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Yuexin Ma

Publications and source records attributed to Yuexin Ma.

At least 19 recordsLinked to original sources

A Multidimensional Data-Driven Hybrid Transformer Framework for Non-invasive Continuous Blood Pressure Prediction

Objective. To develop and evaluate a cuffless continuous blood pressure (BP) estimator using temporal physiological and demographic features. We propose a hybrid Transformer framework to estimate diastolic and systolic BP from ECG/PPG-derived feature sequences. Approach. Rather than raw waveforms, the framework models 10-step sequences of six physiological descriptors and two demographic covariates. A Multi-Source Temporal Encoder Module combines Transformer, Kolmogorov-Arnold Network, and XGBoost branches to capture complementary temporal, nonlinear, and tabular information. A Dynamic Conditional Fusion-Decoder applies differential multi-head attention, token-weighted aggregation, and gated residual correction. A robust composite objective jointly optimizes DBP and SBP. Main results. Using the MIMIC-III Waveform and Clinical Databases, the source pool comprised 28,486 waveform segments from 203 subjects, and feature generation retained 53,621 observations from 166 subjects. On 2,431 segment-level held-out test windows, mean error +/- standard deviation was 0.41 +/- 3.74 mmHg for diastolic BP and -1.60 +/- 5.95 mmHg for systolic BP, with 95% limits of agreement of [-6.93, 7.74] and [-13.25, 10.06] mmHg, respectively. The proportions within 10 mmHg were 98.48% and 94.36%. The framework achieved the lowest standard deviations and narrowest limits of agreement among the locally retrained baselines. Significance. The feature-sequence fusion framework improved agreement with reference BP and fell within numerical AAMI and BHS Grade A thresholds on this split. This retrospective analysis is not formal device validation; subject-disjoint and external evaluation remain necessary before clinical use.

cs.LG

Sen-Cap: Sensor-Flexible and Noise-Resilient Human Motion Capture via LiDAR-Camera Integration

We propose Sen-Cap, a Sensor-Flexible and Noise-Resilient 3D human motion Capture framework that integrates multi-modal data from LiDAR and camera. While multi-modal sensors provide richer information than single-modal sensors, existing approaches still suffer from two core challenges. First, multi-modal alignment/matching across arbitrarily deployed sensors is typically handled by explicit calibration, which propagates errors under changing viewpoints and in turn constrains deployment to fixed, highly overlapped layouts. Second, prior methods degrade under severe noise or partial sensor failures, which are common in real-world environments. To address these challenges, Sen-Cap introduces a Unified Across-Sensor Motion Estimator that reconstructs local pose and shape in a human-centric space without calibrations between sensors, supporting a flexible number of sensors, as well as a Noise-Resistant Trajectory Tracker that maintains robustness under severe point cloud noise through iterative refinement. These sensor-flexible and noise-resilient features make Sen-Cap more practical in real-world deployment. Notably, operating in real time, Sen-Cap achieves state-of-the-art performance on major metrics on Human-M3 and FreeMotion, as well as strong cross-domain performance on LiDARHuman26M and RELI11D. This combination of flexibility and robustness opens new opportunities for motion capture in real-world scenarios, e.g. sports analytics, field robotics, and large-scale immersive environments.

cs.CV

Implicit Drifting Policy: One-Step Action Generation via Conditional Expert Geometry

Generative action policies based on diffusion or flow matching excel in behavior cloning, yet their iterative sampling is prohibitive for high-frequency robot control. While recent one-step formulations alleviate this latency, they inevitably discard the intermediate trajectory evolution that provides crucial action correction. Directly recovering this mechanism by explicitly estimating a training-time drifting field is mathematically ill-posed due to extreme conditional demonstration sparsity. We introduce Implicit Drifting Policy (IDP), a one-step imitation learning framework that brings the training-time correction of Drifting into policy learning without explicit vector field estimation. IDP extracts a conditional expert geometry from the local variation of observation-similar expert actions, and compares it against a global reference geometry to isolate condition-specific constraints. This local geometric structure adaptively weights a scalar potential objective. Combined with an expert-proximal terminal evaluation, IDP directly enforces manifold constraints on the one-step generator during training. Extensive evaluations across 2D, 3D, and real-world manipulation tasks show IDP effectively maintains adherence to valid action manifolds, improving upon explicit drifting methods and achieving competitive performance with strong one-step baselines.

cs.RO

MCPDepth: Omnidirectional Depth Estimation via Stereo Matching from Multi-Cylindrical Panoramas

