Fengda Zhu

dblp:239/4853 · DBLP profile ↗
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15ranked-venue papers
5as first author
12since 2021 · last 2025
0000-0003-1834-5018ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 14 · 4 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 4 first-author · 6 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Goku: Flow Based Video Generative Foundation Models
abstract
This paper introduces Goku, a state-of-the-art family of joint image-and-video generation models leveraging rectified flow Transformers to achieve industry-leading performance. We detail the foundational elements enabling high-quality visual generation, including the data curation pipeline, model architecture design, flow formulation, and advanced infrastructure for efficient and robust large-scale training. The Goku models demonstrate superior performance in both qualitative and quantitative evaluations, setting new benchmarks across major tasks. Specifically, Goku achieves 0.76 on GenEval and 83.65 on DPG-Bench for text-to-image generation, and 84.85 on VBench for text-to-video tasks. We believe that this work provides valuable insights and practical advancements for the research community in developing joint image-and-video generation models.
Shoufa Chen, Chongjian Ge, Fengda Zhu, Hao Yang 0044, Hongxiang Hao, Zhichao Lai, Yifei Hu, Ting-Che Lin, Yanghua Peng, Peize Sun, Ping Luo 0002, Yi Jiang 0009, Zehuan Yuan, Bingyue Peng
CVPR5
2025 InfinityStar: Unified Spacetime AutoRegressive Modeling for Visual Generation
abstract
We introduce InfinityStar, a unified spacetime autoregressive framework for high-resolution image and dynamic video synthesis. Building on the recent success of autoregressive modeling in both vision and language, our purely discrete approach jointly captures spatial and temporal dependencies within a single architecture. This unified design naturally supports a variety of generation tasks such as text-to-image, text-to-video, image-to-video, and long-duration video synthesis via straightforward temporal autoregression. Through extensive experiments, InfinityStar scores 83.74 on VBench, outperforming all autoregressive models by large margins, even surpassing diffusion competitors like HunyuanVideo. Without extra optimizations, our model generates a 5s, 720p video approximately 10$\times$ faster than leading diffusion-based methods. To our knowledge, InfinityStar is the first discrete autoregressive video generator capable of producing industrial-level 720p videos. We release all code and models to foster further research in efficient, high-quality video generation.
Jinlai Liu, Bin Yan 0004, Fengda Zhu, Yi Jiang 0009, Bingyue Peng, Zehuan Yuan
NeurIPS5
2025 Surfer: A World Model-Based Framework for Vision-Language Robot Manipulation
abstract
Considering how to make the model accurately understand and follow natural language instructions and perform actions consistent with world knowledge is a key challenge in robot manipulation. This mainly includes human fuzzy instruction reasoning and the following of physical knowledge. Therefore, the embodied intelligence agent must have the ability to model world knowledge from training data. However, most existing vision and language robot manipulation methods mainly operate in less realistic simulators and language settings and lack explicit modeling of world knowledge. To bridge this gap, we introduce a novel and simple robot manipulation framework, called Surfer. It is based on the world model, treats robot manipulation as a state transfer of the visual scene, and decouples it into two parts: action and scene. Then, the generalization ability of the model on new instructions and new scenes is enhanced by explicit modeling of the action and scene prediction in multimodal information. In addition, we built a robot manipulation simulation platform that supports physics execution based on the MuJoCo physics engine. It can automatically generate demonstration training data and test data, effectively reducing labor costs. To conduct a comprehensive and systematic evaluation of the visual-language understanding and physical execution of the manipulation model, we also created a robotic manipulation benchmark with different difficulty levels, called SeaWave. It contains four visual-language manipulation tasks of different difficulty levels and can provide a standardized testing platform for embedded AI agents in multimodal environments. Overall, we hope Surfer can freely surf in the robot's SeaWave benchmark. Extensive experiments show that Surfer consistently outperforms all baselines significantly in all manipulation tasks. On average, Surfer achieved a success rate of 54.74% on the defined four levels of manipulation tasks, exceeding the best baseline performance of 51.07%. The simulator, code, and benchmarks are released at https://pzhren.github.io/Surfer.
