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Yunhan Yang

dblp:220/2431 · DBLP profile ↗
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9ranked-venue papers
4as first author
9since 2021 · last 2025
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 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
Generative modeling · 33% 3D vision · 19% Language models and text generation · 19%
Computer graphics and multimedia
3 papers
Visual content generation and editing · 67% Computational fabrication · 17% Rendering · 15%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 77% Medical and health informatics · 23%

Topics — the 17 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content generation
1.622025
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion · SIGGRAPH Asia 2025
DreamComposer: Controllable 3D Object Generation via Multi-View Conditions · CVPR 2024
Machine learning › Generative modeling
diffusion model
1.122025
MIDI: Multi-Instance Diffusion for Single Image to 3D Scene Generation · CVPR 2025
DreamComposer: Controllable 3D Object Generation via Multi-View Conditions · CVPR 2024
Computer vision › 3D vision › 3d generation
3d scene generation
0.912025
MIDI: Multi-Instance Diffusion for Single Image to 3D Scene Generation · CVPR 2025
Machine learning › Generative modeling › autoregressive model
autoregressive 3d generation
0.912025
LegoACE: Autoregressive Construction Engine for Expressive LEGO® Assemblies · SIGGRAPH Asia 2025
Machine learning › Generative modeling
autoregressive model
0.912025
LegoACE: Autoregressive Construction Engine for Expressive LEGO® Assemblies · SIGGRAPH Asia 2025
Natural language and speech › Language models and text generation › large language model evaluation › capability evaluation
game-based evaluation
0.912025
GAMEBoT: Transparent Assessment of LLM Reasoning in Games · ACL (1) 2025
Natural language and speech › Language models and text generation
large language model reasoning
0.912025
GAMEBoT: Transparent Assessment of LLM Reasoning in Games · ACL (1) 2025
Visual content generation and editing
3d shape generation
0.912025
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion · SIGGRAPH Asia 2025
Visual content generation and editing › 3d shape generation
part-based shape generation
0.912025
OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion · SIGGRAPH Asia 2025
Games and playful interaction
game playing
0.912025
GAMEBoT: Transparent Assessment of LLM Reasoning in Games · ACL (1) 2025
Rendering
novel view synthesis
0.812024
DreamComposer: Controllable 3D Object Generation via Multi-View Conditions · CVPR 2024
Computer vision › Vision and language › vision-language model
CLIP
0.712023
CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training · ICCV 2023
Machine learning › Transfer learning and domain adaptation
cross-modal transfer
0.712023
CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training · ICCV 2023
Machine learning › Graph learning
graph neural network
0.712023
Data-Driven Network Neuroscience: On Data Collection and Benchmark · NeurIPS 2023
Computer vision › 3D vision › point cloud analysis
point cloud classification
0.712023
CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training · ICCV 2023
Computer vision › Vision and language
vision-language pretraining
0.712023
CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training · ICCV 2023
Computer vision › 3D vision
3d shape representation
0.312025
LegoACE: Autoregressive Construction Engine for Expressive LEGO® Assemblies · SIGGRAPH Asia 2025

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

rule-based algorithms · 1.7language model · 1.7diffusion model · 1.7chain-of-thought prompting · 1.7autoregressive model · 1.7view-aware 3d lifting · 1.5multi-view feature fusion · 1.5latent feature rendering · 1.5rectified flow · 0.9multi-instance attention · 0.9autoregressive structure planning · 0.9graph analytics · 0.7adapter · 0.7MRI preprocessing · 0.7
YearPublicationVenuePosition
2025 GAMEBoT: Transparent Assessment of LLM Reasoning in Games
abstract
Large Language Models (LLMs) are increasingly deployed in real-world applications that demand complex reasoning.To track progress, robust benchmarks are required to evaluate their capabilities beyond superficial pattern recognition.However, current LLM reasoning benchmarks often face challenges such as insufficient interpretability, performance saturation or data contamination.To address these challenges, we introduce GAMEBOT (GAME Battle of Tactics), a gaming arena designed for rigorous and transparent assessment of LLM reasoning capabilities.GAMEBOT decomposes complex reasoning in games into predefined modular subproblems.This decomposition allows us to design a suite of Chain-of-Thought (CoT) prompts that leverage domain knowledge to guide LLMs in addressing these subproblems before action selection.Furthermore, we develop a suite of rule-based algorithms to generate ground truth for these subproblems, enabling rigorous validation of the LLMs' intermediate reasoning steps.This approach facilitates evaluation of both the quality of final actions and the accuracy of the underlying reasoning process.GAMEBOT also naturally alleviates the risk of data contamination through dynamic games and head-to-head LLM competitions.We benchmark 17 prominent LLMs across eight games, encompassing various strategic abilities and game characteristics.Our results suggest that GAMEBOT presents a significant challenge, even when LLMs are provided with detailed CoT prompts.Project page: https://visual-ai.github.io/gamebot
Wenye Lin, Jonathan Roberts 0004, Yunhan Yang, Samuel Albanie, Zongqing Lu 0002, Kai Han 0001
ACL (1)3
2025 MIDI: Multi-Instance Diffusion for Single Image to 3D Scene Generation
abstract
This paper introduces MIDI, a novel paradigm for compositional 3D scene generation from a single image. Unlike existing methods that rely on reconstruction or retrieval techniques or recent approaches that employ multi-stage object-by-object generation, MIDI extends pre-trained image-to-3D object generation models to multi-instance diffusion models, enabling the simultaneous generation of multiple 3D instances with accurate spatial relationships and high generalizability. At its core, MIDI incorporates a novel multi-instance attention mechanism, that effectively captures inter-object interactions and spatial coherence directly within the generation process, without the need for complex multi-step processes. The method utilizes partial object images and global scene context as inputs, directly modeling object completion during 3D generation. During training, we effectively supervise the interactions between 3D instances using a limited amount of scene-level data, while incorporating single-object data for regularization, thereby maintaining the pre-trained generalization ability. MIDI demonstrates state-of-the-art performance in image-to-scene generation, validated through evaluations on synthetic data, real-world scene data, and stylized scene images generated by text-to-image diffusion models.
