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Jinkun Cao

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11 papers
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11

TMLR Journal 2026 Journal Article

CacheFlow: Fast Human Motion Prediction by Cached Normalizing Flow

  • Takahiro Maeda
  • Jinkun Cao
  • Norimichi Ukita
  • Kris Kitani

Many density estimation techniques for 3D human motion prediction require a significant amount of inference time, often exceeding the duration of the predicted time horizon. To address the need for faster density estimation for 3D human motion prediction, we introduce a novel flow-based method for human motion prediction called CacheFlow. Unlike previous conditional generative models that suffer from poor time efficiency, CacheFlow takes advantage of an unconditional flow-based generative model that transforms a Gaussian mixture into the density of future motions. The results of the computation of the flow-based generative model can be precomputed and cached. Then, for conditional prediction, we seek a mapping from historical trajectories to samples in the Gaussian mixture. This mapping can be done by a much more lightweight model, thus saving significant computation overhead compared to a typical conditional flow model. In such a two-stage fashion and by caching results from the slow flow model computation, we build our CacheFlow without loss of prediction accuracy and model expressiveness. This inference process is completed in approximately one millisecond, making it 4$\times$ faster than previous VAE methods and 30$\times$ faster than previous diffusion-based methods on standard benchmarks such as Human3.6M and AMASS datasets. Furthermore, our method demonstrates improved density estimation accuracy and comparable prediction accuracy to a SOTA method on Human3.6M. Our code and models are available at \url{https://github.com/meaten/CacheFlow}.

TMLR Journal 2025 Journal Article

Joint Diffusion for Universal Hand-Object Grasp Generation

  • Jinkun Cao
  • Jingyuan Liu
  • Kris Kitani
  • Yi Zhou

Predicting and generating human hand grasp over objects is critical for animation and robotic tasks. In this work, we focus on generating both the hand and objects in a grasp by a single diffusion model. Our proposed Joint Hand-Object Diffusion (JHOD) models the hand and object in a unified latent representation. It uses the hand-object grasping data to learn to accommodate hand and object to form plausible grasps. Also, to enforce the generalizability over diverse object shapes, it leverages large-scale object datasets to learn an inclusive object latent embedding. With or without a given object as an optional condition, the diffusion model can generate grasps unconditionally or conditional to the object. Compared to the usual practice of learning object-conditioned grasp generation from only hand-object grasp data, our method benefits from more diverse object data used for training to handle grasp generation more universally. According to both qualitative and quantitative experiments, both conditional and unconditional generation of hand grasp achieves good visual plausibility and diversity. With the extra inclusiveness of object representation learned from large-scale object datasets, the proposed method generalizes well to unseen object shapes.

NeurIPS Conference 2024 Conference Paper

CooHOI: Learning Cooperative Human-Object Interaction with Manipulated Object Dynamics

  • Jiawei Gao
  • Ziqin Wang
  • Zeqi Xiao
  • Jingbo Wang
  • Tai WANG
  • Jinkun Cao
  • Xiaolin Hu
  • Si Liu

Enabling humanoid robots to clean rooms has long been a pursued dream within humanoid research communities. However, many tasks require multi-humanoid collaboration, such as carrying large and heavy furniture together. Given the scarcity of motion capture data on multi-humanoid collaboration and the efficiency challenges associated with multi-agent learning, these tasks cannot be straightforwardly addressed using training paradigms designed for single-agent scenarios. In this paper, we introduce Coo perative H uman- O bject I nteraction ( CooHOI ), a framework designed to tackle the challenge of multi-humanoid object transportation problem through a two-phase learning paradigm: individual skill learning and subsequent policy transfer. First, a single humanoid character learns to interact with objects through imitation learning from human motion priors. Then, the humanoid learns to collaborate with others by considering the shared dynamics of the manipulated object using centralized training and decentralized execution (CTDE) multi-agent RL algorithms. When one agent interacts with the object, resulting in specific object dynamics changes, the other agents learn to respond appropriately, thereby achieving implicit communication and coordination between teammates. Unlike previous approaches that relied on tracking-based methods for multi-humanoid HOI, CooHOI is inherently efficient, does not depend on motion capture data of multi-humanoid interactions, and can be seamlessly extended to include more participants and a wide range of object types.

