SearcharxivSearch

arXiv subjects

Jiaxu Zhang

Publications and source records attributed to Jiaxu Zhang.

At least 19 recordsLinked to original sources

SemTalk: Holistic Co-speech Motion Generation with Frame-level Semantic Emphasis

Co-speech gesture generation must carefully integrate common rhythmic motion with rare yet essential semantic gestures. In this work, we propose SemTalk for holistic co-speech gesture generation with frame-level semantic emphasis. Our key insight is to separately learn base motions and sparse motions, and then adaptively fuse them. In particular, coarse2fine cross-attention module and rhythmic consistency learning are explored to establish rhythm-related base motion, ensuring a coherent foundation that synchronizes gestures with the speech rhythm. Subsequently, semantic emphasis learning is designed to generate semantic-aware sparse motion, focusing on frame-level semantic cues. Finally, to integrate sparse motion into the base motion and generate semantic-emphasized co-speech gestures, we further leverage a learned semantic score for adaptive synthesis. Qualitative and quantitative comparisons on two public datasets demonstrate that our method outperforms the state-of-the-art, delivering high-quality co-speech motion with enhanced semantic richness over a stable base motion.

cs.CV

EchoMask: Speech-Queried Attention-based Mask Modeling for Holistic Co-Speech Motion Generation

Masked modeling has shown promise in co-speech gesture generation. However, it struggles to identify semantically significant frames for effective motion masking. In this work, we propose a speech-queried attention-based mask modeling framework for holistic co-speech gesture generation. Our key insight is to leverage motion-aligned speech features to guide the masked motion modeling process, selectively masking rhythm-related and semantically expressive motion frames. Specifically, we first propose a motion-audio alignment module (MAM) to construct a latent motion-audio joint space. In this space, both low-level and high-level speech features are projected, enabling motion-aligned speech representation using learnable speech queries. Then, a speech-queried attention mechanism (SQA) is introduced to compute frame-level attention scores through interactions between motion keys and speech queries, guiding selective masking toward motion frames with high attention scores. Finally, the motion-aligned speech features are also injected into the generation network to facilitate co-speech motion generation. Qualitative and quantitative evaluations confirm that our method outperforms existing state-of-the-art approaches, successfully producing high-quality co-speech motion.

cs.GR

Mitigating Error Accumulation in Co-Speech Motion Generation via Global Rotation Diffusion and Multi-Level Constraints

Reliable long-horizon co-speech gesture generation requires precise motion representation and consistent structural priors across all joints. Existing generative methods typically operate on local joint rotations, which are defined hierarchically based on the skeleton structure. This leads to cumulative errors during generation, manifesting as unstable and implausible motions at end-effectors. In this work, we propose GlobalDiff, a diffusion-based framework that operates directly in the space of global joint rotations for the first time, fundamentally decoupling each joint's prediction from upstream dependencies and alleviating hierarchical error accumulation. To compensate for the absence of structural priors in global rotation space, we introduce a multi-level constraint scheme. Specifically, a joint structure constraint introduces virtual anchor points around each joint to better capture fine-grained orientation. A skeleton structure constraint enforces angular consistency across bones to maintain structural integrity. A temporal structure constraint utilizes a multi-scale variational encoder to align the generated motion with ground-truth temporal patterns. These constraints jointly regularize the global diffusion process and reinforce structural awareness. Extensive evaluations on standard co-speech benchmarks show that GlobalDiff generates smooth and accurate motions, improving the performance by 46.0% compared to the current SOTA under multiple speaker identities.

cs.CV

StreamTalk: Streaming Co-Speech Gesture Generation with Key-Pose Anchoring

Real-time co-speech gesture generation must produce 3D motion clip by clip as speech arrives. Existing streaming methods are open-loop: each clip depends on past context, but the model cannot check or correct its trajectory. Small errors therefore accumulate and cause drift over long sequences. We observe that this failure is mainly caused by the lack of a forward constraint rather than poor short-clip quality. A plausible key pose at the end of each clip provides a destination anchor that limits drift. Based on this observation, we propose StreamTalk, a closed-loop framework with a periodic generate-retrieve-refine cycle. Streaming Pose-Guided Generation first predicts a coarse clip, retrieves a plausible tail pose from a speaker-specific motion database, and refines the clip using this pose before continuing to the next window. During training, Stochastic Anchor Masking randomly masks pose and translation frames, teaching the model to recover complete motion from sparse boundary conditions. A part-aware DiT separates hand, body, and translation streams to reduce interference between global displacement and local articulation. On BEAT2, StreamTalk achieves state-of-the-art FGD, reduces long-horizon drift relative to open-loop baselines, and runs in real time at 76 FPS. Project page: https://xiangyue-zhang.github.io/StreamTalk/.

