Parsing
abstract
Despite the noticeable progress in perceptual tasks like detection, instance segmentation and human parsing, computers still perform unsatisfactorily on visually understanding humans in crowded scenes, such as group behavior analysis, person re-identification and autonomous driving, etc. To this end, models need to comprehensively perceive the semantic information and the differences between instances in a multi-human image, which is recently defined as the multi-human parsing task. In this paper, we present a new large-scale database "Multi-Human Parsing (MHP)" for algorithm development and evaluation, and advances the state-of-the-art in understanding humans in crowded scenes. MHP contains 25,403 elaborately annotated images with 58 fine-grained semantic category labels, involving 2-26 persons per image and captured in real-world scenes from various viewpoints, poses, occlusion, interactions and background. We further propose a novel deep Nested Adversarial Network (NAN) model for multi-human parsing. NAN consists of three Generative Adversarial Network (GAN)-like sub-nets, respectively performing semantic saliency prediction, instance-agnostic parsing and instance-aware clustering. These sub-nets form a nested structure and are carefully designed to learn jointly in an end-to-end way. NAN consistently outperforms existing state-of-the-art solutions on our MHP and several other datasets, and serves as a strong baseline to drive the future research for multi-human parsing.
Jian Zhao 0006, Jianshu Li, Yu Cheng 0009, Terence Sim, Shuicheng Yan, Jiashi Feng
ACM Multimedia3