NeurIPS Conference 2024 Conference Paper

Harmony4D: A Video Dataset for In-The-Wild Close Human Interactions

  • Rawal Khirodkar
  • Jyun-Ting Song
  • Jinkun Cao
  • Zhengyi Luo
  • Kris Kitani

Understanding how humans interact with each other is key to building realistic multi-human virtual reality systems. This area remains relatively unexplored due to the lack of large-scale datasets. Recent datasets focusing on this issue mainly consist of activities captured entirely in controlled indoor environments with choreographed actions, significantly affecting their diversity. To address this, we introduce Harmony4D, a multi-view video dataset for human-human interaction featuring in-the-wild activities such as wrestling, dancing, MMA, and more. We use a flexible multi-view capture system to record these dynamic activities and provide annotations for human detection, tracking, 2D/3D pose estimation, and mesh recovery for closely interacting subjects. We propose a novel markerless algorithm to track 3D human poses in severe occlusion and close interaction to obtain our annotations with minimal manual intervention. Harmony4D consists of 1. 66 million images and 3. 32 million human instances from more than 20 synchronized cameras with 208 video sequences spanning diverse environments and 24 unique subjects. We rigorously evaluate existing state-of-the-art methods for mesh recovery and highlight their significant limitations in modeling close interaction scenarios. Additionally, we fine-tune a pre-trained HMR2. 0 model on Harmony4D and demonstrate an improved performance of 54. 8% PVE in scenes with severe occlusion and contact. “Harmony—a cohesive alignment of human behaviors. " Code and data are available at https: //jyuntins. github. io/harmony4d/.

NeurIPS Conference 2024 Conference Paper

MGF: Mixed Gaussian Flow for Diverse Trajectory Prediction

  • Jiahe Chen
  • Jinkun Cao
  • Dahua Lin
  • Kris Kitani
  • Jiangmiao Pang

To predict future trajectories, the normalizing flow with a standard Gaussian prior suffers from weak diversity. The ineffectiveness comes from the conflict between the fact of asymmetric and multi-modal distribution of likely outcomes and symmetric and single-modal original distribution and supervision losses. Instead, we propose constructing a mixed Gaussian prior for a normalizing flow model for trajectory prediction. The prior is constructed by analyzing the trajectory patterns in the training samples without requiring extra annotations while showing better expressiveness and being multi-modal and asymmetric. Besides diversity, it also provides better controllability for probabilistic trajectory generation. We name our method Mixed Gaussian Flow (MGF). It achieves state-of-the-art performance in the evaluation of both trajectory alignment and diversity on the popular UCY/ETH and SDD datasets. Code is available at https: //github. com/mulplue/MGF.

ICRA Conference 2024 Conference Paper

Multi-Object Tracking by Hierarchical Visual Representations

  • Jinkun Cao
  • Jiangmiao Pang
  • Kris Kitani

We propose a new visual hierarchical representation paradigm for multi-object tracking. It is more effective to discriminate between objects by attending to objects’ compositional visual regions and contrasting with the background contextual information instead of sticking to only the semantic visual cue such as bounding boxes. This compositional-semantic-contextual hierarchy is flexible to be integrated in different appearance-based multi-object tracking methods. We also propose an attention-based visual feature module to fuse the hierarchical visual representations. The proposed method achieves state-of-the-art accuracy and time efficiency among query-based methods on multiple multi-object tracking benchmarks.

NeurIPS Conference 2024 Conference Paper

Omnigrasp: Grasping Diverse Objects with Simulated Humanoids

  • Zhengyi Luo
  • Jinkun Cao
  • Sammy Christen
  • Alexander Winkler
  • Kris Kitani
  • Weipeng Xu

We present a method for controlling a simulated humanoid to grasp an object and move it to follow an object's trajectory. Due to the challenges in controlling a humanoid with dexterous hands, prior methods often use a disembodied hand and only consider vertical lifts or short trajectories. This limited scope hampers their applicability for object manipulation required for animation and simulation. To close this gap, we learn a controller that can pick up a large number (>1200) of objects and carry them to follow randomly generated trajectories. Our key insight is to leverage a humanoid motion representation that provides human-like motor skills and significantly speeds up training. Using only simplistic reward, state, and object representations, our method shows favorable scalability on diverse objects and trajectories. For training, we do not need a dataset of paired full-body motion and object trajectories. At test time, we only require the object mesh and desired trajectories for grasping and transporting. To demonstrate the capabilities of our method, we show state-of-the-art success rates in following object trajectories and generalizing to unseen objects. Code and models will be released.