cs.CV

PersonaGesture: Single-Reference Co-Speech Gesture Personalization for Unseen Speakers

We propose PersonaGesture, a diffusion-based pipeline for single-reference co-speech gesture personalization of unseen speakers. Given target speech and one motion clip from a new speaker, the model must synthesize gestures that follow the new utterance while retaining speaker-specific pose choices, without per-speaker optimization. This setting is useful for avatars and virtual agents, but it is hard because the reference mixes stable speaker habits with utterance-specific trajectories. PersonaGesture consists of two key components, Adaptive Style Infusion (ASI) and Implicit Distribution Rectification (IDR), to separate temporal identity evidence from residual statistic correction. A Style Perceiver first encodes the variable-length reference into compact speaker-memory tokens. ASI injects these tokens into denoising through zero-initialized residual cross-attention, enabling style evidence to affect motion formation without replacing the pretrained speech-to-motion prior. Building on this, IDR applies a length-aware diagonal affine map in latent space to correct residual channel-wise moments estimated from the same reference. Across BEAT2 and ZeroEGGS, we evaluate quantitative metrics, reference-identity controls, same-audio diagnostics, qualitative comparisons, and human preference. Experiments show that separating denoising-time speaker memory from conservative post-generation moment correction improves unseen-speaker personalization over collapsed style codes, full-reference attention, and one-clip finetuning. Project: https://xiangyue-zhang.github.io/PersonaGesture.

cs.CV

DC-Motion: Decoupling Structure and Details via Discrete-Continuous Tokens for Human Motion Generation

Text-to-motion generation requires modeling both global action structure and fine-grained motion dynamics from natural language. Existing approaches typically rely on either continuous diffusion models or vector-quantized discrete representations. Diffusion models generate smooth motions but lack explicit compositional structure for temporal planning, while discrete token-based methods improve controllability but compress motion into finite codebooks, losing fine-grained dynamics. We argue that this limitation stems from a representation mismatch: action semantics such as intent, phase transitions, and temporal layout are inherently discrete and compositional, whereas joint trajectories and motion dynamics are continuous and locally correlated. To address this, we propose DC-Motion, a discrete-continuous factorized framework for human motion generation. DC-Motion decomposes motion into discrete structural tokens capturing global action layout and continuous residual latents modeling fine-grained dynamics. A text-conditioned structure generator predicts discrete tokens via iterative masked modeling, and a diffusion-based residual generator produces continuous motion conditioned on the structure. Experiments on HumanML3D and KIT-ML demonstrate that DC-Motion achieves strong performance in both FID and R-Precision, outperforming representative diffusion-based and discrete-token baselines.

cs.GR

Unison: Harmonizing Motion, Speech, and Sound for Human-Centric Audio-Video Generation

Motion, speech, and sound effects are fundamental elements of human-centric videos, yet their heterogeneous temporal characteristics make joint generation highly challenging. Existing audio-video generation models often fail to maintain consistent alignment across these modalities, leading to noticeable mismatches between motion, speech, and environmental sounds. We present Unison, a unified framework that explicitly promotes coherence across the motion, speech, and sound modalities. Within the audio stream, Unison employs a semantic-guided harmonization strategy that decouples the generation of speech and sound-effect components. Leveraging bidirectional audio cross-attention and semantic-conditioned gating for semantic-driven adaptive recomposition, this approach effectively mitigates speech dominance and enhances acoustic clarity. For audio-motion synchronization, we propose a bidirectional cross-modal forcing strategy where the cleaner modality guides the noisier one through decoupled denoising schedules, reinforced by a progressive stabilization strategy. Extensive experiments demonstrate that Unison achieves state-of-the-art performance in both audio perceptual quality and cross-modal synchronization, highlighting the importance of explicit multimodal harmonization in human-centric video generation.

