Manyi Li

dblp:98/10056 · DBLP profile ↗
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22ranked-venue papers
4as first author
18since 2021 · last 2026
0000-0002-5251-0462ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 17 since 2021Artificial intelligence and machine learning · 10 · 1 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Self-Supervised Continuous Colormap Recovery from a 2D Scalar Field Visualization without a Legend
abstract
Recovering a continuous colormap from a single 2D scalar field visualization can be quite challenging, especially in the absence of a corresponding color legend. In this paper, we propose a novel colormap recovery approach that extracts the colormap from a color-encoded 2D scalar field visualization by simultaneously predicting the colormap and underlying data using a decoupling-and-reconstruction strategy. Our approach first separates the input visualization into colormap and data using a decoupling module, then reconstructs the visualization with a differentiable color-mapping module. To guide this process, we design a reconstruction loss between the input and reconstructed visualizations, which serves both as a constraint to ensure strong correlation between colormap and data during training, and as a self-supervised optimizer for fine-tuning the predicted colormap of unseen visualizations during inferencing. To ensure smoothness and correct color ordering in the extracted colormap, we introduce a compact colormap representation using cubic B-spline curves and an associated color order loss. We evaluate our method quantitatively and qualitatively on a synthetic dataset and a collection of real-world visualizations from the VIS30K dataset [9]. Additionally, we demonstrate its utility in two prototype applications-colormap adjustment and colormap transfer-and explore its generalization to visualizations with color legends and ones encoded using discrete color palettes.
Haoyang Zheng, Manyi Li, Zhenfan Liu, Fumeng Yang, Yunhai Wang, Changhe Tu, Qiong Zeng
IEEE Trans. Vis. Comput. Graph.4
2025 Hierarchically-Structured Open-Vocabulary Indoor Scene Synthesis with Pre-trained Large Language Model
abstract
Indoor scene synthesis aims to automatically produce plausible, realistic, and diverse 3D indoor scenes, especially given arbitrary user requirements. Recently, the promising generalization ability of pre-trained large language models (LLM) assist in open-vocabulary indoor scene synthesis. However, the challenge lies in converting the LLM-generated outputs into reasonable and physically feasible scene layouts. In this paper, we propose to generate hierarchically structured scene descriptions with LLM and then compute the scene layouts. Specifically, we train a hierarchy-aware network to infer the fine-grained relative positions between objects and design a divide-and-conquer optimization to solve for scene layouts. The advantages of using hierarchically structured scene representation are two-fold. First, the hierarchical structure provides a rough grounding for object arrangement, which alleviates contradictory placements with dense relations and enhances the generalization ability of the network to infer fine-grained placements. Second, it naturally supports the divide-and-conquer optimization, by first arranging the sub-scenes and then the entire scene, to more effectively solve for a feasible layout. We conduct extensive comparison experiments and ablation studies with both qualitative and quantitative evaluations to validate the effectiveness of our key designs with the hierarchically structured scene representation. Our approach can generate more reasonable scene layouts while better aligned with the user requirements and LLM descriptions. We also present open-vocabulary scene synthesis and interactive scene design results to show the strength of our approach in the applications.
Weilin Sun, Manyi Li, Xiangxu Meng, Lei Meng 0001
AAAI3
2025 FreeScene: Mixed Graph Diffusion for 3D Scene Synthesis from Free Prompts
abstract
Controllability plays a crucial role in the practical applications of 3D indoor scene synthesis. Existing works either allow rough language-based control, that is convenient but lacks fine-grained scene customization, or employ graph-based control, which offers better controllability but demands considerable knowledge for the cumbersome graph design process. To address these challenges, we present FreeScene, a user-friendly framework that enables both convenient and effective control for indoor scene synthesis. Specifically, FreeScene supports free-form user inputs including text description and/or reference images, allowing users to express versatile design intentions. The user inputs are adequately analyzed and integrated into a graph representation by a VLM-based Graph Designer. We then propose MG-DiT, a Mixed Graph Diffusion Transformer, which performs graph-aware denoising to enhance scene generation. Our MG-DiT not only excels at preserving graph structure but also offers broad applicability to various tasks, including, but not limited to, text-to-scene, graph-to-scene, and rearrangement, all within a single model. Extensive experiments demonstrate that FreeScene provides an efficient and user-friendly solution that unifies text-based and graph-based scene synthesis, outperforming state-of-the-art methods in terms of both generation quality and controllability in a range of applications.
