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Chaochao Li

Publications and source records attributed to Chaochao Li.

11 recordsLinked to original sources

JoyStreamer: Unlocking Highly Expressive Avatars via Harmonized Text-Audio Conditioning

Existing video avatar models have demonstrated impressive capabilities in scenarios such as talking, public speaking, and singing. However, the majority of these methods exhibit limited alignment with respect to text instructions, particularly when the prompts involve complex elements including large full-body movement, dynamic camera trajectory, background transitions, or human-object interactions. To break out this limitation, we present JoyAvatar, a framework capable of generating long duration avatar videos, featuring two key technical innovations. Firstly, we introduce a twin-teacher enhanced training algorithm that enables the model to transfer inherent text-controllability from the foundation model while simultaneously learning audio-visual synchronization. Secondly, during training, we dynamically modulate the strength of multi-modal conditions (e.g., audio and text) based on the distinct denoising timestep, aiming to mitigate conflicts between the heterogeneous conditioning signals. These two key designs serve to substantially expand the avatar model's capacity to generate natural, temporally coherent full-body motions and dynamic camera movements as well as preserve the basic avatar capabilities, such as accurate lip-sync and identity consistency. GSB evaluation results demonstrate that our JoyStreamer model outperforms the state-of-the-art models such as Omnihuman-1.5 and KlingAvatar 2.0. Moreover, our approach enables complex applications including multi-person dialogues and non-human subjects role-playing. Some video samples are provided on https://joystreamer.github.io/.

cs.CV

JoyStreamer-Flash: Real-time and Infinite Audio-Driven Avatar Generation with Autoregressive Diffusion

Existing DiT-based audio-driven avatar generation methods have achieved considerable progress, yet their broader application is constrained by limitations such as high computational overhead and the inability to synthesize long-duration videos. Autoregressive methods address this problem by applying block-wise autoregressive diffusion methods. However, these methods suffer from the problem of error accumulation and quality degradation. To address this, we propose JoyStreamer-Flash, an audio-driven autoregressive model capable of real-time inference and infinite-length video generation with the following contributions: (1) Progressive Step Bootstrapping (PSB), which allocates more denoising steps to initial frames to stabilize generation and reduce error accumulation; (2) Motion Condition Injection (MCI), enhancing temporal coherence by injecting noise-corrupted previous frames as motion condition; and (3) Unbounded RoPE via Cache-Resetting (URCR), enabling infinite-length generation through dynamic positional encoding. Our 1.3B-parameter causal model achieves 16 FPS on a single GPU and achieves competitive results in visual quality, temporal consistency, and lip synchronization.

cs.CV

ATLAS: A Layered Constraint-Guided Framework for Structured Artifact Generation in LLM-Assisted MDE

ATLAS is a constraint-guided generation framework for structured engineering artifacts whose outputs must satisfy explicit schemas, domain rules, and audit requirements. Rather than treating a large language model as a standalone generator, ATLAS places generation inside a model-driven workflow that separates domain representation, constraint compilation, and post-generation validation. ATLAS combines three components. A metamodel-integration stage builds a typed representation of domain entities and relations; in this study, it operates over authoritative AUTOSAR meta-model assets. An Integrated Constraint Model (ICM) compiles heterogeneous requirements into two operational layers: generation-time structural constraints and post-generation semantic/logical obligations. Constraint-Guided, Validation-Backed Generation (CVG) then combines Layer~1 constrained decoding, Layer~2 backend validation, and audit-guided repair. In the AUTOSAR instantiation, these Layer~2 obligations are realized through SHACL/SMT-style checks, illustrating how the same ICM can be connected to domain-specific validation backends. We evaluate ATLAS on AUTOSAR artifact generation at both single-file and multi-file scales. In the evaluated AUTOSAR setting, ATLAS consistently produces schema-valid single-file outputs and preserves perfect file completeness and XSD validity at multi-file scale, while SHACL/SMT checks and result analysis continue to expose residual system-level defects. The empirical picture is therefore one of bounded automation: ATLAS secures structural validity and turns higher-level failures into explicit, diagnosable objects within the generation workflow.

cs.SE

TraInterSim: Adaptive and Planning-Aware Hybrid-Driven Traffic Intersection Simulation