cs.CV

FlowAct-R1: Towards Interactive Humanoid Video Generation

Interactive humanoid video generation aims to synthesize lifelike visual agents that can engage with humans through continuous and responsive video. Despite recent advances in video synthesis, existing methods often grapple with the trade-off between high-fidelity synthesis and real-time interaction requirements. In this paper, we propose FlowAct-R1, a framework specifically designed for real-time interactive humanoid video generation. Built upon a MMDiT architecture, FlowAct-R1 enables the streaming synthesis of video with arbitrary durations while maintaining low-latency responsiveness. We introduce a chunkwise diffusion forcing strategy, complemented by a novel self-forcing variant, to alleviate error accumulation and ensure long-term temporal consistency during continuous interaction. By leveraging efficient distillation and system-level optimizations, our framework achieves a stable 25fps at 480p resolution with a time-to-first-frame (TTFF) of only around 1.5 seconds. The proposed method provides holistic and fine-grained full-body control, enabling the agent to transition naturally between diverse behavioral states in interactive scenarios. Experimental results demonstrate that FlowAct-R1 achieves exceptional behavioral vividness and perceptual realism, while maintaining robust generalization across diverse character styles.

cs.CV

Bridging Your Imagination with Audio-Video Generation via a Unified Director

Existing AI-driven video creation systems typically treat script drafting and key-shot design as two disjoint tasks: the former relies on large language models, while the latter depends on image generation models. We argue that these two tasks should be unified within a single framework, as logical reasoning and imaginative thinking are both fundamental qualities of a film director. In this work, we propose UniMAGE, a unified director model that bridges user prompts with well-structured scripts, thereby empowering non-experts to produce long-context, multi-shot films by leveraging existing audio-video generation models. To achieve this, we employ the Mixture-of-Transformers architecture that unifies text and image generation. To further enhance narrative logic and keyframe consistency, we introduce a ``first interleaving, then disentangling'' training paradigm. Specifically, we first perform Interleaved Concept Learning, which utilizes interleaved text-image data to foster the model's deeper understanding and imaginative interpretation of scripts. We then conduct Disentangled Expert Learning, which decouples script writing from keyframe generation, enabling greater flexibility and creativity in storytelling. Extensive experiments demonstrate that UniMAGE achieves state-of-the-art performance among open-source models, generating logically coherent video scripts and visually consistent keyframe images.

cs.CV

OmniSVG: A Unified Scalable Vector Graphics Generation Model

Scalable Vector Graphics (SVG) is an important image format widely adopted in graphic design because of their resolution independence and editability. The study of generating high-quality SVG has continuously drawn attention from both designers and researchers in the AIGC community. However, existing methods either produces unstructured outputs with huge computational cost or is limited to generating monochrome icons of over-simplified structures. To produce high-quality and complex SVG, we propose OmniSVG, a unified framework that leverages pre-trained Vision-Language Models (VLMs) for end-to-end multimodal SVG generation. By parameterizing SVG commands and coordinates into discrete tokens, OmniSVG decouples structural logic from low-level geometry for efficient training while maintaining the expressiveness of complex SVG structure. To further advance the development of SVG synthesis, we introduce MMSVG-2M, a multimodal dataset with two million richly annotated SVG assets, along with a standardized evaluation protocol for conditional SVG generation tasks. Extensive experiments show that OmniSVG outperforms existing methods and demonstrates its potential for integration into professional SVG design workflows.

cs.CV

DreamDance: Animating Character Art via Inpainting Stable Gaussian Worlds

This paper presents DreamDance, a novel character art animation framework capable of producing stable, consistent character and scene motion conditioned on precise camera trajectories. To achieve this, we re-formulate the animation task as two inpainting-based steps: Camera-aware Scene Inpainting and Pose-aware Video Inpainting. The first step leverages a pre-trained image inpainting model to generate multi-view scene images from the reference art and optimizes a stable large-scale Gaussian field, which enables coarse background video rendering with camera trajectories. However, the rendered video is rough and only conveys scene motion. To resolve this, the second step trains a pose-aware video inpainting model that injects the dynamic character into the scene video while enhancing background quality. Specifically, this model is a DiT-based video generation model with a gating strategy that adaptively integrates the character's appearance and pose information into the base background video. Through extensive experiments, we demonstrate the effectiveness and generalizability of DreamDance, producing high-quality and consistent character animations with remarkable camera dynamics.

