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Zeyu Ling

Publications and source records attributed to Zeyu Ling.

11 recordsLinked to original sources

MotionCanvas: Learning Implicit Motion Planning from Composable Kinematic Cues

Professional character animation requires both natural motion and precise, versatile control. For example, it is common for the creators to define the timing of a specified action, to control the motion range of the character's arm swing, and the route the character walks through, like specifying various kinematic motion cues on a ``motion canvas''. This motivates us to propose MotionCanvas, a model that supports \emph{cue-conditioned implicit motion planning} to faithfully and coherently connect all cues, dense or sparse, full or partial, into one full-body motion sequence. Specifically, MotionCanvas represents heterogeneous kinematic cues on a shared motion canvas, where position and rotation values are specified across body joints and time. A shared flow-matching model generates motion conditioned on this canvas, with optional language and input motion; cue imputation keeps the specified canvas values fixed in both training and sampling. To learn coherent completion across different cue sets, we train with a compositional cue sampler that varies when cues are applied, which positions or rotations are specified, and how they are combined. Together, these designs enable a single generator to synthesize globally coherent actions that jointly satisfy compatible heterogeneous cues. We test this planning ability with temporal, root, and body-part cues---alone and in combination---and language-guided editing. We naturally extend this evaluation to sequential generation and motion repair, since both require the same ability to organize coherent motion from kinematic cues. Across these evaluations, MotionCanvas establishes state-of-the-art results in controlled-motion quality, mixed-cue adherence, sequential generation, instruction editing, and motion repair while preserving its text-to-motion capability.

cs.MM

GenTrack: Physical Alignment for Robot-Native Motion Generation and Zero-Shot Humanoid Tracking

General-purpose humanoid trackers can execute diverse references, but their zero-shot coverage depends on large embodied corpora that are costly to extend. Text-to-motion generators offer scalable supervision, yet models trained on human motion or retargeted data inherit a gap between kinematic plausibility and robot executability. Existing one-way pipelines fix either the generated corpus or the reward tracker. We introduce GenTrack, an online generator--tracker framework that alternates execution-grounded, group-relative generator alignment with tracker training on newly generated references; anchoring and rehearsal constrain drift. On Unitree G1, we evaluate GenTrack with ProtoMotions and SONIC backbones across three zero-shot tracking splits including public AMASS and LAFAN benchmarks, and a private out-of-distribution test set of 1,024 prompt-motion pairs in the wild. The online co-training strategy consistently produces generators that output more robot-executable motions with strong semantic alignment, and trackers with markedly broader zero-shot coverage and improved tracking accuracy, especially on out-of-distribution references. These results demonstrate that joint online post-training effectively narrows the executability gap between retargeted references and robot-native motion, advancing zero-shot humanoid control without additional data collection and beyond the limitations of a static reference pool.

cs.RO

NeutronSparse: Coordinating Heterogeneous Engines for Sparse Matrix Multiplication on NPUs

Sparse matrix-matrix multiplication (SpMM) is a fundamental data operation for large-scale sparse data processing. With NPUs increasingly deployed in data centers for their performance and energy efficiency, accelerating SpMM on these platforms is a natural choice. However, high-performance SpMM on NPUs poses a data management challenge, as irregular sparsity demands efficient data organization and scheduling. On Ascend 910B, the official MindSpore implementation achieves only 36.3% of the performance of GPU-based sparse libraries such as cuSPARSE on NVIDIA A100. To this end, we conduct an in-depth architectural analysis of SpMM execution on NPUs versus GPU and identify that the key performance bottleneck for SpMM on NPUs lies in the lack of efficient coordination across heterogeneous compute units under tile-based execution model. Therefore, we propose NeutronSparse, a coordination-first SpMM framework for NPUs. NeutronSparse integrates two key techniques: (i) Sparsity-aware coordination of heterogeneous engines, which adaptively partitions and balances workloads between heterogeneous compute units to keep them busy, and (ii) Locality-aware tile orchestrating, which reorganizes and reuses data tiles to reduce redundant computation and memory movement overhead. Evaluations on Ascend 910B show that NeutronSparse achieves 1.26x-7.78x speedup over NPU baselines and 1.03x-3.07x speedup over leading GPU libraries on NVIDIA A100, revealing untapped potential of NPUs for sparse computation.