ICLR Conference 2024 Conference Paper

Unified Human-Scene Interaction via Prompted Chain-of-Contacts

  • Zeqi Xiao
  • Tai Wang
  • Jingbo Wang 0003
  • Jinkun Cao
  • Wenwei Zhang
  • Bo Dai 0002
  • Dahua Lin
  • Jiangmiao Pang

Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. The framework defines interaction as ``Chain of Contacts (CoC)", representing steps involving human joint-object part pairs. This concept is inspired by the strong correlation between interaction types and corresponding contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes.

ICLR Conference 2024 Conference Paper

Universal Humanoid Motion Representations for Physics-Based Control

  • Zhengyi Luo 0002
  • Jinkun Cao
  • Josh Merel
  • Alexander Winkler
  • Jing Huang 0020
  • Kris Kitani
  • Weipeng Xu

We present a universal motion representation that encompasses a comprehensive range of motor skills for physics-based humanoid control. Due to the high dimensionality of humanoids and the inherent difficulties in reinforcement learning, prior methods have focused on learning skill embeddings for a narrow range of movement styles (e.g. locomotion, game characters) from specialized motion datasets. This limited scope hampers their applicability in complex tasks. We close this gap by significantly increasing the coverage of our motion representation space. To achieve this, we first learn a motion imitator that can imitate all of human motion from a large, unstructured motion dataset. We then create our motion representation by distilling skills directly from the imitator. This is achieved by using an encoder-decoder structure with a variational information bottleneck. Additionally, we jointly learn a prior conditioned on proprioception (humanoid's own pose and velocities) to improve model expressiveness and sampling efficiency for downstream tasks. By sampling from the prior, we can generate long, stable, and diverse human motions. Using this latent space for hierarchical RL, we show that our policies solve tasks using human-like behavior. We demonstrate the effectiveness of our motion representation by solving generative tasks (e.g. strike, terrain traversal) and motion tracking using VR controllers.

NeurIPS Conference 2022 Conference Paper

An Empirical Study on Disentanglement of Negative-free Contrastive Learning

  • Jinkun Cao
  • Ruiqian Nai
  • Qing Yang
  • Jialei Huang
  • Yang Gao

Negative-free contrastive learning methods have attracted a lot of attention with simplicity and impressive performances for large-scale pretraining. However, its disentanglement property remains unexplored. In this paper, we examine negative-free contrastive learning methods to study the disentanglement property empirically. We find that existing disentanglement metrics fail to make meaningful measurements for high-dimensional representation models, so we propose a new disentanglement metric based on Mutual Information between latent representations and data factors. With this proposed metric, we benchmark the disentanglement property of negative-free contrastive learning on both popular synthetic datasets and a real-world dataset CelebA. Our study shows that the investigated methods can learn a well-disentangled subset of representation. As far as we know, we are the first to extend the study of disentangled representation learning to high-dimensional representation space and introduce negative-free contrastive learning methods into this area. The source code of this paper is available at https: //github. com/noahcao/disentanglement lib med.

ICRA Conference 2021 Conference Paper

Instance-Aware Predictive Navigation in Multi-Agent Environments

  • Jinkun Cao
  • Xin Wang 0066
  • Trevor Darrell
  • Fisher Yu 0001

In this work, we aim to achieve efficient end-to-end learning of driving policies in dynamic multi-agent environments. Predicting and anticipating future events at the object level are critical for making informed driving decisions. We propose an Instance-Aware Predictive Control (IPC) approach, which forecasts interactions between agents as well as future scene structures. We adopt a novel multi-instance event prediction module to estimate the possible interaction among agents in the ego-centric view, conditioned on the selected action sequence of the ego-vehicle. To decide the action at each step, we seek the action sequence that can lead to safe future states based on the prediction module outputs by repeatedly sampling likely action sequences. We design a sequential action sampling strategy to better leverage predicted states on both scene-level and instance-level. Our method establishes a new state of the art in the challenging CARLA multi-agent driving simulation environments without expert demonstration, giving better explainability and sample efficiency.

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