cs.CV

Beyond the band edge: Unveiling high-mobility hot carriers in a two-dimensional conjugated coordination polymer

Hot carriers, inheriting excess kinetic energy from high-energy photons, underpin numerous optoelectronic applications involving non-equilibrium transport processes. Current research on hot carriers has predominantly focused on inorganic materials, with little attention paid to organic-based systems due to their ultrafast energy relaxation and inefficient charge transport. Here, we overturn this paradigm by demonstrating highly mobile hot carriers in solution-processable, highly crystalline two-dimensional conjugated coordination polymer (2D c-CP) Cu3BHT (BHT = benzenehexathiol) films. Leveraging a suite of ultrafast spectroscopic and imaging techniques, we unravel the microscopic charge transport landscape in Cu3BHT films following non-equilibrium photoexcitation across temporal, spatial, and frequency domains, revealing two distinct high-mobility transport regimes. In the non-equilibrium transport regime, hot carriers achieve ultrahigh mobility of ~2,000 cm2 V-1 s-1, traversing grain boundaries up to 300 nm within a picosecond. In the quasi-equilibrium transport regime, free carriers exhibit Drude-type band-like transport with a remarkable mobility of ~400 cm2 V-1 s-1 and an intrinsic diffusion length exceeding 1 micrometer. These findings establish 2D c-CPs as versatile platforms for exploring high-mobility non-equilibrium transport, unlocking new opportunities for organic-based hot carrier applications.

cond-mat.mtrl-sci

MikuDance: Animating Character Art with Mixed Motion Dynamics

We propose MikuDance, a diffusion-based pipeline incorporating mixed motion dynamics to animate stylized character art. MikuDance consists of two key techniques: Mixed Motion Modeling and Mixed-Control Diffusion, to address the challenges of high-dynamic motion and reference-guidance misalignment in character art animation. Specifically, a Scene Motion Tracking strategy is presented to explicitly model the dynamic camera in pixel-wise space, enabling unified character-scene motion modeling. Building on this, the Mixed-Control Diffusion implicitly aligns the scale and body shape of diverse characters with motion guidance, allowing flexible control of local character motion. Subsequently, a Motion-Adaptive Normalization module is incorporated to effectively inject global scene motion, paving the way for comprehensive character art animation. Through extensive experiments, we demonstrate the effectiveness and generalizability of MikuDance across various character art and motion guidance, consistently producing high-quality animations with remarkable motion dynamics.

cs.CV

Generative Motion Stylization of Cross-structure Characters within Canonical Motion Space

Stylized motion breathes life into characters. However, the fixed skeleton structure and style representation hinder existing data-driven motion synthesis methods from generating stylized motion for various characters. In this work, we propose a generative motion stylization pipeline, named MotionS, for synthesizing diverse and stylized motion on cross-structure characters using cross-modality style prompts. Our key insight is to embed motion style into a cross-modality latent space and perceive the cross-structure skeleton topologies, allowing for motion stylization within a canonical motion space. Specifically, the large-scale Contrastive-Language-Image-Pre-training (CLIP) model is leveraged to construct the cross-modality latent space, enabling flexible style representation within it. Additionally, two topology-encoded tokens are learned to capture the canonical and specific skeleton topologies, facilitating cross-structure topology shifting. Subsequently, the topology-shifted stylization diffusion is designed to generate motion content for the particular skeleton and stylize it in the shifted canonical motion space using multi-modality style descriptions. Through an extensive set of examples, we demonstrate the flexibility and generalizability of our pipeline across various characters and style descriptions. Qualitative and quantitative comparisons show the superiority of our pipeline over state-of-the-arts, consistently delivering high-quality stylized motion across a broad spectrum of skeletal structures.

cs.CV

Expressive Keypoints for Skeleton-based Action Recognition via Skeleton Transformation

