Chuan Guo
Research Subjects
Chuan Guo has a total of 69 co-authors. Here are the top co-authors by number of shared publications:
- Li Cheng
Department of Electrical and Computer Engineering, University of Alberta, Edmonton, AB, Canada
8 shared publications - Shihao Zou
Shenzhen Institutes of Advanced Technology, Chinese Academy of Sciences, Shenzhen, China
4 shared publications - Bing Zhou
Army Engineering University, Shijiazhuang 050000, China
3 shared publications - Jian Wang
Snap Inc
3 shared publications - Sen Wang
University of Alberta
3 shared publications - Xinxin Zuo
Concordia University
3 shared publications
Latest Publications
- 3 October 2026
- Published by Springer Nature
- p. 435-453
ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation
- 3 October 2026
- Published by Springer Nature
- p. 435-453
ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation
- Open Access
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-21
SMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control
Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at youtu.be/jBA2tWk6vzU.
- 3 July 2026
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 45 (4) , 1-21
Open AccessSMP: Reusable Score-Matching Motion Priors for Physics-Based Character Control
Data-driven motion priors that can guide agents toward producing naturalistic behaviors play a pivotal role in creating life-like virtual characters. Adversarial imitation learning has been a highly effective method for learning motion priors from reference motion data. However, adversarial priors, with few exceptions, need to be retrained for each new controller, thereby limiting their reusability and necessitating the retention of the reference motion data when applied to downstream tasks. In this work, we present Score-Matching Motion Priors (SMP), which leverages pre-trained motion diffusion models and score distillation sampling (SDS) to create reusable task-agnostic motion priors. SMPs can be pre-trained on a motion dataset, independent of any control policy or task. Once trained, SMPs can be kept frozen and reused as general-purpose reward functions to train new policies to produce naturalistic behaviors for downstream tasks. We show that a general motion prior trained on large-scale datasets can be repurposed into a variety of style-specific priors. Furthermore, SMP can compose different styles to synthesize new styles not present in the original dataset. Our method can create reusable and modular motion priors that produce high-quality motions comparable to state-of-the-art adversarial imitation learning methods. In our experiments, we demonstrate the effectiveness of SMP across a diverse suite of control tasks with physically simulated humanoid characters. Video available at youtu.be/jBA2tWk6vzU.
- Top Cited Papers
- 6 February 2026
- Published by Springer Nature in International Journal of Computer Vision
- Vol. 134 (3) , 113
A Survey on Human Interaction Motion Generation
- 6 February 2026
- Published by Springer Nature in International Journal of Computer Vision
- Vol. 134 (3) , 113
Top Cited PapersA Survey on Human Interaction Motion Generation
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Sketch2PoseNet: Efficient and Generalized Sketch to 3D Human Pose Prediction
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-12
Open AccessSketch2PoseNet: Efficient and Generalized Sketch to 3D Human Pose Prediction
- Top Cited PapersOpen Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
DuetGen: Music Driven Two-Person Dance Generation via Hierarchical Masked Modeling
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Top Cited PapersOpen AccessDuetGen: Music Driven Two-Person Dance Generation via Hierarchical Masked Modeling
- Top Cited PapersOpen Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-15
Sketch2Anim: Towards Transferring Sketch Storyboards into 3D Animation
Storyboarding is widely used for creating 3D animations. Animators use the 2D sketches in storyboards as references to craft the desired 3D animations through a trial-and-error process. The traditional approach requires exceptional expertise and is both labor-intensive and time-consuming. Consequently, there is a high demand for automated methods that can directly translate 2D storyboard sketches into 3D animations. This task is under-explored to date and inspired by the significant advancements of motion diffusion models, we propose to address it from the perspective of conditional motion synthesis. We thus present Sketch2Anim , composed of two key modules for sketch constraint understanding and motion generation. Specifically, due to the large domain gap between the 2D sketch and 3D motion, instead of directly conditioning on 2D inputs, we design a 3D conditional motion generator that simultaneously leverages 3D keyposes, joint trajectories, and action words, to achieve precise and fine-grained motion control. Then, we invent a neural mapper dedicated to aligning user-provided 2D sketches with their corresponding 3D keyposes and trajectories in a shared embedding space, enabling, for the first time , direct 2D control of motion generation. Our approach successfully transfers storyboards into high-quality 3D motions and inherently supports direct 3D animation editing, thanks to the flexibility of our multi-conditional motion generator. Comprehensive experiments and evaluations, and a user perceptual study demonstrate the effectiveness of our approach. The code, data, trained models, and sketch-based motion designing interface are at https://zhongleilz.github.io/Sketch2Anim/.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-15
Top Cited PapersOpen AccessSketch2Anim: Towards Transferring Sketch Storyboards into 3D Animation
Storyboarding is widely used for creating 3D animations. Animators use the 2D sketches in storyboards as references to craft the desired 3D animations through a trial-and-error process. The traditional approach requires exceptional expertise and is both labor-intensive and time-consuming. Consequently, there is a high demand for automated methods that can directly translate 2D storyboard sketches into 3D animations. This task is under-explored to date and inspired by the significant advancements of motion diffusion models, we propose to address it from the perspective of conditional motion synthesis. We thus present Sketch2Anim , composed of two key modules for sketch constraint understanding and motion generation. Specifically, due to the large domain gap between the 2D sketch and 3D motion, instead of directly conditioning on 2D inputs, we design a 3D conditional motion generator that simultaneously leverages 3D keyposes, joint trajectories, and action words, to achieve precise and fine-grained motion control. Then, we invent a neural mapper dedicated to aligning user-provided 2D sketches with their corresponding 3D keyposes and trajectories in a shared embedding space, enabling, for the first time , direct 2D control of motion generation. Our approach successfully transfers storyboards into high-quality 3D motions and inherently supports direct 3D animation editing, thanks to the flexibility of our multi-conditional motion generator. Comprehensive experiments and evaluations, and a user perceptual study demonstrate the effectiveness of our approach. The code, data, trained models, and sketch-based motion designing interface are at https://zhongleilz.github.io/Sketch2Anim/.