Omnidirectional depth estimation presents a significant challenge due to the inherent distortions in panoramic images. Despite notable advancements, the impact of projection methods remains underexplored. We introduce Multi-Cylindrical Panoramic Depth Estimation (MCPDepth), a novel two-stage framework designed to enhance omnidirectional depth estimation through stereo matching across multiple cylindrical panoramas. MCPDepth initially performs stereo matching using cylindrical panoramas, followed by a robust fusion of the resulting depth maps from different views. Unlike existing methods that rely on customized kernels to address distortions, MCPDepth utilizes standard network components, facilitating seamless deployment on embedded devices while delivering exceptional performance. To effectively address vertical distortions in cylindrical panoramas, MCPDepth incorporates a circular attention module, significantly expanding the receptive field beyond traditional convolutions. We provide a comprehensive theoretical and experimental analysis of common panoramic projections-spherical, cylindrical, and cubic-demonstrating the superior efficacy of cylindrical projection. Our method improves the mean absolute error (MAE) by 18.8% on the outdoor dataset Deep360 and by 19.9% on the real dataset 3D60. This work offers practical insights for other tasks and real-world applications, establishing a new paradigm in omnidirectional depth estimation. The code is available at https://github.com/Qjizhi/MCPDepth.

cs.CV

Affordance-R1: Reinforcement Learning for Generalizable Affordance Reasoning in Multimodal Large Language Model

Affordance grounding focuses on predicting the specific regions of objects that are associated with the actions to be performed by robots. It plays a vital role in the fields of human-robot interaction, human-object interaction, embodied manipulation, and embodied perception. Existing models often neglect the affordance shared among different objects because they lack the Chain-of-Thought(CoT) reasoning abilities, limiting their out-of-domain (OOD) generalization and explicit reasoning capabilities. To address these challenges, we propose Affordance-R1, the first unified affordance grounding framework that integrates cognitive CoT guided Group Relative Policy Optimization (GRPO) within a reinforcement learning paradigm. Specifically, we designed a sophisticated affordance function, which contains format, perception, and cognition rewards to effectively guide optimization directions. Furthermore, we constructed a high-quality affordance-centric reasoning dataset, ReasonAff, to support training. Trained exclusively via reinforcement learning with GRPO and without explicit reasoning data, Affordance-R1 achieves robust zero-shot generalization and exhibits emergent test-time reasoning capabilities. Comprehensive experiments demonstrate that our model outperforms well-established methods and exhibits open-world generalization. To the best of our knowledge, Affordance-R1 is the first to integrate GRPO-based RL with reasoning into affordance reasoning. The code of our method and our dataset is released on https://github.com/hq-King/Affordance-R1.

cs.RO

From Noise to Intent: Anchoring Generative VLA Policies with Residual Bridges

Bridging high-level semantic understanding with low-level physical control remains a persistent challenge in embodied intelligence, stemming from the fundamental spatiotemporal scale mismatch between cognition and action. Existing generative VLA policies typically adopt a "Generation-from-Noise" paradigm, which disregards this disparity, leading to representation inefficiency and weak condition alignment during optimization. In this work, we propose ResVLA, an architecture that shifts the paradigm to "Refinement-from-Intent." Recognizing that robotic motion naturally decomposes into global intent and local dynamics, ResVLA utilizes spectral analysis to decouple control into a deterministic low-frequency anchor and a stochastic high-frequency residual. By anchoring the generative process on the predicted intent, our model focuses strictly on refining local dynamics via a residual diffusion bridge. Extensive simulation experiments show that ResVLA achieves competitive performance, strong robustness to language and robot embodiment perturbations, and faster convergence than standard generative baselines. ResVLA also demonstrates strong performance in real-world robot experiments.

cs.RO

Controllable Video Object Insertion via Multi-View Priors

Video object insertion places a user-specified object in an existing dynamic scene. Existing methods typically condition generation on text or a single reference image. Consequently, object appearance is underconstrained under viewpoint changes, often leading to identity drift, incorrect foreground-background layering, boundary artifacts, and temporal flickering. In this paper, we propose a video object insertion framework that incorporates multi-view object priors to address these limitations. The framework lifts a 2D reference image into a multi-view representation and uses view-consistent conditioning to provide stable identity guidance and view-adaptive appearance cues. A quality-aware weighting mechanism reduces the influence of noisy or imperfect reconstructed views. We further introduce an Integration-Aware Consistency Module that promotes plausible occlusion, clean boundaries, and temporal continuity. Experiments demonstrate that the proposed framework improves visual quality, controllability, identity consistency, and foreground-background integration for video object insertion compared to the baseline methods. Project page: https://polarisxq.github.io/MOVI/.