Pengzhen Ren, Kaidong Zhang, Hetao Zheng, Yuhang Wen 0001, Fengda Zhu, Shikui Ma, Xiaodan Liang
IEEE Trans. Neural Networks Learn. Syst.6
2024 Communicative and Cooperative Learning for Multi-agent Indoor Navigation
Fengda Zhu, Vincent CS Lee
PAKDD (2)1
2023 Vision Language Navigation with Knowledge-driven Environmental Dreamer
abstract
Vision-language navigation (VLN) requires an agent to perceive visual observation in a house scene and navigate step-by-step following natural language instruction. Due to the high cost of data annotation and data collection, current VLN datasets provide limited instruction-trajectory data samples. Learning vision-language alignment for VLN from limited data is challenging since visual observation and language instruction are both complex and diverse. Previous works only generate augmented data based on original scenes while failing to generate data samples from unseen scenes, which limits the generalization ability of the navigation agent. In this paper, we introduce the Knowledge-driven Environmental Dreamer (KED), a method that leverages the knowledge of the embodied environment and generates unseen scenes for a navigation agent to learn. Generating an unseen environment with texture consistency and structure consistency is challenging. To address this problem, we incorporate three knowledge-driven regularization objectives into the KED and adopt a reweighting mechanism for self-adaptive optimization. Our KED method is able to generate unseen embodied environments without extra annotations. We use KED to successfully generate 270 houses and 500K instruction-trajectory pairs. The navigation agent with the KED method outperforms the state-of-the-art methods on various VLN benchmarks, such as R2R, R4R, and RxR. Both qualitative and quantitative experiments prove that our proposed KED method is able to high-quality augmentation data with texture consistency and structure consistency.
Fengda Zhu, Vincent CS Lee, Xiaojun Chang, Xiaodan Liang
IJCAI1
2023 Towards Deviation-Robust Agent Navigation via Perturbation-Aware Contrastive Learning
abstract
Vision-and-language navigation (VLN) asks an agent to follow a given language instruction to navigate through a real 3D environment. Despite significant advances, conventional VLN agents are trained typically under disturbance-free environments and may easily fail in real-world navigation scenarios, since they are unaware of how to deal with various possible disturbances, such as sudden obstacles or human interruptions, which widely exist and may usually cause an unexpected route deviation. In this paper, we present a model-agnostic training paradigm, called Progressive Perturbation-aware Contrastive Learning (PROPER) to enhance the generalization ability of existing VLN agents to the real world, by requiring them to learn towards deviation-robust navigation. Specifically, a simple yet effective path perturbation scheme is introduced to implement the route deviation, with which the agent is required to still navigate successfully following the original instruction. Since directly enforcing the agent to learn perturbed trajectories may lead to insufficient and inefficient training, a progressively perturbed trajectory augmentation strategy is designed, where the agent can self-adaptively learn to navigate under perturbation with the improvement of its navigation performance for each specific trajectory. For encouraging the agent to well capture the difference brought by perturbation and adapt to both perturbation-free and perturbation-based environments, a perturbation-aware contrastive learning mechanism is further developed by contrasting perturbation-free trajectory encodings and perturbation-based counterparts. Extensive experiments on the standard Room-to-Room (R2R) benchmark show that PROPER can benefit multiple state-of-the-art VLN baselines in perturbation-free scenarios. We further collect the perturbed path data to construct an introspection subset based on the R2R, called Path-Perturbed R2R (PP-R2R). The results on PP-R2R show unsatisfying robustness of popular VLN agents and the capability of PROPER in improving the navigation robustness under deviation.
Bingqian Lin, Yanxin Long, Yi Zhu 0004, Fengda Zhu, Xiaodan Liang, Qixiang Ye, Liang Lin 0004
IEEE Trans. Pattern Anal. Mach. Intell.4
2022 Contrastive Instruction-Trajectory Learning for Vision-Language Navigation
abstract
The vision-language navigation (VLN) task requires an agent to reach a target with the guidance of natural language instruction. Previous works learn to navigate step-by-step following an instruction. However, these works may fail to discriminate the similarities and discrepancies across instruction-trajectory pairs and ignore the temporal continuity of sub-instructions. These problems hinder agents from learning distinctive vision-and-language representations, harming the robustness and generalizability of the navigation policy. In this paper, we propose a Contrastive Instruction-Trajectory Learning (CITL) framework that explores invariance across similar data samples and variance across different ones to learn distinctive representations for robust navigation. Specifically, we propose: (1) a coarse-grained contrastive learning objective to enhance vision-and-language representations by contrasting semantics of full trajectory observations and instructions, respectively; (2) a fine-grained contrastive learning objective to perceive instructions by leveraging the temporal information of the sub-instructions; (3) a pairwise sample-reweighting mechanism for contrastive learning to mine hard samples and hence mitigate the influence of data sampling bias in contrastive learning. Our CITL can be easily integrated with VLN backbones to form a new learning paradigm and achieve better generalizability in unseen environments. Extensive experiments show that the model with CITL surpasses the previous state-of-the-art methods on R2R, R4R, and RxR.