- 12 May 2025
- Published by Springer Nature
- p. 33-48
RegionGrasp: A Novel Task for Contact Region Controllable Hand Grasp Generation
- 12 May 2025
- Published by Springer Nature
- p. 33-48
RegionGrasp: A Novel Task for Contact Region Controllable Hand Grasp Generation
- 2 November 2024
- Published by Springer Nature
- p. 55-72
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
- 2 November 2024
- Published by Springer Nature
- p. 55-72
GSD: View-Guided Gaussian Splatting Diffusion for 3D Reconstruction
- Open Access
RegionGrasp: A Novel Task for Contact Region Controllable Hand Grasp Generation
Can machine automatically generate multiple distinct and natural hand grasps, given specific contact region of an object in 3D? This motivates us to consider a novel task of \textit{Region Controllable Hand Grasp Generation (RegionGrasp)}, as follows: given as input a 3D object, together with its specific surface area selected as the intended contact region, to generate a diverse set of plausible hand grasps of the object, where the thumb finger tip touches the object surface on the contact region. To address this task, RegionGrasp-CVAE is proposed, which consists of two main parts. First, to enable contact region-awareness, we propose ConditionNet as the condition encoder that includes in it a transformer-backboned object encoder, O-Enc; a pretraining strategy is adopted by O-Enc, where the point patches of object surface are randomly masked off and subsequently restored, to further capture surface geometric information of the object. Second, to realize interaction awareness, HOINet is introduced to encode hand-object interaction features by entangling high-level hand features with embedded object features through geometric-aware multi-head cross attention. Empirical evaluations demonstrate the effectiveness of our approach qualitatively and quantitatively where it is shown to compare favorably with respect to the state of the art methods.
Open AccessRegionGrasp: A Novel Task for Contact Region Controllable Hand Grasp Generation
Can machine automatically generate multiple distinct and natural hand grasps, given specific contact region of an object in 3D? This motivates us to consider a novel task of \textit{Region Controllable Hand Grasp Generation (RegionGrasp)}, as follows: given as input a 3D object, together with its specific surface area selected as the intended contact region, to generate a diverse set of plausible hand grasps of the object, where the thumb finger tip touches the object surface on the contact region. To address this task, RegionGrasp-CVAE is proposed, which consists of two main parts. First, to enable contact region-awareness, we propose ConditionNet as the condition encoder that includes in it a transformer-backboned object encoder, O-Enc; a pretraining strategy is adopted by O-Enc, where the point patches of object surface are randomly masked off and subsequently restored, to further capture surface geometric information of the object. Second, to realize interaction awareness, HOINet is introduced to encode hand-object interaction features by entangling high-level hand features with embedded object features through geometric-aware multi-head cross attention. Empirical evaluations demonstrate the effectiveness of our approach qualitatively and quantitatively where it is shown to compare favorably with respect to the state of the art methods.
- Open Access
- 24 March 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Conference on Artificial Intelligence
- Vol. 38 (3) , 2157-2165
MotionMix: Weakly-Supervised Diffusion for Controllable Motion Generation
Controllable generation of 3D human motions becomes an important topic as the world embraces digital transformation. Existing works, though making promising progress with the advent of diffusion models, heavily rely on meticulously captured and annotated (e.g., text) high-quality motion corpus, a resource-intensive endeavor in the real world. This motivates our proposed MotionMix, a simple yet effective weakly-supervised diffusion model that leverages both noisy and unannotated motion sequences. Specifically, we separate the denoising objectives of a diffusion model into two stages: obtaining conditional rough motion approximations in the initial T-T* steps by learning the noisy annotated motions, followed by the unconditional refinement of these preliminary motions during the last T* steps using unannotated motions. Notably, though learning from two sources of imperfect data, our model does not compromise motion generation quality compared to fully supervised approaches that access gold data. Extensive experiments on several benchmarks demonstrate that our MotionMix, as a versatile framework, consistently achieves state-of-the-art performances on text-to-motion, action-to-motion, and music-to-dance tasks.
- 24 March 2024
- Published by Association for the Advancement of Artificial Intelligence (AAAI) in Proceedings of the AAAI Conference on Artificial Intelligence
- Vol. 38 (3) , 2157-2165
Open AccessMotionMix: Weakly-Supervised Diffusion for Controllable Motion Generation
Controllable generation of 3D human motions becomes an important topic as the world embraces digital transformation. Existing works, though making promising progress with the advent of diffusion models, heavily rely on meticulously captured and annotated (e.g., text) high-quality motion corpus, a resource-intensive endeavor in the real world. This motivates our proposed MotionMix, a simple yet effective weakly-supervised diffusion model that leverages both noisy and unannotated motion sequences. Specifically, we separate the denoising objectives of a diffusion model into two stages: obtaining conditional rough motion approximations in the initial T-T* steps by learning the noisy annotated motions, followed by the unconditional refinement of these preliminary motions during the last T* steps using unannotated motions. Notably, though learning from two sources of imperfect data, our model does not compromise motion generation quality compared to fully supervised approaches that access gold data. Extensive experiments on several benchmarks demonstrate that our MotionMix, as a versatile framework, consistently achieves state-of-the-art performances on text-to-motion, action-to-motion, and music-to-dance tasks.