MZMingyuan Zhang

Mingyuan Zhang

*This is an algorithmically generated author record based on publicly available information.

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Mingyuan Zhang has a total of 94 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    End-to-End Motion Capture for Arbitrary Skeletons

    by Kehong Gong, Zhengyu Wen, Dao Thien Phong, Mingxi Xu, Weixia He, Qi Wang, Ning Zhang, Zhengyu Li, Guanli Hou, Dongze Lian, et al.

    Recent methods for arbitrary-skeleton motion capture from monocular video [Gong et al. 2026] follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and meanwhile the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we instead present the first fully end-to-end framework, where both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. Crucially, we observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate-system information, as the same joint positions can correspond to different rotations under different rest poses and local axis conventions, and to resolve this we introduce a reference pose-rotation pair from the target asset, which together with the rest pose not only anchors the mapping but also defines the underlying rotation coordinate system. This turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, which improves both robustness and efficiency, and both stages share a skeleton-aware Global-Local Graph-Guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17° to ~10°, and to 6.54° on unseen skeletons, while achieving ~20× faster inference than mesh-based pipelines. Code, data, and an interactive Hugging Face demo will be available at https://animotionlab.github.io/MoCapAnythingV2/.

  • Open Access

    NECromancer: Breathing Life into Skeletons via BVH Animation

    by Mingxi Xu, Qi Wang, Zhengyu Wen, Phong Dao Thien, Zhengyu Li, Ning Zhang, Xiaoyu He, Wei Zhao, Kehong Gong, Mingyuan Zhang

    Motion tokenization is a key component of generalizable motion models, yet most existing approaches are restricted to species-specific skeletons, limiting their applicability across diverse morphologies. We propose NECromancer (NEC), a universal motion tokenizer that operates directly on arbitrary BVH skeletons. NEC consists of three components: (1) an Ontology-aware Skeletal Graph Encoder (OwO) that encodes structural priors from BVH files, including joint semantics, rest-pose offsets, and skeletal topology, into skeletal embeddings; (2) a Topology-Agnostic Tokenizer (TAT) that compresses motion sequences into a universal, topology-invariant discrete representation; and (3) the Unified BVH Universe (UvU), a large-scale dataset aggregating BVH motions across heterogeneous skeletons. Experiments show that NEC achieves high-fidelity reconstruction under substantial compression and effectively disentangles motion from skeletal structure. The resulting token space supports cross-species motion transfer, composition, denoising, generation with token-based models, and text-motion retrieval, establishing a unified framework for motion analysis and synthesis across diverse morphologies. Demo page: https://animotionlab.github.io/NECromancer/

  • Open Access

    DiMo: Discrete Diffusion Modeling for Motion Generation and Understanding

    by Ning Zhang, Zhengyu Li, Kwong Weng Loh, Mingxi Xu, Qi Wang, Zhengyu Wen, Xiaoyu He, Wei Zhao, Kehong Gong, Mingyuan Zhang

    Prior masked modeling motion generation methods predominantly study text-to-motion. We present DiMo, a discrete diffusion-style framework, which extends masked modeling to bidirectional text--motion understanding and generation. Unlike GPT-style autoregressive approaches that tokenize motion and decode sequentially, DiMo performs iterative masked token refinement, unifying Text-to-Motion (T2M), Motion-to-Text (M2T), and text-free Motion-to-Motion (M2M) within a single model. This decoding paradigm naturally enables a quality-latency trade-off at inference via the number of refinement steps. We further improve motion token fidelity with residual vector quantization (RVQ) and enhance alignment and controllability with Group Relative Policy Optimization (GRPO). Experiments on HumanML3D and KIT-ML show strong motion quality and competitive bidirectional understanding under a unified framework. In addition, we demonstrate model ability in text-free motion completion, text-guided motion prediction and motion caption correction without architectural change. Additional qualitative results are available on our project page: https://animotionlab.github.io/DiMo/.

  • Multi-Modal Motion Retrieval by Learning a Fine-Grained Joint Embedding Space

    by Shiyao Yu, Zi-An Wang, Kangning Yin, Zheng Tian, Mingyuan Zhang, Weixin Si, Shihao Zou

    Motion retrieval is crucial for motion acquisition, offering superior precision, realism, controllability, and editability compared to motion generation. Existing approaches leverage contrastive learning to construct a unified embedding space for motion retrieval from text or visual modality. However, these methods lack a more intuitive and user-friendly interaction mode and often overlook the sequential representation of most modalities for improved retrieval performance. To address these limitations, we propose a framework that aligns four modalities—text, audio, video, and motion—within a fine-grained joint embedding space, incorporating audio for the first time in motion retrieval to enhance user immersion and convenience. This fine-grained space is achieved through a sequence-level contrastive learning approach, which captures critical details across modalities for better alignment. To evaluate our framework, we augment existing text-motion datasets with synthetic but diverse audio recordings, creating two multi-modal motion retrieval datasets. Experimental results demonstrate superior performance over state-of-the-art methods across multiple sub-tasks, including an 10.16% improvement in R@10 for text-to-motion retrieval and a 25.43% improvement in R@1 for video-to-motion retrieval on the HumanML3D dataset. Furthermore, our results show that our 4-modal framework significantly outperforms its 3-modal counterpart, underscoring the potential of multi-modal motion retrieval for advancing motion acquisition.