In the realm of skeleton-based action recognition, the traditional methods which rely on coarse body keypoints fall short of capturing subtle human actions. In this work, we propose Expressive Keypoints that incorporates hand and foot details to form a fine-grained skeletal representation, improving the discriminative ability for existing models in discerning intricate actions. To efficiently model Expressive Keypoints, the Skeleton Transformation strategy is presented to gradually downsample the keypoints and prioritize prominent joints by allocating the importance weights. Additionally, a plug-and-play Instance Pooling module is exploited to extend our approach to multi-person scenarios without surging computation costs. Extensive experimental results over seven datasets present the superiority of our method compared to the state-of-the-art for skeleton-based human action recognition. Code is available at https://github.com/YijieYang23/SkeleT-GCN.

cs.CV

TapMo: Shape-aware Motion Generation of Skeleton-free Characters

Previous motion generation methods are limited to the pre-rigged 3D human model, hindering their applications in the animation of various non-rigged characters. In this work, we present TapMo, a Text-driven Animation Pipeline for synthesizing Motion in a broad spectrum of skeleton-free 3D characters. The pivotal innovation in TapMo is its use of shape deformation-aware features as a condition to guide the diffusion model, thereby enabling the generation of mesh-specific motions for various characters. Specifically, TapMo comprises two main components - Mesh Handle Predictor and Shape-aware Diffusion Module. Mesh Handle Predictor predicts the skinning weights and clusters mesh vertices into adaptive handles for deformation control, which eliminates the need for traditional skeletal rigging. Shape-aware Motion Diffusion synthesizes motion with mesh-specific adaptations. This module employs text-guided motions and mesh features extracted during the first stage, preserving the geometric integrity of the animations by accounting for the character's shape and deformation. Trained in a weakly-supervised manner, TapMo can accommodate a multitude of non-human meshes, both with and without associated text motions. We demonstrate the effectiveness and generalizability of TapMo through rigorous qualitative and quantitative experiments. Our results reveal that TapMo consistently outperforms existing auto-animation methods, delivering superior-quality animations for both seen or unseen heterogeneous 3D characters.

cs.GR

Skinned Motion Retargeting with Residual Perception of Motion Semantics & Geometry

A good motion retargeting cannot be reached without reasonable consideration of source-target differences on both the skeleton and shape geometry levels. In this work, we propose a novel Residual RETargeting network (R2ET) structure, which relies on two neural modification modules, to adjust the source motions to fit the target skeletons and shapes progressively. In particular, a skeleton-aware module is introduced to preserve the source motion semantics. A shape-aware module is designed to perceive the geometries of target characters to reduce interpenetration and contact-missing. Driven by our explored distance-based losses that explicitly model the motion semantics and geometry, these two modules can learn residual motion modifications on the source motion to generate plausible retargeted motion in a single inference without post-processing. To balance these two modifications, we further present a balancing gate to conduct linear interpolation between them. Extensive experiments on the public dataset Mixamo demonstrate that our R2ET achieves the state-of-the-art performance, and provides a good balance between the preservation of motion semantics as well as the attenuation of interpenetration and contact-missing. Code is available at https://github.com/Kebii/R2ET.

cs.CV

Joint-bone Fusion Graph Convolutional Network for Semi-supervised Skeleton Action Recognition

In recent years, graph convolutional networks (GCNs) play an increasingly critical role in skeleton-based human action recognition. However, most GCN-based methods still have two main limitations: 1) They only consider the motion information of the joints or process the joints and bones separately, which are unable to fully explore the latent functional correlation between joints and bones for action recognition. 2) Most of these works are performed in the supervised learning way, which heavily relies on massive labeled training data. To address these issues, we propose a semi-supervised skeleton-based action recognition method which has been rarely exploited before. We design a novel correlation-driven joint-bone fusion graph convolutional network (CD-JBF-GCN) as an encoder and use a pose prediction head as a decoder to achieve semi-supervised learning. Specifically, the CD-JBF-GC can explore the motion transmission between the joint stream and the bone stream, so that promoting both streams to learn more discriminative feature representations. The pose prediction based auto-encoder in the self-supervised training stage allows the network to learn motion representation from unlabeled data, which is essential for action recognition. Extensive experiments on two popular datasets, i.e. NTU-RGB+D and Kinetics-Skeleton, demonstrate that our model achieves the state-of-the-art performance for semi-supervised skeleton-based action recognition and is also useful for fully-supervised methods.

cs.CV