cs.CV

SocialMirror: Reconstructing 3D Human Interaction Behaviors from Monocular Videos with Semantic and Geometric Guidance

Accurately reconstructing human behavior in close-interaction scenarios is crucial for enabling realistic virtual interactions in augmented reality, precise motion analysis in sports, and natural collaborative behavior in human-robot tasks. Reliable reconstruction in these contexts significantly enhances the realism and effectiveness of AI-driven interactive applications. However, human reconstruction from monocular videos in close-interaction scenarios remains challenging due to severe mutual occlusions, leading local motion ambiguity, disrupted temporal continuity and spatial relationship error. In this paper, we propose SocialMirror, a diffusion-based framework that integrates semantic and geometric cues to effectively address these issues. Specifically, we first leverage high-level interaction descriptions generated by a vision-language model to guide a semantic-guided motion infiller, hallucinating occluded bodies and resolving local pose ambiguities. Next, we propose a sequence-level temporal refiner that enforces smooth, jitter-free motions, while incorporating geometric constraints during sampling to ensure plausible contact and spatial relationships. Evaluations on multiple interaction benchmarks show that SocialMirror achieves state-of-the-art performance in reconstructing interactive human meshes, demonstrating strong generalization across unseen datasets and in-the-wild scenarios. The code will be released upon publication.

cs.CV

FastGrasp: Learning-based Whole-body Control method for Fast Dexterous Grasping with Mobile Manipulators

Fast grasping is critical for mobile robots in logistics, manufacturing, and service applications. Existing methods face fundamental challenges in impact stabilization under high-speed motion, real-time whole-body coordination, and generalization across diverse objects and scenarios, limited by fixed bases, simple grippers, or slow tactile response capabilities. We propose \textbf{FastGrasp}, a learning-based framework that integrates grasp guidance, whole-body control, and tactile feedback for mobile fast grasping. Our two-stage reinforcement learning strategy first generates diverse grasp candidates via conditional variational autoencoder conditioned on object point clouds, then executes coordinated movements of mobile base, arm, and hand guided by optimal grasp selection. Tactile sensing enables real-time grasp adjustments to handle impact effects and object variations. Extensive experiments demonstrate superior grasping performance in both simulation and real-world scenarios, achieving robust manipulation across diverse object geometries through effective sim-to-real transfer.

cs.RO

DeFakeQ: Enabling Real-Time Deepfake Detection on Edge Devices via Adaptive Bidirectional Quantization

Deepfake detection has become a fundamental component of modern media forensics. Despite significant progress in detection accuracy, most existing methods remain computationally intensive and parameter-heavy, limiting their deployment on resource-constrained edge devices that require real-time, on-site inference. This limitation is particularly critical in an era where mobile devices are extensively used for media-centric applications, including online payments, virtual meetings, and social networking. Meanwhile, due to the unique requirement of capturing extremely subtle forgery artifacts for deepfake detection, state-of-the-art quantization techniques usually underperform for such a challenging task. These fine-grained cues are highly sensitive to model compression and can be easily degraded during quantization, leading to noticeable performance drops. This challenge highlights the need for quantization strategies specifically designed to preserve the discriminative features essential for reliable deepfake detection. To address this gap, we propose DefakeQ, the first quantization framework tailored for deepfake detectors, enabling real-time deployment on edge devices. Our approach introduces a novel adaptive bidirectional compression strategy that simultaneously leverages feature correlations and eliminates redundancy, achieving an effective balance between model compactness and detection performance. Extensive experiments across five benchmark datasets and eleven state-of-the-art backbone detectors demonstrate that DeFakeQ consistently surpasses existing quantization and model compression baselines. Furthermore, we deploy DefakeQ on mobile devices in real-world scenarios, demonstrating its capability for real-time deepfake detection and its practical applicability in edge environments.

cs.CV

HUMOF: Human Motion Forecasting in Interactive Social Scenes

Complex scenes present significant challenges for predicting human behaviour due to the abundance of interaction information, such as human-human and humanenvironment interactions. These factors complicate the analysis and understanding of human behaviour, thereby increasing the uncertainty in forecasting human motions. Existing motion prediction methods thus struggle in these complex scenarios. In this paper, we propose an effective method for human motion forecasting in interactive scenes. To achieve a comprehensive representation of interactions, we design a hierarchical interaction feature representation so that high-level features capture the overall context of the interactions, while low-level features focus on fine-grained details. Besides, we propose a coarse-to-fine interaction reasoning module that leverages both spatial and frequency perspectives to efficiently utilize hierarchical features, thereby enhancing the accuracy of motion predictions. Our method achieves state-of-the-art performance across four public datasets. The source code will be available at https://github.com/scy639/HUMOF.