  • CrowdMoGen: Event-Driven Collective Human Motion Generation

    by Yukang Cao, Xinying Guo, Mingyuan Zhang, Haozhe Xie, Chenyang Gu, Ziwei Liu


  • SMPLest-X: Ultimate Scaling for Expressive Human Pose and Shape Estimation

    by Wanqi Yin, Zhongang Cai, Ruisi Wang, Ailing Zeng, Chen Wei, Qingping Sun, Haiyi Mei, Yanjun Wang, Hui En Pang, Mingyuan Zhang, et al.

    Expressive human pose and shape estimation (EHPS) unifies body, hands, and face motion capture with numerous applications. Despite encouraging progress, current state-of-the-art methods focus on training innovative architectural designs on confined datasets. In this work, we investigate the impact of scaling up EHPS towards a family of generalist foundation models. 1) For data scaling, we perform a systematic investigation on 40 EHPS datasets, encompassing a wide range of scenarios that a model trained on any single dataset cannot handle. More importantly, capitalizing on insights obtained from the extensive benchmarking process, we optimize our training scheme and select datasets that lead to a significant leap in EHPS capabilities. Ultimately, we achieve diminishing returns at 10 M training instances from diverse data sources. 2) For model scaling, we take advantage of vision transformers (up to ViT-Huge as the backbone) to study the scaling law of model sizes in EHPS. To exclude the influence of algorithmic design, we base our experiments on two minimalist architectures: SMPLer-X, which consists of an intermediate step for hand and face localization, and SMPLest-X, an even simpler version that reduces the network to its bare essentials and highlights significant advances in the capture of articulated hands. With Big Data and the large model, the foundation models exhibit strong performance across diverse test benchmarks and excellent transferability to even unseen environments. Moreover, our finetuning strategy turns the generalist into specialist models, allowing them to achieve further performance boosts. Notably, our foundation models consistently deliver state-of-the-art results on seven benchmarks such as AGORA, UBody, EgoBody, and our proposed SynHand dataset for comprehensive hand evaluation.


  • Text-Driven 3D Human Motion Generation

    by Mingyuan Zhang, Zhongang Cai, Liang Pan, Chenyang Gu, Fangzhou Hong, Xinying Guo, Jiawei Ren, Lei Yang, Ziwei Liu

  • Open Access

    Multi-Modal Motion Retrieval by Learning a Fine-Grained Joint Embedding Space

    by Shiyao Yu, Zi-An Wang, Kangning Yin, Zheng Tian, Mingyuan Zhang, Weixin Si, Shihao Zou

    Motion retrieval is crucial for motion acquisition, offering superior precision, realism, controllability, and editability compared to motion generation. Existing approaches leverage contrastive learning to construct a unified embedding space for motion retrieval from text or visual modality. However, these methods lack a more intuitive and user-friendly interaction mode and often overlook the sequential representation of most modalities for improved retrieval performance. To address these limitations, we propose a framework that aligns four modalities -- text, audio, video, and motion -- within a fine-grained joint embedding space, incorporating audio for the first time in motion retrieval to enhance user immersion and convenience. This fine-grained space is achieved through a sequence-level contrastive learning approach, which captures critical details across modalities for better alignment. To evaluate our framework, we augment existing text-motion datasets with synthetic but diverse audio recordings, creating two multi-modal motion retrieval datasets. Experimental results demonstrate superior performance over state-of-the-art methods across multiple sub-tasks, including an 10.16% improvement in R@10 for text-to-motion retrieval and a 25.43% improvement in R@1 for video-to-motion retrieval on the HumanML3D dataset. Furthermore, our results show that our 4-modal framework significantly outperforms its 3-modal counterpart, underscoring the potential of multi-modal motion retrieval for advancing motion acquisition.

  • Large Motion Model for Unified Multi-modal Motion Generation

    by Mingyuan Zhang, Daisheng Jin, Chenyang Gu, Fangzhou Hong, Zhongang Cai, Jingfang Huang, Chongzhi Zhang, Xinying Guo, Lei Yang, Ying He, et al.


  • Playing for 3D Human Recovery

    by Zhongang Cai, Mingyuan Zhang, Jiawei Ren, Chen Wei, Daxuan Ren, Zhengyu Lin, Haiyu Zhao, Lei Yang, Chen Change Loy, Ziwei Liu

    Image- and video-based 3D human recovery ( i.e. , pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work, we obtain massive human sequences by playing the video game with automatically annotated 3D ground truths. Specifically, we contribute GTA-Human, a large-scale 3D human dataset generated with the GTA-V game engine, featuring a highly diverse set of subjects, actions, and scenarios. More importantly, we study the use of game-playing data and obtain five major insights. First , game-playing data is surprisingly effective. A simple frame-based baseline trained on GTA-Human outperforms more sophisticated methods by a large margin. For videobased methods, GTA-Human is even on par with the in-domain training set. Second , we discover that synthetic data provides critical complements to the real data that is typically collected indoor. We highlight that our investigation into domain gap provides explanations for our data mixture strategies that are simple yet useful, which offers new insights to the research community. Third , the scale of the dataset matters. The performance boost is closely related to the additional data available. A systematic study on multiple key factors (such as camera angle and body pose) reveals that the model performance is sensitive to data density. Fourth , the effectiveness of GTA-Human is also attributed to the rich collection of strong supervision labels (SMPL parameters), which are otherwise expensive to acquire in real datasets. Fifth , the benefits of synthetic data extend to larger models such as deeper convolutional neural networks (CNNs) and Transformers, for which a significant impact is also observed. We hope our work could pave the way for scaling up 3D human recovery to the real world. Homepage: https://caizhongang.github.io/projects/GTA-Human/ .