Zehuan Huang, Xingqiao An, Yunhan Yang, Yangguang Li 0001, Zixin Zou, Ding Liang, Xihui Liu, Yan-Pei Cao 0001, Lu Sheng
CVPR4
2025 LegoACE: Autoregressive Construction Engine for Expressive LEGO® Assemblies
abstract
Automated LEGO® design is challenging due to the extensive variety of LEGO® brick types and the necessity of constructing semantically meaningful models from individually meaningless components. Current automatic LEGO® generation methods face two key challenges: i) They typically rely on explicit modeling of brick connectivity to ensure structural validity. However, this requires extensive manual annotation, which is labor-intensive as the variety of LEGO® primitives increases. This limits training data diversity, restricting the variety of LEGO® bricks that can be effectively utilized. ii) To facilitate learning within neural networks, current methods often employ either volume or text-based descriptions to represent LEGO® models. However, volumetric representations are computationally expensive and hamper large-scale generative training, while text-based approaches rely on large language models and dedicated text-to-brick mapping rules, introducing a semantic gap between language tokens and 3D brick structures.
Hao Xu 0049, Yuqing Zhang 0005, Xinyang Zheng, Xiangjun Tang, Yunhan Yang, Ding Liang, Yingtian Liu, Yan-Pei Cao 0001, Xiaogang Jin 0001
SIGGRAPH Asia7
2025 OmniPart: Part-Aware 3D Generation with Semantic Decoupling and Structural Cohesion
abstract
The creation of 3D assets with explicit, editable part structures is crucial for advancing interactive applications, yet most generative methods produce only monolithic shapes, limiting their utility. We introduce OmniPart, a novel framework for part-aware 3D object generation designed to achieve high semantic decoupling among components while maintaining robust structural cohesion. OmniPart uniquely decouples this complex task into two synergistic stages: (1) an autoregressive structure planning module generates a controllable, variable-length sequence of 3D part bounding boxes, critically guided by flexible 2D part masks that allow for intuitive control over part decomposition without requiring direct correspondences or semantic labels; and (2) a spatially-conditioned rectified flow model, efficiently adapted from a pre-trained holistic 3D generator, synthesizes all 3D parts simultaneously and consistently within the planned layout. Our approach supports user-defined part granularity, precise localization, and enables diverse downstream applications. Extensive experiments demonstrate that OmniPart achieves state-of-the-art performance, paving the way for more interpretable, editable, and versatile 3D content.
Yunhan Yang, Yufan Zhou 0004, Zixin Zou, Ying-Tian Liu, Hao Xu 0049, Ding Liang, Yan-Pei Cao 0001, Xihui Liu
SIGGRAPH Asia1
2024 DreamComposer: Controllable 3D Object Generation via Multi-View Conditions
abstract
Utilizing pretrained 2D large-scale generative models, recent works are capable of generating high-quality novel views from a single in-the-wild image. However, due to the lack of information from multiple views, these works encounter difficulties in generating controllable novel views. In this paper, we present DreamComposer, a flexible and scalable framework that can enhance existing view-aware diffusion models by injecting multi-view conditions. Specifically, DreamComposer first uses a view-aware 3D lifting module to obtain 3D representations of an object from multiple views. Then, it renders the latent features of the target view from 3D representations with the multi-view feature fusion module. Finally the target view features extracted from multi-view inputs are injected into a pretrained diffusion model. Experiments show that DreamComposer is compatible with state-of-the-art diffusion models for zero-shot novel view synthesis, further enhancing them to generate high-fidelity novel view images with multi-view conditions, ready for controllable 3D object reconstruction and various other applications.