Tongyuan Bai, Wangyuanfan Bai, Dong Chen 0044, Tieru Wu, Manyi Li, Rui Ma 0011
CVPR5
2025 G-DexGrasp: Generalizable Dexterous Grasping Synthesis via Part-Aware Prior Retrieval and Prior-Assisted Generation
Juntao Jian, Xiuping Liu, Manyi Li, Ruizhen Hu
ICCV4
2025 AG2aussian: Anchor-Graph Structured Gaussian Splatting for Instance-Level 3D Scene Understanding and Editing
Zhaonan Wang 0006, Manyi Li, Changhe Tu
ICCV2
2025 StoryWeaver: Consistent Multi-character Open-Ended Story Generation
MingZhe Yu, Lei Wu 0002, Manyi Li, YaJie Xu
ICIC (6)4
2025 SymBridge: A Human-in-the-Loop Cyber-Physical Interactive System for Adaptive Human-Robot Symbiosis
abstract
The development of intelligent robots seeks to seamlessly integrate them into the human world, providing assistance and companionship in daily life and work, with the ultimate goal of achieving human-robot symbiosis. This requires robots with intelligent interaction abilities to work naturally and effectively with humans. However, current robotic simulators fail to support real human participation, limiting their ability to provide authentic interaction experiences and gather valuable human feedback essential for enhancing robotic capabilities. In this paper, we introduce SymBridge, the first human-in-the-loop cyber-physical interactive system designed to enable the safe and efficient development, evaluation, and optimization of human-robot interaction methods. Specifically, we employ augmented reality technology to enable real humans to interact with virtual robots in physical environments, creating an authentic interactive experience. Building on this, we propose a novel robotic interaction model that generates responsive, precise robot actions in real time through continuous human behavior observation. The model incorporates multi-resolution human motion features and environmental affordances, ensuring contextually adaptive robotic responses. Additionally, SymBridge enables continuous robot learning by collecting human feedback and dynamically adapting the robotic interaction model. By leveraging a designed system architecture and modules, SymBridge builds a bridge between humans and robots, as well as between cyber and physical spaces, providing a natural and realistic interaction experience while facilitating the continuous evolution of robotic intelligence. Extensive experiments, user studies, and robot testing demonstrate the system’s promising performance and highlight its potential to significantly advance research on human-robot symbiosis.
Yiteng Xu, Yiming Ren 0001, Yaoqin Ye, Yaoze Liu, Peishan Cong, Ziyi Wang 0011, Bushi Liu, Zhiyang Dou, Xiaokun Leng 0001, Manyi Li, Yuexin Ma, Changhe Tu
SIGGRAPH Asia15
2025 Adaptive and Iterative Point Cloud Denoising with Score-Based Diffusion Model
abstract
Abstract Point cloud denoising task aims to recover the clean point cloud from the scanned data coupled with different levels or patterns of noise. The recent state‐of‐the‐art methods often train deep neural networks to update the point locations towards the clean point cloud, and empirically repeat the denoising process several times in order to obtain the denoised results. It is not clear how to efficiently arrange the iterative denoising processes to deal with different levels or patterns of noise. In this paper, we propose an adaptive and iterative point cloud denoising method based on the score‐based diffusion model. For a given noisy point cloud, we first estimate the noise variation and determine an adaptive denoising schedule with appropriate step sizes, then invoke the trained network iteratively to update point clouds following the adaptive schedule. To facilitate this adaptive and iterative denoising process, we design the network architecture and a two‐stage sampling strategy for the network training to enable feature fusion and gradient fusion for iterative denoising. Compared to the state‐of‐the‐art point cloud denoising methods, our approach obtains clean and smooth denoised point clouds, while preserving the shape boundary and details better. Our results not only outperform the other methods both qualitatively and quantitatively, but also are preferable on the synthetic dataset with different patterns of noises, as well as the real‐scanned dataset.
