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Yongkang Cheng

Publications and source records attributed to Yongkang Cheng.

13 recordsLinked to original sources

Mirage2Matter: A Physically Grounded Gaussian World Model from Video

The scalability of embodied intelligence is fundamentally constrained by the scarcity of real-world interaction data. While simulation platforms provide a promising alternative, existing approaches often suffer from a substantial visual and physical gap to real environments and rely on expensive sensors, precise robot calibration, or depth measurements, limiting their practicality at scale. We present Simulate Anything, a graphics-driven world modeling and simulation framework that enables efficient generation of high-fidelity embodied training data using only multi-view environment videos and off-the-shelf assets. Our approach reconstructs real-world environments into a photorealistic scene representation using 3D Gaussian Splatting (3DGS), seamlessly capturing fine-grained geometry and appearance from video. We then leverage generative models to recover a physically realistic representation and integrate it into a simulation environment via a precision calibration target, enabling accurate scale alignment between the reconstructed scene and the real world. Together, these components provide a unified, editable, and physically grounded world model. Vision Language Action (VLA) models trained on our simulated data achieve strong zero-shot performance on downstream tasks, matching or even surpassing results obtained with real-world data, highlighting the potential of reconstruction-driven world modeling for scalable and practical embodied intelligence training.

cs.CV

Towards Reliable Human Evaluations in Gesture Generation: Insights from a Community-Driven State-of-the-Art Benchmark

We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different methods compare, or what the state of the art is. In order to address common shortcomings of evaluation design, and to standardise future user studies in gesture-generation works, we introduce a detailed human evaluation protocol for the widely-used BEAT2 motion-capture dataset. Using this protocol, we conduct large-scale crowdsourced evaluation to rank six recent gesture-generation models -- each trained by its original authors -- across two key evaluation dimensions: motion realism and speech-gesture alignment. Our results show that 1) motion realism has become a saturated evaluation measure on the BEAT2 dataset, with older models performing on par with more recent approaches; 2) previous findings of high speech-gesture alignment do not hold up under rigorous evaluation, even for specialised models; and 3) the field must adopt disentangled assessments of motion quality and multimodal alignment for accurate benchmarking in order to make progress. To drive standardisation and enable new evaluation research, we release five hours of synthetic motion from the benchmarked models; over 750 rendered video stimuli from the user studies -- enabling new evaluations without requiring model reimplementation -- alongside our open-source rendering script, and 16,000 pairwise human preference votes collected for our benchmark.

cs.CV

Inter-Diffusion Generation Model of Speakers and Listeners for Effective Communication

Full-body gestures play a pivotal role in natural interactions and are crucial for achieving effective communication. Nevertheless, most existing studies primarily focus on the gesture generation of speakers, overlooking the vital role of listeners in the interaction process and failing to fully explore the dynamic interaction between them. This paper innovatively proposes an Inter-Diffusion Generation Model of Speakers and Listeners for Effective Communication. For the first time, we integrate the full-body gestures of listeners into the generation framework. By devising a novel inter-diffusion mechanism, this model can accurately capture the complex interaction patterns between speakers and listeners during communication. In the model construction process, based on the advanced diffusion model architecture, we innovatively introduce interaction conditions and the GAN model to increase the denoising step size. As a result, when generating gesture sequences, the model can not only dynamically generate based on the speaker's speech information but also respond in realtime to the listener's feedback, enabling synergistic interaction between the two. Abundant experimental results demonstrate that compared with the current state-of-the-art gesture generation methods, the model we proposed has achieved remarkable improvements in the naturalness, coherence, and speech-gesture synchronization of the generated gestures. In the subjective evaluation experiments, users highly praised the generated interaction scenarios, believing that they are closer to real life human communication situations. Objective index evaluations also show that our model outperforms the baseline methods in multiple key indicators, providing more powerful support for effective communication.

cs.GR

From 2D Alignment to 3D Plausibility: Unifying Heterogeneous 2D Priors and Penetration-Free Diffusion for Occlusion-Robust Two-Hand Reconstruction

Two-hand reconstruction from monocular images is hampered by complex poses and severe occlusions, which often cause interaction misalignment and two-hand penetration. We address this by decoupling the problem into 2D structural alignment and 3D spatial interaction alignment, each handled by a tailored component. For 2D alignment, we pioneer the attempt to unify heterogeneous structural priors (keypoints, segmentation, and depth) from vision foundation models as complementary structured guidance for two-hand recovery. Instead of extracting priors prediction as explicit inputs, we propose a fusion-alignment encoder that absorbs their structural knowledge implicitly, achieving foundation-level guidance without foundation-level cost. For 3D spatial alignment, we propose a two-hand penetration-free diffusion model that learns a generative mapping from interpenetrated poses to realistic, collision-free configurations. Guided by collision gradients during denoising, the model converges toward the manifold of valid two-hand interactions, preserving geometric and kinematic coherence. This generative formulation approach enables physically credible reconstructions even under occlusion or ambiguous visual input. Extensive experiments on InterHand2.6M and HIC show state-of-the-art or leading performance in interaction alignment and penetration suppression. Project: https://gaogehan.github.io/A2P/

cs.CV

DIDiffGes: Decoupled Semi-Implicit Diffusion Models for Real-time Gesture Generation from Speech