Yunhan Yang, Xiaoyang Wu 0002, Song-Hai Zhang, Hengshuang Zhao, Tong He 0001, Xihui Liu
CVPR1
2024 Unveiling the loss of exceptional women in science
Yunhan Yang, Yi Bu 0001, Meijun Liu, Ying Ding 0001
Inf. Process. Manag.1
2023 CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training
abstract
Pre-training across 3D vision and language remains under development because of limited training data. Recent works attempt to transfer vision-language (V-L) pre-training methods to 3D vision. However, the domain gap between 3D and images is unsolved, so that V-L pre-trained models are restricted in 3D downstream tasks. To address this issue, we propose CLIP2Point, an image-depth pre-training method by contrastive learning to transfer CLIP to the 3D domain, and adapt it to point cloud classification. We introduce a new depth rendering setting that forms a better visual effect, and then render 52,460 pairs of images and depth maps from ShapeNet for pre-training. The pre-training scheme of CLIP2Point combines cross-modality learning to enforce the depth features for capturing expressive visual and textual features and intra-modality learning to enhance the invariance of depth aggregation. Additionally, we propose a novel Gated Dual-Path Adapter (GDPA), i.e., a dual-path structure with global-view aggregators and gated fusion for downstream representative learning. It allows the ensemble of CLIP and CLIP2Point, tuning pre-training knowledge to downstream tasks in an efficient adaptation. Experimental results show that CLIP2Point is effective in transferring CLIP knowledge to 3D vision. CLIP2Point outperforms other 3D transfer learning and pre-training networks, achieving state-of-the-art results on zero-shot, few-shot, and fully-supervised classification. Codes are available at: https://github.com/tyhuang0428/CLIP2Point.
Bowen Dong 0001, Yunhan Yang, Xiaoshui Huang, Rynson W. H. Lau, Wanli Ouyang, Wangmeng Zuo
ICCV3
2023 Data-Driven Network Neuroscience: On Data Collection and Benchmark
abstract
This paper presents a comprehensive and quality collection of functional human brain network data for potential research in the intersection of neuroscience, machine learning, and graph analytics. Anatomical and functional MRI images have been used to understand the functional connectivity of the human brain and are particularly important in identifying underlying neurodegenerative conditions such as Alzheimer's, Parkinson's, and Autism. Recently, the study of the brain in the form of brain networks using machine learning and graph analytics has become increasingly popular, especially to predict the early onset of these conditions. A brain network, represented as a graph, retains rich structural and positional information that traditional examination methods are unable to capture. However, the lack of publicly accessible brain network data prevents researchers from data-driven explorations. One of the main difficulties lies in the complicated domain-specific preprocessing steps and the exhaustive computation required to convert the data from MRI images into brain networks. We bridge this gap by collecting a large amount of MRI images from public databases and a private source, working with domain experts to make sensible design choices, and preprocessing the MRI images to produce a collection of brain network datasets. The datasets originate from 6 different sources, cover 4 brain conditions, and consist of a total of 2,702 subjects. We test our graph datasets on 12 machine learning models to provide baselines and validate the data quality on a recent graph analysis model. To lower the barrier to entry and promote the research in this interdisciplinary field, we release our brain network data and complete preprocessing details including codes at https://doi.org/10.17608/k6.auckland.21397377 and https://github.com/brainnetuoa/datadrivennetwork_neuroscience.
Jiaxing Xu, Yunhan Yang, David Tse Jung Huang, Sophi Shilpa Gururajapathy, Yiping Ke, Miao Qiao, Haribalan Kumar, Josh McGeown, Eryn Kwon
NeurIPS2
2021 Genetic Programming for Symbolic Regression: A Study on Fish Weight Prediction
abstract
The fish weight is a very important factor in fisheries science and management since it explains the growth and living conditions of fish populations. A power regression model has been commonly used to explain the relationship between the fish length and the weight. In this work, Genetic Programming (GP) for symbolic regression is used to build a new model for predicting the fish weight, which allows us to include more features into the model to discover any hidden relationship, and the GP based symbolic regression makes the model interpretable comparing with other machine learning methods. A publicly available dataset is taken with four species of fish which includes more features than just the fish length that is commonly used in existing models. The proposed GP based symbolic regression method has been examined on those four species. The results are compared with the weight prediction baseline methods including Linear Regression, Power Regression model, k-Nearest Neighbour, Ridge Regression, Decision Tree, Random Forest, Gradient Boosting, and Multilayer Perceptron. GP performs better, or at least as good as the baseline methods on the test set. Furthermore, the generated GP models also can select different features for different species to improve the prediction performance due to GP's explicit feature selection ability. Some models are interpretable with relatively simple expression. The GP method is also able to find models that are similar to the power regression model, but more features are included rather than a single length feature to gain improved prediction performance.
Yunhan Yang, Bing Xue 0001, Linley Jesson, Mengjie Zhang 0001
CEC1