Zhaonan Wang 0006, Manyi Li, Shi-Qing Xin, Changhe Tu
Comput. Graph. Forum2
2024 CLIP-Based Point Cloud Classification via Point Cloud to Image Translation
Shuvozit Ghose, Manyi Li, Yiming Qian
ICPR (17)2
2024 Advances in Data-Driven Analysis and Synthesis of 3D Indoor Scenes
abstract
Abstract This report surveys advances in deep learning‐based modelling techniques that address four different 3D indoor scene analysis tasks, as well as synthesis of 3D indoor scenes. We describe different kinds of representations for indoor scenes, various indoor scene datasets available for research in the aforementioned areas, and discuss notable works employing machine learning models for such scene modelling tasks based on these representations. Specifically, we focus on the analysis and synthesis of 3D indoor scenes. With respect to analysis, we focus on four basic scene understanding tasks – 3D object detection, 3D scene segmentation, 3D scene reconstruction and 3D scene similarity. And for synthesis, we mainly discuss neural scene synthesis works, though also highlighting model‐driven methods that allow for human‐centric, progressive scene synthesis. We identify the challenges involved in modelling scenes for these tasks and the kind of machinery that needs to be developed to adapt to the data representation, and the task setting in general. For each of these tasks, we provide a comprehensive summary of the state‐of‐the‐art works across different axes such as the choice of data representation, backbone, evaluation metric, input, output and so on, providing an organized review of the literature. Towards the end, we discuss some interesting research directions that have the potential to make a direct impact on the way users interact and engage with these virtual scene models, making them an integral part of the metaverse.
Akshay Gadi Patil, Supriya Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang
Comput. Graph. Forum3
2024 Laplacian2Mesh: Laplacian-Based Mesh Understanding
abstract
Geometric deep learning has sparked a rising interest in computer graphics to perform shape understanding tasks, such as shape classification and semantic segmentation. When the input is a polygonal surface, one has to suffer from the irregular mesh structure. Motivated by the geometric spectral theory, we introduce Laplacian2Mesh, a novel and flexible convolutional neural network (CNN) framework for coping with irregular triangle meshes (vertices may have any valence). By mapping the input mesh surface to the multi-dimensional Laplacian-Beltrami space, Laplacian2Mesh enables one to perform shape analysis tasks directly using the mature CNNs, without the need to deal with the irregular connectivity of the mesh structure. We further define a mesh pooling operation such that the receptive field of the network can be expanded while retaining the original vertex set as well as the connections between them. Besides, we introduce a channel-wise self-attention block to learn the individual importance of feature ingredients. Laplacian2Mesh not only decouples the geometry from the irregular connectivity of the mesh structure but also better captures the global features that are central to shape classification and segmentation. Extensive tests on various datasets demonstrate the effectiveness and efficiency of Laplacian2Mesh, particularly in terms of the capability of being vulnerable to noise to fulfill various learning tasks.
Qiujie Dong, Zixiong Wang, Manyi Li, Junjie Gao 0002, Shuang-Min Chen, Zhenyu Shu, Shi-Qing Xin, Changhe Tu, Wenping Wang 0001
IEEE Trans. Vis. Comput. Graph.3
2023 AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose
abstract
How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose
Juntao Jian, Xiuping Liu, Manyi Li, Ruizhen Hu
ICCV3
2023 Let's all dance: Enhancing amateur dance motions
abstract
Professional dance is characterized by high impulsiveness, elegance, and aesthetic beauty. In order to reach the desired professionalism, it requires years of long and exhausting practice, good physical condition, musicality, but also, a good understanding of choreography. Capturing dance motions and transferring them to digital avatars is commonly used in the film and entertainment industries. However, so far, access to high-quality dance data is very limited, mainly due to the many practical difficulties in capturing the movements of dancers, making it prohibitive for large-scale data acquisition. In this paper, we present a model that enhances the professionalism of amateur dance movements, allowing movement quality to be improved in both spatial and temporal domains. Our model consists of a dance-to-music alignment stage responsible for learning the optimal temporal alignment path between dance and music, and a dance-enhancement stage that injects features of professionalism in both spatial and temporal domains. To learn a homogeneous distribution and credible mapping between the heterogeneous professional and amateur datasets, we generate amateur data from professional dances taken from the AIST++ dataset. We demonstrate the effectiveness of our method by comparing it with two baseline motion transfer methods via thorough qualitative visual controls, quantitative metrics, and a perceptual study. We also provide temporal and spatial module analysis to examine the mechanisms and necessity of key components of our framework.
