Jingbo Wang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Jingbo Wang has a total of 74 co-authors. Here are the top co-authors by number of shared publications:
- Bo Dai
The University of Hong Kong
7 shared publications - Cewu Lu
Shanghai Jiao Tong University
2 shared publications - Kailin Li
Shanghai Jiao Tong University
2 shared publications - Ling-Hao Chen
Tsinghua University, Shenzhen, China and Stepfun, Shanghai, China
2 shared publications - Lixin Yang
Shanghai Jiao Tong University
2 shared publications - Taku Komura
University of Hong Kong, Hong Kong, Hong Kong
2 shared publications
Latest Publications
- 1 January 2026
- Published by Aerospace Information Research Institute, Chinese Academy of Sciences in Journal of Image and Graphics
- Vol. null (null) , 1-9
具身智能前沿展望:数据、模型与系统演进
具身智能作为人工智能发展的关键领域,正面临数据异构性、强物理约束及交互昂贵等挑战,难以直接复制大语言模型的“大规模预训练+规模定律”范式。本文从数据、模型、系统与评测四个维度全面梳理了具身智能的前沿技术演进。在数据层面,文章提出了“数据金字塔”结构,主张利用底层庞大的仿真与互联网视频数据构建物理常识,通过中层人类交互数据进行行为映射,最终以顶层少量真机数据实现技能落地。在模型层面,探讨了主流视觉-语言-动作模型(VLA)的扩展瓶颈,并指出“世界模型”作为具身预训练的新方向,能够通过模拟环境动力学与未来预演,赋予智能体更强的物理直觉与泛化能力。在系统层面,观察到架构正从单一端到端模型向类操作系统的“分层架构”演进,实现高层语义规划与底层运动控制的解耦。最后,本文审视了当前评测体系在真实性与可复现性上的挑战,并对行走与操作一体化及具身智能“ImageNet时刻”的到来进行了展望。
- 1 January 2026
- Published by Aerospace Information Research Institute, Chinese Academy of Sciences in Journal of Image and Graphics
- Vol. null (null) , 1-9
具身智能前沿展望:数据、模型与系统演进
具身智能作为人工智能发展的关键领域,正面临数据异构性、强物理约束及交互昂贵等挑战,难以直接复制大语言模型的“大规模预训练+规模定律”范式。本文从数据、模型、系统与评测四个维度全面梳理了具身智能的前沿技术演进。在数据层面,文章提出了“数据金字塔”结构,主张利用底层庞大的仿真与互联网视频数据构建物理常识,通过中层人类交互数据进行行为映射,最终以顶层少量真机数据实现技能落地。在模型层面,探讨了主流视觉-语言-动作模型(VLA)的扩展瓶颈,并指出“世界模型”作为具身预训练的新方向,能够通过模拟环境动力学与未来预演,赋予智能体更强的物理直觉与泛化能力。在系统层面,观察到架构正从单一端到端模型向类操作系统的“分层架构”演进,实现高层语义规划与底层运动控制的解耦。最后,本文审视了当前评测体系在真实性与可复现性上的挑战,并对行走与操作一体化及具身智能“ImageNet时刻”的到来进行了展望。
- Open Access
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Motion2Motion: Cross-topology Motion Transfer with Sparse Correspondence
- 14 December 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessMotion2Motion: Cross-topology Motion Transfer with Sparse Correspondence
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
SkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
- 27 July 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-11
Open AccessSkillMimic-V2: Learning Robust and Generalizable Interaction Skills from Sparse and Noisy Demonstrations
- Open Access
ChatDyn: Language-Driven Multi-Actor Dynamics Generation in Street Scenes
Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics of different types of participants including vehicles and pedestrians, with different kinds of interactions between them. In this paper, we introduce ChatDyn, the first system capable of generating interactive, controllable and realistic participant dynamics in street scenes based on language instructions. To achieve precise control through complex language, ChatDyn employs a multi-LLM-agent role-playing approach, which utilizes natural language inputs to plan the trajectories and behaviors for different traffic participants. To generate realistic fine-grained dynamics based on the planning, ChatDyn designs two novel executors: the PedExecutor, a unified multi-task executor that generates realistic pedestrian dynamics under different task plannings; and the VehExecutor, a physical transition-based policy that generates physically plausible vehicle dynamics. Extensive experiments show that ChatDyn can generate realistic driving scene dynamics with multiple vehicles and pedestrians, and significantly outperforms previous methods on subtasks. Code and model will be available at https://vfishc.github.io/chatdyn.