cs.AR

PRISM: Streaming Human Motion Generation with Per-Joint Latent Decomposition

Text-to-motion generation has advanced with larger corpora and stronger generators, yet many models still rely on holistic frame- or clip-level latents that entangle trajectory, orientation, and articulation. This entanglement obscures body topology and forces the generator to recover kinematic structure implicitly. We present \name, a SMPL motion generation framework that factorizes motion into continuous kinematic-unit latents. A causal Motion VAE maps motion to a time-by-kinematic-unit latent manifold, and a Kinematic-Unit Flow Transformer performs text-conditioned flow matching in this structured space. Because each latent coordinate remains tied to a physical body unit, \name can use kinematic-tree rotary position encoding and kinematic-adaptive flow scheduling. We further train the generator with per-token timesteps over clean-context/noisy-target masks, enabling frame-conditioned continuation and autoregressive segment chaining within one model. Experiments first validate the representation: the kinematic-unit VAE achieves lower geometry, rotation, and feature errors than existing motion tokenizers, showing that the latent space preserves articulated structure rather than merely compressing frames. With a 1.4B-parameter generator trained only on publicly available academic motion--text data, \name outperforms all evaluated academic-data text-to-motion baselines and remains competitive with systems trained on much larger non-public motion corpora. Without task-specific retraining, the same formulation also improves prefix-conditioned generation, BABEL sequential rollout, and narrative motion composition. These results indicate that kinematic-unit latent factorization provides an effective generation substrate for controllable SMPL motion synthesis. Code will be released at https://github.com/ZeyuLing/PRISM.

cs.CV

SyncLipMAE: Contrastive Masked Pretraining for Audio-Visual Talking-Face Representation

We introduce SyncLipMAE, a self-supervised pretraining framework for talking-face video that learns synchronization-aware and transferable facial dynamics from unlabeled audio-visual streams. Our approach couples masked visual modeling with cross-modal contrastive alignment and employs three per-frame prompt tokens that explicitly encode the essential factors of a talking-face frame - identity, vocal motion (speech-synchronized facial dynamics), and ambient motion (audio-agnostic movements such as blinks and head pose). The contrastive objective uses time-aligned vocal-motion and audio tokens as positives and misaligned pairs as negatives, driving both modalities into a shared embedding space and yielding token-level audio-visual stream synchronization. After pretraining, the aligned audio tokens together with the visual prompt tokens (identity, vocal motion, ambient motion) form a unified interface for four disparate downstream settings: (i) audio-visual stream synchronization; (ii) facial emotion and head/face action recognition; (iii) visual speech recognition; and (iv) visual dubbing, for which we enable indistinguishable audio- or video-driven control within a single model. Across four task families that require distinct capabilities, SyncLipMAE achieves state-of-the-art results, underscoring the effectiveness of synchronization-aware, factorized self-supervised pretraining.

cs.AI

EPIC: Efficient Prompt Interaction for Text-Image Classification

In recent years, large-scale pre-trained multimodal models (LMMs) generally emerge to integrate the vision and language modalities, achieving considerable success in multimodal tasks, such as text-image classification. The growing size of LMMs, however, results in a significant computational cost for fine-tuning these models for downstream tasks. Hence, prompt-based interaction strategy is studied to align modalities more efficiently. In this context, we propose a novel efficient prompt-based multimodal interaction strategy, namely Efficient Prompt Interaction for text-image Classification (EPIC). Specifically, we utilize temporal prompts on intermediate layers, and integrate different modalities with similarity-based prompt interaction, to leverage sufficient information exchange between modalities. Utilizing this approach, our method achieves reduced computational resource consumption and fewer trainable parameters (about 1\% of the foundation model) compared to other fine-tuning strategies. Furthermore, it demonstrates superior performance on the UPMC-Food101 and SNLI-VE datasets, while achieving comparable performance on the MM-IMDB dataset.

cs.CV

NeutronTP: Load-Balanced Distributed Full-Graph GNN Training with Tensor Parallelism

Graph neural networks (GNNs) have emerged as a promising direction. Training large-scale graphs that relies on distributed computing power poses new challenges. Existing distributed GNN systems leverage data parallelism by partitioning the input graph and distributing it to multiple workers. However, due to the irregular nature of the graph structure, existing distributed approaches suffer from unbalanced workloads and high overhead in managing cross-worker vertex dependencies. In this paper, we leverage tensor parallelism for distributed GNN training. GNN tensor parallelism eliminates cross-worker vertex dependencies by partitioning features instead of graph structures. Different workers are assigned training tasks on different feature slices with the same dimensional size, leading to a complete load balance. We achieve efficient GNN tensor parallelism through two critical functions. Firstly, we employ a generalized decoupled training framework to decouple NN operations from graph aggregation operations, significantly reducing the communication overhead caused by NN operations which must be computed using complete features. Secondly, we employ a memory-efficient task scheduling strategy to support the training of large graphs exceeding single GPU memory, while further improving performance by overlapping communication and computation. By integrating the above techniques, we propose a distributed GNN training system NeutronTP. Our experimental results on a 16-node Aliyun cluster demonstrate that NeutronTP achieves 1.29X-8.72X speedup over state-of-the-art GNN systems including DistDGL, NeutronStar, and Sancus.