Qiu Zhou, Manyi Li, Qiong Zeng, Andreas Aristidou, Changhe Tu
Comput. Vis. Media2
2023 Learning Based 2D Irregular Shape Packing
abstract
2D irregular shape packing is a necessary step to arrange UV patches of a 3D model within a texture atlas for memory-efficient appearance rendering in computer graphics. Being a joint, combinatorial decision-making problem involving all patch positions and orientations, this problem has well-known NP-hard complexity. Prior solutions either assume a heuristic packing order or modify the upstream mesh cut and UV mapping to simplify the problem, which either limits the packing ratio or incurs robustness or generality issues. Instead, we introduce a learning-assisted 2D irregular shape packing method that achieves a high packing quality with minimal requirements from the input. Our method iteratively selects and groups subsets of UV patches into near-rectangular super patches, essentially reducing the problem to bin-packing, based on which a joint optimization is employed to further improve the packing ratio. In order to efficiently deal with large problem instances with hundreds of patches, we train deep neural policies to predict nearly rectangular patch subsets and determine their relative poses, leading to linear time scaling with the number of patches. We demonstrate the effectiveness of our method on three datasets for UV packing, where our method achieves a higher packing ratio over several widely used baselines with competitive computational speed.
Zeshi Yang, Zherong Pan, Manyi Li, Kui Wu 0003, Xifeng Gao
ACM Trans. Graph.3
2022 RIM-Net: Recursive Implicit Fields for Unsupervised Learning of Hierarchical Shape Structures
abstract
We introduce RIM-Net, a neural network which learns recursive implicit fields for unsupervised inference of hierarchical shape structures. Our network recursively decomposes an input 3D shape into two parts, resulting in a binary tree hierarchy. Each level of the tree corresponds to an assembly of shape parts, represented as implicit functions, to reconstruct the input shape. At each node of the tree, simultaneous feature decoding and shape decomposition are carried out by their respective feature and part decoders, with weight sharing across the same hierarchy level. As an implicit field decoder, the part decoder is designed to decompose a sub-shape, via a two-way branched reconstruction, where each branch predicts a set of parameters defining a Gaussian to serve as a local point distribution for shape reconstruction. With reconstruction losses accounted for at each hierarchy level and a decomposition loss at each node, our network training does not require any ground-truth segmentations, let alone hierarchies. Through extensive experiments and comparisons to state-of-the-art alternatives, we demonstrate the quality, consistency, and interpretability of hierarchical structural inference by RIM-Net.
Chengjie Niu, Manyi Li, Kai Xu 0004, Hao (Richard) Zhang
CVPR2
2022 CAPRI-Net: Learning Compact CAD Shapes with Adaptive Primitive Assembly
abstract
We introduce CAPRI-Net, a self-supervised neural network for learning compact and interpretable implicit representations of 3D computer-aided design (CAD) models, in the form of adaptive primitive assemblies. Given an input 3D shape, our network reconstructs it by an assembly of quadric surface primitives via constructive solid geometry (CSG) operations. Without any ground-truth shape assemblies, our self-supervised network is trained with a reconstruction loss, leading to faithful 3D reconstructions with sharp edges and plausible CSG trees. While the parametric nature of CAD models does make them more predictable locally, at the shape level, there is much structural and topological variation, which presents a significant generalizability challenge to state-of-the-art neural models for 3D shapes. Our network addresses this challenge by adaptive training with respect to each test shape, with which we fine-tune the network that was pre-trained on a model collection. We evaluate our learning framework on both ShapeNet and ABC, the largest and most diverse CAD dataset to date, in terms of reconstruction quality, sharp edges, compactness, and interpretability, to demonstrate superiority over current alternatives for neural CAD reconstruction.
Fenggen Yu, Manyi Li, Aditya Sanghi, Hooman Shayani, Ali Mahdavi-Amiri, Hao (Richard) Zhang
CVPR3
2021 D2IM-Net: Learning Detail Disentangled Implicit Fields From Single Images
abstract
We present the first single-view 3D reconstruction network aimed at recovering geometric details from an input image which encompass both topological shape structures and surface features. Our key idea is to train the network to learn a detail disentangled reconstruction consisting of two functions, one implicit field representing the coarse 3D shape and the other capturing the details. Given an input image, our network, coined D2IM-Net, encodes it into global and local features which are respectively fed into two decoders. The base decoder uses the global features to reconstruct a coarse implicit field, while the detail decoder reconstructs, from the local features, two displacement maps, defined over the front and back sides of the captured object. The final 3D reconstruction is a fusion between the base shape and the displacement maps, with three losses enforcing the recovery of coarse shape, overall structure, and surface details via a novel Laplacian term.