Traffic intersections are important scenes that can be seen almost everywhere in the traffic system. Currently, most simulation methods perform well at highways and urban traffic networks. In intersection scenarios, the challenge lies in the lack of clearly defined lanes, where agents with various motion plannings converge in the central area from different directions. Traditional model-based methods are difficult to drive agents to move realistically at intersections without enough predefined lanes, while data-driven methods often require a large amount of high-quality input data. Simultaneously, tedious parameter tuning is inevitable involved to obtain the desired simulation results. In this paper, we present a novel adaptive and planning-aware hybrid-driven method (TraInterSim) to simulate traffic intersection scenarios. Our hybrid-driven method combines an optimization-based data-driven scheme with a velocity continuity model. It guides the agent's movements using real-world data and can generate those behaviors not present in the input data. Our optimization method fully considers velocity continuity, desired speed, direction guidance, and planning-aware collision avoidance. Agents can perceive others' motion planning and relative distance to avoid possible collisions. To preserve the individual flexibility of different agents, the parameters in our method are automatically adjusted during the simulation. TraInterSim can generate realistic behaviors of heterogeneous agents in different traffic intersection scenarios in interactive rates. Through extensive experiments as well as user studies, we validate the effectiveness and rationality of the proposed simulation method.

cs.RO

Emotional Contagion-Aware Deep Reinforcement Learning for Antagonistic Crowd Simulation

The antagonistic behavior in the crowd usually exacerbates the seriousness of the situation in sudden riots, where the antagonistic emotional contagion and behavioral decision making play very important roles. However, the complex mechanism of antagonistic emotion influencing decision making, especially in the environment of sudden confrontation, has not yet been explored very clearly. In this paper, we propose an Emotional contagion-aware Deep reinforcement learning model for Antagonistic Crowd Simulation (ACSED). Firstly, we build a group emotional contagion module based on the improved Susceptible Infected Susceptible (SIS) infection disease model, and estimate the emotional state of the group at each time step during the simulation. Then, the tendency of crowd antagonistic action is estimated based on Deep Q Network (DQN), where the agent learns the action autonomously, and leverages the mean field theory to quickly calculate the influence of other surrounding individuals on the central one. Finally, the rationality of the predicted actions by DQN is further analyzed in combination with group emotion, and the final action of the agent is determined. The proposed method in this paper is verified through several experiments with different settings. The results prove that the antagonistic emotion has a vital impact on the group combat, and positive emotional states are more conducive to combat. Moreover, by comparing the simulation results with real scenes, the feasibility of our method is further confirmed, which can provide good reference to formulate battle plans and improve the win rate of righteous groups in a variety of situations.

cs.LG

Agent-Based Campus Novel Coronavirus Infection and Control Simulation

Corona Virus Disease 2019 (COVID-19), due to its extremely high infectivity, has been spreading rapidly around the world and bringing huge influence to socioeconomic development as well as people's daily life. Taking for example the virus transmission that may occur after college students return to school, we analyze the quantitative influence of the key factors on the virus spread, including crowd density and self-protection. One Campus Virus Infection and Control Simulation model (CVICS) of the novel coronavirus is proposed in this paper, fully considering the characteristics of repeated contact and strong mobility of crowd in the closed environment. Specifically, we build an agent-based infection model, introduce the mean field theory to calculate the probability of virus transmission, and micro-simulate the daily prevalence of infection among individuals. The experimental results show that the proposed model in this paper efficiently simulate how the virus spread in the dense crowd in frequent contact under closed environment. Furthermore, preventive and control measures such as self-protection, crowd decentralization and isolation during the epidemic can effectively delay the arrival of infection peak and reduce the prevalence, and finally lower the risk of COVID-19 transmission after the students return to school.

cs.SI

Hybrid-driven Trajectory Prediction Based on Group Emotion

We present a hybrid-driven trajectory prediction method based on group emotion. The data driven and model driven methods are combined to make a compromise between the controllability, generality, and efficiency of the method on the basis of simulating more real crowd movements. A hybrid driven method is proposed to improve the reliability of the calculation results based on real crowd data, and ensure the controllability of the model. It reduces the dependence of our model on real data and realizes the complementary advantages of these two kinds of methods. In addition, we divide crowd into groups based on human relations in society. So our method can calculate the movements in different scales. We predict individual movement trajectories according to the trajectories of group and fully consider the influence of the group movement state on the individual movements. Besides we also propose a group emotion calculation method and our method also considers the effect of group emotion on crowd movements.