cs.DC

VersatileMotion: A Unified Framework for Motion Synthesis and Comprehension

Large language models (LLMs) are, by design, inherently capable of multi-task learning: through a unified next-token prediction paradigm, they can naturally address a wide variety of downstream tasks. Prior work in the motion domain has demonstrated some generality by adapting LLMs via a Motion Tokenizer coupled with an autoregressive Transformer to generate and understand human motion. However, this generality remains limited in scope and yields only modest performance gains. We introduce VersatileMotion, a unified multimodal motion LLM that combines a novel motion tokenizer, integrating VQ-VAE with flow matching, and an autoregressive transformer backbone to seamlessly support at least nine distinct motion-related tasks. VersatileMotion is the first method to handle single-agent and multi-agent motions in a single framework and enable cross-modal conversion between motion, text, music, and speech, achieving state-of-the-art performance on seven of these tasks. Each sequence in MotionHub may include one or more of the following annotations: natural-language captions, music or audio clips, speech transcripts, and multi-agent interaction data. To facilitate evaluation, we define and release benchmark splits covering nine core tasks. Extensive experiments demonstrate the superior performance, versatility, and potential of VersatileMotion as a foundational model for future understanding and generation of motion.

cs.CV

MCM: Multi-condition Motion Synthesis Framework

Conditional human motion synthesis (HMS) aims to generate human motion sequences that conform to specific conditions. Text and audio represent the two predominant modalities employed as HMS control conditions. While existing research has primarily focused on single conditions, the multi-condition human motion synthesis remains underexplored. In this study, we propose a multi-condition HMS framework, termed MCM, based on a dual-branch structure composed of a main branch and a control branch. This framework effectively extends the applicability of the diffusion model, which is initially predicated solely on textual conditions, to auditory conditions. This extension encompasses both music-to-dance and co-speech HMS while preserving the intrinsic quality of motion and the capabilities for semantic association inherent in the original model. Furthermore, we propose the implementation of a Transformer-based diffusion model, designated as MWNet, as the main branch. This model adeptly apprehends the spatial intricacies and inter-joint correlations inherent in motion sequences, facilitated by the integration of multi-wise self-attention modules. Extensive experiments show that our method achieves competitive results in single-condition and multi-condition HMS tasks.

cs.CV

EnchantDance: Unveiling the Potential of Music-Driven Dance Movement

The task of music-driven dance generation involves creating coherent dance movements that correspond to the given music. While existing methods can produce physically plausible dances, they often struggle to generalize to out-of-set data. The challenge arises from three aspects: 1) the high diversity of dance movements and significant differences in the distribution of music modalities, which make it difficult to generate music-aligned dance movements. 2) the lack of a large-scale music-dance dataset, which hinders the generation of generalized dance movements from music. 3) The protracted nature of dance movements poses a challenge to the maintenance of a consistent dance style. In this work, we introduce the EnchantDance framework, a state-of-the-art method for dance generation. Due to the redundancy of the original dance sequence along the time axis, EnchantDance first constructs a strong dance latent space and then trains a dance diffusion model on the dance latent space. To address the data gap, we construct a large-scale music-dance dataset, ChoreoSpectrum3D Dataset, which includes four dance genres and has a total duration of 70.32 hours, making it the largest reported music-dance dataset to date. To enhance consistency between music genre and dance style, we pre-train a music genre prediction network using transfer learning and incorporate music genre as extra conditional information in the training of the dance diffusion model. Extensive experiments demonstrate that our proposed framework achieves state-of-the-art performance on dance quality, diversity, and consistency.

cs.SD

MCM: Multi-condition Motion Synthesis Framework for Multi-scenario

The objective of the multi-condition human motion synthesis task is to incorporate diverse conditional inputs, encompassing various forms like text, music, speech, and more. This endows the task with the capability to adapt across multiple scenarios, ranging from text-to-motion and music-to-dance, among others. While existing research has primarily focused on single conditions, the multi-condition human motion generation remains underexplored. In this paper, we address these challenges by introducing MCM, a novel paradigm for motion synthesis that spans multiple scenarios under diverse conditions. The MCM framework is able to integrate with any DDPM-like diffusion model to accommodate multi-conditional information input while preserving its generative capabilities. Specifically, MCM employs two-branch architecture consisting of a main branch and a control branch. The control branch shares the same structure as the main branch and is initialized with the parameters of the main branch, effectively maintaining the generation ability of the main branch and supporting multi-condition input. We also introduce a Transformer-based diffusion model MWNet (DDPM-like) as our main branch that can capture the spatial complexity and inter-joint correlations in motion sequences through a channel-dimension self-attention module. Quantitative comparisons demonstrate that our approach achieves SoTA results in both text-to-motion and competitive results in music-to-dance tasks, comparable to task-specific methods. Furthermore, the qualitative evaluation shows that MCM not only streamlines the adaptation of methodologies originally designed for text-to-motion tasks to domains like music-to-dance and speech-to-gesture, eliminating the need for extensive network re-configurations but also enables effective multi-condition modal control, realizing "once trained is motion need".

cs.CV