cs.CV

Sparkle: A Robust and Versatile Representation for Point Cloud based Human Motion Capture

Point cloud-based motion capture leverages rich spatial geometry and privacy-preserving sensing, but learning robust representations from noisy, unstructured point clouds remains challenging. Existing approaches face a struggle trade-off between point-based methods (geometrically detailed but noisy) and skeleton-based ones (robust but oversimplified). We address the fundamental challenge: how to construct an effective representation for human motion capture that can balance expressiveness and robustness. In this paper, we propose Sparkle, a structured representation unifying skeletal joints and surface anchors with explicit kinematic-geometric factorization. Our framework, SparkleMotion, learns this representation through hierarchical modules embedding geometric continuity and kinematic constraints. By explicitly disentangling internal kinematic structure from external surface geometry, SparkleMotion achieves state-of-the-art performance not only in accuracy but crucially in robustness and generalization under severe domain shifts, noise, and occlusion. Extensive experiments demonstrate our superiority across diverse sensor types and challenging real-world scenarios.

cs.CV

ReMoGen: Real-time Human Interaction-to-Reaction Generation via Modular Learning from Diverse Data

Human behaviors in real-world environments are inherently interactive, with an individual's motion shaped by surrounding agents and the scene. Such capabilities are essential for applications in virtual avatars, interactive animation, and human-robot collaboration. We target real-time human interaction-to-reaction generation, which generates the ego's future motion from dynamic multi-source cues, including others' actions, scene geometry, and optional high-level semantic inputs. This task is fundamentally challenging due to (i) limited and fragmented interaction data distributed across heterogeneous single-person, human-human, and human-scene domains, and (ii) the need to produce low-latency yet high-fidelity motion responses during continuous online interaction. To address these challenges, we propose ReMoGen (Reaction Motion Generation), a modular learning framework for real-time interaction-to-reaction generation. ReMoGen leverages a universal motion prior learned from large-scale single-person motion datasets and adapts it to target interaction domains through independently trained Meta-Interaction modules, enabling robust generalization under data-scarce and heterogeneous supervision. To support responsive online interaction, ReMoGen performs segment-level generation together with a lightweight Frame-wise Segment Refinement module that incorporates newly observed cues at the frame level, improving both responsiveness and temporal coherence without expensive full-sequence inference. Extensive experiments across human-human, human-scene, and mixed-modality interaction settings show that ReMoGen produces high-quality, coherent, and responsive reactions, while generalizing effectively across diverse interaction scenarios.

cs.CV

AffordGrasp: Cross-Modal Diffusion for Affordance-Aware Grasp Synthesis

Generating human grasping poses that accurately reflect both object geometry and user-specified interaction semantics is essential for natural hand-object interactions in AR/VR and embodied AI. However, existing semantic grasping approaches struggle with the large modality gap between 3D object representations and textual instructions, and often lack explicit spatial or semantic constraints, leading to physically invalid or semantically inconsistent grasps. In this work, we present AffordGrasp, a diffusion-based framework that produces physically stable and semantically faithful human grasps with high precision. We first introduce a scalable annotation pipeline that automatically enriches hand-object interaction datasets with fine-grained structured language labels capturing interaction intent. Building upon these annotations, AffordGrasp integrates an affordance-aware latent representation of hand poses with a dual-conditioning diffusion process, enabling the model to jointly reason over object geometry, spatial affordances, and instruction semantics. A distribution adjustment module further enforces physical contact consistency and semantic alignment. We evaluate AffordGrasp across four instruction-augmented benchmarks derived from HO-3D, OakInk, GRAB, and AffordPose, and observe substantial improvements over state-of-the-art methods in grasp quality, semantic accuracy, and diversity.

cs.RO

HGGT: Robust and Flexible 3D Hand Mesh Reconstruction from Uncalibrated Images

Recovering high-fidelity 3D hand geometry from images is a critical task in computer vision, holding significant value for domains such as robotics, animation and VR/AR. Crucially, scalable applications demand both accuracy and deployment flexibility, requiring the ability to leverage massive amounts of unstructured image data from the internet or enable deployment on consumer-grade RGB cameras without complex calibration. However, current methods face a dilemma. While single-view approaches are easy to deploy, they suffer from depth ambiguity and occlusion. Conversely, multi-view systems resolve these uncertainties but typically demand fixed, calibrated setups, limiting their real-world utility. To bridge this gap, we draw inspiration from 3D foundation models that learn explicit geometry directly from visual data. By reformulating hand reconstruction from arbitrary views as a visual-geometry grounded task, we propose a feed-forward architecture that, for the first time in literature, jointly infers 3D hand meshes and camera poses from uncalibrated views. Extensive evaluations show that our approach outperforms state-of-the-art benchmarks and demonstrates strong generalization to uncalibrated, in-the-wild scenarios. Here is the link of our project page: https://lym29.github.io/HGGT/.