Diffusion models have demonstrated remarkable synthesis quality and diversity in generating co-speech gestures. However, the computationally intensive sampling steps associated with diffusion models hinder their practicality in real-world applications. Hence, we present DIDiffGes, for a Decoupled Semi-Implicit Diffusion model-based framework, that can synthesize high-quality, expressive gestures from speech using only a few sampling steps. Our approach leverages Generative Adversarial Networks (GANs) to enable large-step sampling for diffusion model. We decouple gesture data into body and hands distributions and further decompose them into marginal and conditional distributions. GANs model the marginal distribution implicitly, while L2 reconstruction loss learns the conditional distributions exciplictly. This strategy enhances GAN training stability and ensures expressiveness of generated full-body gestures. Our framework also learns to denoise root noise conditioned on local body representation, guaranteeing stability and realism. DIDiffGes can generate gestures from speech with just 10 sampling steps, without compromising quality and expressiveness, reducing the number of sampling steps by a factor of 100 compared to existing methods. Our user study reveals that our method outperforms state-of-the-art approaches in human likeness, appropriateness, and style correctness. Project is https://cyk990422.github.io/DIDiffGes.

cs.GR

HoloGest: Decoupled Diffusion and Motion Priors for Generating Holisticly Expressive Co-speech Gestures

Animating virtual characters with holistic co-speech gestures is a challenging but critical task. Previous systems have primarily focused on the weak correlation between audio and gestures, leading to physically unnatural outcomes that degrade the user experience. To address this problem, we introduce HoleGest, a novel neural network framework based on decoupled diffusion and motion priors for the automatic generation of high-quality, expressive co-speech gestures. Our system leverages large-scale human motion datasets to learn a robust prior with low audio dependency and high motion reliance, enabling stable global motion and detailed finger movements. To improve the generation efficiency of diffusion-based models, we integrate implicit joint constraints with explicit geometric and conditional constraints, capturing complex motion distributions between large strides. This integration significantly enhances generation speed while maintaining high-quality motion. Furthermore, we design a shared embedding space for gesture-transcription text alignment, enabling the generation of semantically correct gesture actions. Extensive experiments and user feedback demonstrate the effectiveness and potential applications of our model, with our method achieving a level of realism close to the ground truth, providing an immersive user experience. Our code, model, and demo are are available at https://cyk990422.github.io/HoloGest.github.io/.

cs.CV

RopeTP: Global Human Motion Recovery via Integrating Robust Pose Estimation with Diffusion Trajectory Prior

We present RopeTP, a novel framework that combines Robust pose estimation with a diffusion Trajectory Prior to reconstruct global human motion from videos. At the heart of RopeTP is a hierarchical attention mechanism that significantly improves context awareness, which is essential for accurately inferring the posture of occluded body parts. This is achieved by exploiting the relationships with visible anatomical structures, enhancing the accuracy of local pose estimations. The improved robustness of these local estimations allows for the reconstruction of precise and stable global trajectories. Additionally, RopeTP incorporates a diffusion trajectory model that predicts realistic human motion from local pose sequences. This model ensures that the generated trajectories are not only consistent with observed local actions but also unfold naturally over time, thereby improving the realism and stability of 3D human motion reconstruction. Extensive experimental validation shows that RopeTP surpasses current methods on two benchmark datasets, particularly excelling in scenarios with occlusions. It also outperforms methods that rely on SLAM for initial camera estimates and extensive optimization, delivering more accurate and realistic trajectories.

cs.CV

Conditional GAN for Enhancing Diffusion Models in Efficient and Authentic Global Gesture Generation from Audios

Audio-driven simultaneous gesture generation is vital for human-computer communication, AI games, and film production. While previous research has shown promise, there are still limitations. Methods based on VAEs are accompanied by issues of local jitter and global instability, whereas methods based on diffusion models are hampered by low generation efficiency. This is because the denoising process of DDPM in the latter relies on the assumption that the noise added at each step is sampled from a unimodal distribution, and the noise values are small. DDIM borrows the idea from the Euler method for solving differential equations, disrupts the Markov chain process, and increases the noise step size to reduce the number of denoising steps, thereby accelerating generation. However, simply increasing the step size during the step-by-step denoising process causes the results to gradually deviate from the original data distribution, leading to a significant drop in the quality of the generated actions and the emergence of unnatural artifacts. In this paper, we break the assumptions of DDPM and achieves breakthrough progress in denoising speed and fidelity. Specifically, we introduce a conditional GAN to capture audio control signals and implicitly match the multimodal denoising distribution between the diffusion and denoising steps within the same sampling step, aiming to sample larger noise values and apply fewer denoising steps for high-speed generation.

cs.SD

ExpGest: Expressive Speaker Generation Using Diffusion Model and Hybrid Audio-Text Guidance