cs.GR

Emotion-Based Crowd Simulation Model Based on Physical Strength Consumption for Emergency Scenarios

Increasing attention is being given to the modeling and simulation of traffic flow and crowd movement, two phenomena that both deal with interactions between pedestrians and cars in many situations. In particular, crowd simulation is important for understanding mobility and transportation patterns. In this paper, we propose an emotion-based crowd simulation model integrating physical strength consumption. Inspired by the theory of "the devoted actor," the movements of each individual in our model are determined by modeling the influence of physical strength consumption and the emotion of panic. In particular, human physical strength consumption is computed using a physics-based numerical method. Inspired by the James-Lange theory, panic levels are estimated by means of an enhanced emotional contagion model that leverages the inherent relationship between physical strength consumption and panic. To the best of our knowledge, our model is the first method integrating physical strength consumption into an emotion-based crowd simulation model by exploiting the relationship between physical strength consumption and emotion. We highlight the performance on different scenarios and compare the resulting behaviors with real-world video sequences. Our approach can reliably predict changes in physical strength consumption and panic levels of individuals in an emergency situation.

cs.MA

ACSEE: Antagonistic Crowd Simulation Model with Emotional Contagion and Evolutionary Game Theory

Antagonistic crowd behaviors are often observed in cases of serious conflict. Antagonistic emotions, which is the typical psychological state of agents in different roles (i.e. cops, activists, and civilians) in crowd violent scenes, and the way they spread through contagion in a crowd are important causes of crowd antagonistic behaviors. Moreover, games, which refers to the interaction between opposing groups adopting different strategies to obtain higher benefits and less casualties, determine the level of crowd violence. We present an antagonistic crowd simulation model, ACSEE, which is integrated with antagonistic emotional contagion and evolutionary game theories. Our approach models the antagonistic emotions between agents in different roles using two components: mental emotion and external emotion. We combine enhanced susceptible-infectious-susceptible (SIS) and game approaches to evaluate the role of antagonistic emotional contagion in crowd violence. Our evolutionary game theoretic approach incorporates antagonistic emotional contagion through deterrent force, which is modelled by a mixture of emotional forces and physical forces defeating the opponents. Antagonistic emotional contagion and evolutionary game theories influence each other to determine antagonistic crowd behaviors. We evaluate our approach on real-world scenarios consisting of different kinds of agents. We also compare the simulated crowd behaviors with real-world crowd videos and use our approach to predict the trends of crowd movements in violence incidents. We investigate the impact of various factors (number of agents, emotion, strategy, etc.) on the outcome of crowd violence. We present results from user studies suggesting that our model can simulate antagonistic crowd behaviors similar to those seen in real-world scenarios.

cs.MA

Personality-Aware Probabilistic Map for Trajectory Prediction of Pedestrians

We present a novel trajectory prediction algorithm for pedestrians based on a personality-aware probabilistic feature map. This map is computed using a spatial query structure and each value represents the probability of the predicted pedestrian passing through various positions in the crowd space. We update this map dynamically based on the agents in the environment and prior trajectory of a pedestrian. Furthermore, we estimate the personality characteristics of each pedestrian and use them to improve the prediction by estimating the shortest path in this map. Our approach is general and works well on crowd videos with low and high pedestrian density. We evaluate our model on standard human-trajectory datasets. In practice, our prediction algorithm improves the accuracy by 5-9% over prior algorithms.

cs.GR

Crowd Behavior Simulation with Emotional Contagion in Unexpected Multi-hazard Situations

In this paper we present a novel crowd simulation method by modeling the generation and contagion of panic emotion under multi-hazard circumstances. Specifically, we first classify hazards into different types (transient and persistent, concurrent and non-concurrent, static and dynamic ) based on their inherent characteristics. Then, we introduce the concept of perilous field for each hazard and further transform the critical level of the field to its invoked-panic emotion. After that, we propose an emotional contagion model to simulate the evolving process of panic emotion caused by multiple hazards in these situations. Finally, we introduce an Emotional Reciprocal Velocity Obstacles (ERVO) model to simulate the crowd behaviors by augmenting the traditional RVO model with emotional contagion, which combines the emotional impact and local avoidance together for the first time. Our experimental results show that this method can soundly generate realistic group behaviors as well as panic emotion dynamics in a crowd in multi-hazard environments.

cs.MA