cs.CV

UniBioTransfer: A Unified Framework for Multiple Biometrics Transfer

Deepface generation has traditionally followed a task-driven paradigm, where distinct tasks (e.g., face transfer and hair transfer) are addressed by task-specific models. Nevertheless, this single-task setting severely limits model generalization and scalability. A unified model capable of solving multiple deepface generation tasks in a single pass represents a promising and practical direction, yet remains challenging due to data scarcity and cross-task conflicts arising from heterogeneous attribute transformations. To this end, we propose UniBioTransfer, the first unified framework capable of handling both conventional deepface tasks (e.g., face transfer and face reenactment) and shape-varying transformations (e.g., hair transfer and head transfer). Besides, UniBioTransfer naturally generalizes to unseen tasks, like lip, eye, and glasses transfer, with minimal fine-tuning. Generally, UniBioTransfer addresses data insufficiency in multi-task generation through a unified data construction strategy, including a swapping-based corruption mechanism designed for spatially dynamic attributes like hair. It further mitigates cross-task interference via an innovative BioMoE, a mixture-of-experts based model coupled with a novel two-stage training strategy that effectively disentangles task-specific knowledge. Extensive experiments demonstrate the effectiveness, generalization, and scalability of UniBioTransfer, outperforming both existing unified models and task-specific methods across a wide range of deepface generation tasks. Project page is at https://scy639.github.io/UniBioTransfer.github.io/

cs.CV

FlashCap: Millisecond-Accurate Human Motion Capture via Flashing LEDs and Event-Based Vision

Precise motion timing (PMT) is crucial for swift motion analysis. A millisecond difference may determine victory or defeat in sports competitions. Despite substantial progress in human pose estimation (HPE), PMT remains largely overlooked by the HPE community due to the limited availability of high-temporal-resolution labeled datasets. Today, PMT is achieved using high-speed RGB cameras in specialized scenarios such as the Olympic Games; however, their high costs, light sensitivity, bandwidth, and computational complexity limit their feasibility for daily use. We developed FlashCap, the first flashing LED-based MoCap system for PMT. With FlashCap, we collect a millisecond-resolution human motion dataset, FlashMotion, comprising the event, RGB, LiDAR, and IMU modalities, and demonstrate its high quality through rigorous validation. To evaluate the merits of FlashMotion, we perform two tasks: precise motion timing and high-temporal-resolution HPE. For these tasks, we propose ResPose, a simple yet effective baseline that learns residual poses based on events and RGBs. Experimental results show that ResPose reduces pose estimation errors by ~40% and achieves millisecond-level timing accuracy, enabling new research opportunities. The dataset and code will be shared with the community.

cs.CV

Gaze-guided Hand-Object Interaction Synthesis: Dataset and Method

Gaze plays a crucial role in revealing human attention and intention, particularly in hand-object interaction scenarios, where it guides and synchronizes complex tasks that require precise coordination between the brain, hand, and object. Motivated by this, we introduce a novel task: Gaze-Guided Hand-Object Interaction Synthesis, with potential applications in augmented reality, virtual reality, and assistive technologies. To support this task, we present GazeHOI, the first dataset to capture simultaneous 3D modeling of gaze, hand, and object interactions. This task poses significant challenges due to the inherent sparsity and noise in gaze data, as well as the need for high consistency and physical plausibility in generating hand and object motions. To tackle these issues, we propose a stacked gaze-guided hand-object interaction diffusion model, named GHO-Diffusion. The stacked design effectively reduces the complexity of motion generation. We also introduce HOI-Manifold Guidance during the sampling stage of GHO-Diffusion, enabling fine-grained control over generated motions while maintaining the data manifold. Additionally, we propose a spatial-temporal gaze feature encoding for the diffusion condition and select diffusion results based on consistency scores between gaze-contact maps and gaze-interaction trajectories. Extensive experiments highlight the effectiveness of our method and the unique contributions of our dataset. More details in https://takiee.github.io/gaze-hoi/.

cs.CV