PUBLIC RESEARCH MAP

Research Taste Map

Papers, people, projects, and questions that shape my work on embodied human and animal AI.

CORE QUESTION

How can we build lifelike human and animal AI characters through 3D/4D reconstruction, motion, physics, and embodied interaction?

Current Visiting Research Framing Back to Portfolio
Direction

From reconstruction to embodied characters.

I am a Ph.D. student at UNIST working on dynamic 3D/4D human and animal understanding. My work focuses on reconstructing, representing, and eventually animating humans and animals as dynamic embodied agents.

The broader motivation is to move from passive 3D reconstruction toward interactive living representations: characters that can be reconstructed, animated, simulated, and used in embodied AI systems.

01

Perceive

Recover shape, appearance, pose, and motion from images or videos.

02

Represent

Build neural, Gaussian, or structured body representations for dynamic agents.

03

Animate

Make bodies controllable, temporally coherent, and physically plausible.

04

Interact

Connect bodies with behavior, language, memory, and embodied AI systems.

Why Animals?

Animals are a hard testbed for general 4D reconstruction.

Humans have strong datasets, parametric priors, motion capture pipelines, and evaluation protocols. Animals are much less standardized.

If a method can handle non-human articulated bodies in the wild, it is closer to robust real-world embodied perception.

Shape

Large variation

Animals exhibit large inter-species and intra-species differences in anatomy, proportion, and appearance.

Motion

Contact-rich dynamics

Animal motion involves locomotion, balance, ground contact, deformation, and highly non-rigid behavior.

Data

Weak supervision

Dense annotations and controlled multiview data are harder to obtain, especially for in-the-wild videos.

Project Nodes

My projects as a connected research thread.

These projects are not isolated artifacts. I view them as steps toward dynamic, animatable, and eventually physics-grounded human and animal representations.

WildAni4D preview
WildAni4D

In-the-wild 4D animal reconstruction

Dynamic animal reconstruction from realistic videos with sparse views, unknown motion, occlusion, and limited supervision.

AniGauss preview
AniGauss

Neural / Gaussian animal representation

Moving from mesh-only thinking toward renderable, animatable, neural representations for animals.

DogRecon preview
DogRecon

Category-specific animal body reconstruction

An entry point into animal 3D reconstruction, especially dogs as a challenging and meaningful category.

Human avatar preview
Human / Animal Avatars

Transfer and limits of human-centric priors

Learning from human avatar literature while asking what must be rebuilt for non-human bodies.

Pillars

The five pillars I keep returning to.

My interests are broad, but they converge on a single direction: lifelike embodied human and animal AI characters.

3D / 4D

Dynamic reconstruction

Recover not only shape, but time, motion, deformation, and interaction from sparse or in-the-wild inputs.

Animals

Shape and motion

Develop priors and representations that handle non-human anatomy, locomotion, fur, and weak supervision.

Neural 3D

Rendering and generation

Use neural and Gaussian representations to bridge appearance, geometry, animation, and controllability.

Physics

Grounded motion

Move from visually plausible motion to physically plausible behavior: contact, balance, forces, and control.

Embodiment

AI characters

Connect body representations with behavior, voice, memory, language, and interaction.

Systems

Research OS

Use structured notes and AI-assisted workflows to compound research taste, execution, and long-term direction.

Influences

Ideas and labs that shape my research taste.

This map is intentionally selective. It is not a complete bibliography; it is a public view of the ideas I keep returning to.

Neural Rendering

Scene representations and controllable 3D

Neural and Gaussian representations reframed geometry and appearance as learnable structures that can connect reconstruction, rendering, generation, and control.

Human Avatars

Performance capture and animation

Human avatar research provides strong tools for pose, deformation, and controllable rendering, while animals expose different assumptions and failure modes.

Physics

Reconstruction that can move

Many reconstructed motions look visually plausible but physically unstable. Contact, force, control, and dynamics are essential for embodied characters.

Robotics

Useful representations

Robotics forces representations to be useful, not only visually impressive: latency, sensors, actuation, safety, and control all matter.

Lab Fit I Follow

Lingjie Liu Lab, UPenn

Themes I follow include neural representations and rendering for 3D/4D reconstruction, physics-grounded reconstruction, human motion and controllable characters, 3D/video world simulators, and robotics-facing graphics and vision through the GRASP ecosystem.

Why it connects

My animal 3D/4D reconstruction background could complement research strengths in human motion, physics-grounded reconstruction, neural representations, and robotics.

  • What I bringNon-human articulated bodies, animal priors, and in-the-wild reconstruction challenges.
  • What I want to explorePhysics-grounded 4D reconstruction for animals and embodied characters.
Open Questions

Questions I expect to keep returning to.

These questions help me convert broad vision into concrete research problems.

Current Framing

Physics-grounded 4D animal reconstruction from in-the-wild videos.

This is the focused visiting-research direction I am currently most interested in.

It builds on my animal 3D/4D reconstruction background, connects to neural representations and dynamic reconstruction, and introduces physical constraints such as contact, locomotion, balance, and plausible motion.

Possible Components
  • 4D neural or Gaussian animal representation
  • Learned or differentiable physical constraints
  • Contact and ground-interaction modeling
  • Motion plausibility priors
  • Cross-category or cross-species evaluation
Desired Outcome

A concrete bridge between animal 4D reconstruction and embodied character modeling.

The goal is to produce a focused research project rather than merely describe a broad vision.

Public Boundary

Curated, not private.

This page is a public layer derived from a private knowledge system. It intentionally excludes private life context, raw logs, application strategy, unpublished details, and agent internals.

Keep Private

Personal relationships, emotional logs, raw chat transcripts, private strategy notes, credentials, local file paths, and confidential technical details.

Rewrite

Internal vision phrases become research-facing language: “lifelike embodied human and animal AI characters.”

Safe After Review

Research questions, public projects, public papers, public talks, high-level values, and sanitized long-term vision.