Manyi Li, Hao (Richard) Zhang
CVPR1
2021 LayoutGMN: Neural Graph Matching for Structural Layout Similarity
abstract
We present a deep neural network to predict structural similarity between 2D layouts by leveraging Graph Matching Networks (GMN). Our network, coined LayoutGMN, learns the layout metric via neural graph matching, using an attention-based GMN designed under a triplet network setting. To train our network, we utilize weak labels obtained by pixel-wise Intersection-over-Union (IoUs) to define the triplet loss. Importantly, LayoutGMN is built with a structural bias which can effectively compensate for the lack of structure awareness in IoUs. We demonstrate this on two prominent forms of layouts, viz., floorplans and UI designs, via retrieval experiments on large-scale datasets. In particular, retrieval results by our network better match human judgement of structural layout similarity compared to both IoUs and other baselines including a state-of-the-art method based on graph neural networks and image convolution. In addition, LayoutGMN is the first deep model to offer both metric learning of structural layout similarity and structural matching between layout elements.
Akshay Gadi Patil, Manyi Li, Matthew Fisher, Manolis Savva, Hao (Richard) Zhang
CVPR2
2019 GRAINS: Generative Recursive Autoencoders for INdoor Scenes
abstract
We present a generative neural network that enables us to generate plausible 3D indoor scenes in large quantities and varieties, easily and highly efficiently. Our key observation is that indoor scene structures are inherently hierarchical . Hence, our network is not convolutional; it is a recursive neural network, or RvNN. Using a dataset of annotated scene hierarchies, we train a variational recursive autoencoder , or RvNN-VAE, which performs scene object grouping during its encoding phase and scene generation during decoding. Specifically, a set of encoders are recursively applied to group 3D objects based on support, surround, and co-occurrence relations in a scene, encoding information about objects’ spatial properties, semantics , and relative positioning with respect to other objects in the hierarchy. By training a variational autoencoder (VAE), the resulting fixed-length codes roughly follow a Gaussian distribution. A novel 3D scene can be generated hierarchically by the decoder from a randomly sampled code from the learned distribution. We coin our method GRAINS, for Generative Recursive Autoencoders for INdoor Scenes. We demonstrate the capability of GRAINS to generate plausible and diverse 3D indoor scenes and compare with existing methods for 3D scene synthesis. We show applications of GRAINS including 3D scene modeling from 2D layouts, scene editing, and semantic scene segmentation via PointNet whose performance is boosted by the large quantity and variety of 3D scenes generated by our method.
Manyi Li, Akshay Gadi Patil, Kai Xu 0004, Siddhartha Chaudhuri, Owais Khan, Ariel Shamir, Changhe Tu, Baoquan Chen, Daniel Cohen-Or, Hao (Richard) Zhang
ACM Trans. Graph.1
2018 Class-sensitive shape dissimilarity metric
Manyi Li, Noa Fish, Lili Cheng, Changhe Tu, Daniel Cohen-Or, Hao (Richard) Zhang, Baoquan Chen
Graph. Model.1
2018 Language-driven synthesis of 3D scenes from scene databases
abstract
We introduce a novel framework for using natural language to generate and edit 3D indoor scenes, harnessing scene semantics and text-scene grounding knowledge learned from large annotated 3D scene databases. The advantage of natural language editing interfaces is strongest when performing semantic operations at the sub-scene level, acting on groups of objects. We learn how to manipulate these sub-scenes by analyzing existing 3D scenes. We perform edits by first parsing a natural language command from the user and transforming it into a semantic scene graph that is used to retrieve corresponding sub-scenes from the databases that match the command. We then augment this retrieved sub-scene by incorporating other objects that may be implied by the scene context. Finally, a new 3D scene is synthesized by aligning the augmented sub-scene with the user's current scene, where new objects are spliced into the environment, possibly triggering appropriate adjustments to the existing scene arrangement. A suggestive modeling interface with multiple interpretations of user commands is used to alleviate ambiguities in natural language. We conduct studies comparing our approach against both prior text-to-scene work and artist-made scenes and find that our method significantly outperforms prior work and is comparable to handmade scenes even when complex and varied natural sentences are used.
Rui Ma 0011, Akshay Gadi Patil, Matthew Fisher, Manyi Li, Sören Pirk, Binh-Son Hua, Sai-Kit Yeung, Xin Tong 0001, Leonidas J. Guibas, Hao (Richard) Zhang
ACM Trans. Graph.4
2016 Sparse RBF surface representations
Manyi Li, Falai Chen, Wenping Wang 0001, Changhe Tu
Comput. Aided Geom. Des.1