Open AccessChatDyn: Language-Driven Multi-Actor Dynamics Generation in Street Scenes
Generating realistic and interactive dynamics of traffic participants according to specific instruction is critical for street scene simulation. However, there is currently a lack of a comprehensive method that generates realistic dynamics of different types of participants including vehicles and pedestrians, with different kinds of interactions between them. In this paper, we introduce ChatDyn, the first system capable of generating interactive, controllable and realistic participant dynamics in street scenes based on language instructions. To achieve precise control through complex language, ChatDyn employs a multi-LLM-agent role-playing approach, which utilizes natural language inputs to plan the trajectories and behaviors for different traffic participants. To generate realistic fine-grained dynamics based on the planning, ChatDyn designs two novel executors: the PedExecutor, a unified multi-task executor that generates realistic pedestrian dynamics under different task plannings; and the VehExecutor, a physical transition-based policy that generates physically plausible vehicle dynamics. Extensive experiments show that ChatDyn can generate realistic driving scene dynamics with multiple vehicles and pedestrians, and significantly outperforms previous methods on subtasks. Code and model will be available at https://vfishc.github.io/chatdyn.
- 21 November 2024
- Published by Springer Nature
- p. 465-482
RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting
- 21 November 2024
- Published by Springer Nature
- p. 465-482
RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting
- Top Cited Papers
- 29 October 2024
- Published by Springer Nature
- p. 390-408
MotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model
- 29 October 2024
- Published by Springer Nature
- p. 390-408
Top Cited PapersMotionLCM: Real-Time Controllable Motion Generation via Latent Consistency Model
- 20 October 2024
- Published by Springer Nature
- p. 109-127
SemGrasp : Semantic Grasp Generation via Language Aligned Discretization
- 20 October 2024
- Published by Springer Nature
- p. 109-127
SemGrasp : Semantic Grasp Generation via Language Aligned Discretization
- 20 October 2024
- Published by Springer Nature
- p. 18-38
EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation
- 20 October 2024
- Published by Springer Nature
- p. 18-38
EMDM: Efficient Motion Diffusion Model for Fast and High-Quality Motion Generation
- Open Access
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-14
Interactive Character Control with Auto-Regressive Motion Diffusion Models
Real-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning (See Figure 1). These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods.
- 19 July 2024
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 43 (4) , 1-14
Open AccessInteractive Character Control with Auto-Regressive Motion Diffusion Models
Real-time character control is an essential component for interactive experiences, with a broad range of applications, including physics simulations, video games, and virtual reality. The success of diffusion models for image synthesis has led to the use of these models for motion synthesis. However, the majority of these motion diffusion models are primarily designed for offline applications, where space-time models are used to synthesize an entire sequence of frames simultaneously with a pre-specified length. To enable real-time motion synthesis with diffusion model that allows time-varying controls, we propose A-MDM (Auto-regressive Motion Diffusion Model). Our conditional diffusion model takes an initial pose as input, and auto-regressively generates successive motion frames conditioned on the previous frame. Despite its streamlined network architecture, which uses simple MLPs, our framework is capable of generating diverse, long-horizon, and high-fidelity motion sequences. Furthermore, we introduce a suite of techniques for incorporating interactive controls into A-MDM, such as task-oriented sampling, in-painting, and hierarchical reinforcement learning (See Figure 1). These techniques enable a pre-trained A-MDM to be efficiently adapted for a variety of new downstream tasks. We conduct a comprehensive suite of experiments to demonstrate the effectiveness of A-MDM, and compare its performance against state-of-the-art auto-regressive methods.
- Open Access
SemGrasp: Semantic Grasp Generation via Language Aligned Discretization
Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.
Open AccessSemGrasp: Semantic Grasp Generation via Language Aligned Discretization
Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.