Existing gesture generation methods primarily focus on upper body gestures based on audio features, neglecting speech content, emotion, and locomotion. These limitations result in stiff, mechanical gestures that fail to convey the true meaning of audio content. We introduce ExpGest, a novel framework leveraging synchronized text and audio information to generate expressive full-body gestures. Unlike AdaIN or one-hot encoding methods, we design a noise emotion classifier for optimizing adversarial direction noise, avoiding melody distortion and guiding results towards specified emotions. Moreover, aligning semantic and gestures in the latent space provides better generalization capabilities. ExpGest, a diffusion model-based gesture generation framework, is the first attempt to offer mixed generation modes, including audio-driven gestures and text-shaped motion. Experiments show that our framework effectively learns from combined text-driven motion and audio-induced gesture datasets, and preliminary results demonstrate that ExpGest achieves more expressive, natural, and controllable global motion in speakers compared to state-of-the-art models.

cs.SD

ReinDiffuse: Crafting Physically Plausible Motions with Reinforced Diffusion Model

Generating human motion from textual descriptions is a challenging task. Existing methods either struggle with physical credibility or are limited by the complexities of physics simulations. In this paper, we present \emph{ReinDiffuse} that combines reinforcement learning with motion diffusion model to generate physically credible human motions that align with textual descriptions. Our method adapts Motion Diffusion Model to output a parameterized distribution of actions, making them compatible with reinforcement learning paradigms. We employ reinforcement learning with the objective of maximizing physically plausible rewards to optimize motion generation for physical fidelity. Our approach outperforms existing state-of-the-art models on two major datasets, HumanML3D and KIT-ML, achieving significant improvements in physical plausibility and motion quality. Project: https://reindiffuse.github.io/

cs.CV

SignAvatars: A Large-scale 3D Sign Language Holistic Motion Dataset and Benchmark

We present SignAvatars, the first large-scale, multi-prompt 3D sign language (SL) motion dataset designed to bridge the communication gap for Deaf and hard-of-hearing individuals. While there has been an exponentially growing number of research regarding digital communication, the majority of existing communication technologies primarily cater to spoken or written languages, instead of SL, the essential communication method for Deaf and hard-of-hearing communities. Existing SL datasets, dictionaries, and sign language production (SLP) methods are typically limited to 2D as annotating 3D models and avatars for SL is usually an entirely manual and labor-intensive process conducted by SL experts, often resulting in unnatural avatars. In response to these challenges, we compile and curate the SignAvatars dataset, which comprises 70,000 videos from 153 signers, totaling 8.34 million frames, covering both isolated signs and continuous, co-articulated signs, with multiple prompts including HamNoSys, spoken language, and words. To yield 3D holistic annotations, including meshes and biomechanically-valid poses of body, hands, and face, as well as 2D and 3D keypoints, we introduce an automated annotation pipeline operating on our large corpus of SL videos. SignAvatars facilitates various tasks such as 3D sign language recognition (SLR) and the novel 3D SL production (SLP) from diverse inputs like text scripts, individual words, and HamNoSys notation. Hence, to evaluate the potential of SignAvatars, we further propose a unified benchmark of 3D SL holistic motion production. We believe that this work is a significant step forward towards bringing the digital world to the Deaf and hard-of-hearing communities as well as people interacting with them.

cs.CV

Freetalker: Controllable Speech and Text-Driven Gesture Generation Based on Diffusion Models for Enhanced Speaker Naturalness

Current talking avatars mostly generate co-speech gestures based on audio and text of the utterance, without considering the non-speaking motion of the speaker. Furthermore, previous works on co-speech gesture generation have designed network structures based on individual gesture datasets, which results in limited data volume, compromised generalizability, and restricted speaker movements. To tackle these issues, we introduce FreeTalker, which, to the best of our knowledge, is the first framework for the generation of both spontaneous (e.g., co-speech gesture) and non-spontaneous (e.g., moving around the podium) speaker motions. Specifically, we train a diffusion-based model for speaker motion generation that employs unified representations of both speech-driven gestures and text-driven motions, utilizing heterogeneous data sourced from various motion datasets. During inference, we utilize classifier-free guidance to highly control the style in the clips. Additionally, to create smooth transitions between clips, we utilize DoubleTake, a method that leverages a generative prior and ensures seamless motion blending. Extensive experiments show that our method generates natural and controllable speaker movements. Our code, model, and demo are are available at \url{https://youngseng.github.io/FreeTalker/}.

cs.MM

ReBaR: Reference-Based Reasoning for Robust Pose Estimation from Monocular Images

R}easoning for Robust Human Pose and Shape Estimation), designed to estimate human body shape and pose from single-view images. ReBaR effectively addresses the challenges of occlusions and depth ambiguity by learning reference features for part regression reasoning. Our approach starts by extracting features from both body and part regions using an attention-guided mechanism. Subsequently, these features are used to encode additional part-body dependencies for individual part regression, with part features serving as queries and the body feature as a reference. This reference-based reasoning allows our network to infer the spatial relationships of occluded parts with the body, utilizing visible parts and body reference information. ReBaR outperforms contemporary methods on three benchmark datasets and still maintains competitive advantages among recent new approaches. Demonstrating significant improvement in handling depth ambiguity and occlusion. These results strongly support the effectiveness of our reference-based framework for estimating human body shape and pose from single-view images.

cs.CV