Xiwen Liang, Fengda Zhu, Yi Zhu 0004, Bingqian Lin, Xiaodan Liang
AAAI2
2022 Visual-Language Navigation Pretraining via Prompt-based Environmental Self-exploration
abstract
Vision-language navigation (VLN) is a challenging task due to its large searching space in the environment.To address this problem, previous works have proposed some methods of fine-tuning a large model that pretrained on large-scale datasets.However, the conventional fine-tuning methods require extra human-labeled navigation data and lack self-exploration capabilities in environments, which hinders their generalization of unseen scenes.To improve the ability of fast cross-domain adaptation, we propose Prompt-based Environmental Self-exploration (ProbES), which can self-explore the environments by sampling trajectories and automatically generates structured instructions via a large-scale cross-modal pretrained model (CLIP).Our method fully utilizes the knowledge learned from CLIP to build an in-domain dataset by self-exploration without human labeling.Unlike the conventional approach of fine-tuning, we introduce prompt-based learning to achieve fast adaptation for language embeddings, which substantially improves the learning efficiency by leveraging prior knowledge.By automatically synthesizing trajectoryinstruction pairs in any environment without human supervision and efficient prompt-based learning, our model can adapt to diverse visionlanguage navigation tasks, including VLN and REVERIE.Both qualitative and quantitative results show that our ProbES significantly improves the generalization ability of the navigation model * .
Xiwen Liang, Fengda Zhu, Hang Xu 0004, Xiaodan Liang
ACL (1)2
2021 SOON: Scenario Oriented Object Navigation With Graph-Based Exploration
abstract
The ability to navigate like a human towards a language-guided target from anywhere in a 3D embodied environment is one of the ‘holy grail’ goals of intelligent robots. Most visual navigation benchmarks, however, focus on navigating toward a target from a fixed starting point, guided by an elaborate set of instructions that depicts step-by-step. This approach deviates from real-world problems in which human-only describes what the object and its surrounding look like and asks the robot to start navigation from any-where. Accordingly, in this paper, we introduce a Scenario Oriented Object Navigation (SOON) task. In this task, an agent is required to navigate from an arbitrary position in a 3D embodied environment to localize a target following a scene description. To give a promising direction to solve this task, we propose a novel graph-based exploration (GBE) method, which models the navigation state as a graph and introduces a novel graph-based exploration approach to learn knowledge from the graph and stabilize training by learning sub-optimal trajectories. We also propose a new large-scale benchmark named From Anywhere to Object (FAO) dataset. To avoid target ambiguity, the descriptions in FAO provide rich semantic scene information includes: object attribute, object relationship, region description, and nearby region description. Our experiments reveal that the proposed GBE outperforms various state-of-the-arts on both FAO and R2R datasets. And the ablation studies on FAO validates the quality of the dataset.
Fengda Zhu, Xiwen Liang, Yi Zhu 0004, Qizhi Yu, Xiaojun Chang, Xiaodan Liang
CVPR1
2021 Vision-Language Navigation with Random Environmental Mixup
abstract
Vision-language Navigation (VLN) tasks require an agent to navigate step-by-step while perceiving the visual observations and comprehending a natural language instruction. Large data bias, which is caused by the disparity ratio between the small data scale and large navigation space, makes the VLN task challenging. Previous works have proposed various data augmentation methods to reduce data bias. However, these works do not explicitly reduce the data bias across different house scenes. Therefore, the agent would overfit to the seen scenes and achieve poor navigation performance in the unseen scenes. To tackle this problem, we propose the Random Environmental Mixup (REM) method, which generates cross-connected house scenes as augmented data via mixuping environment. Specifically, we first select key viewpoints according to the room connection graph for each scene. Then, we cross-connect the key views of different scenes to construct augmented scenes. Finally, we generate augmented instruction-path pairs in the cross-connected scenes. The experimental results on benchmark datasets demonstrate that our augmentation data via REM help the agent reduce its performance gap between the seen and unseen environment and improve the overall performance, making our model the best existing approach on the standard VLN benchmark.
Chong Liu 0002, Fengda Zhu, Xiaojun Chang, Xiaodan Liang, ZongYuan Ge, Yidong Shen
ICCV2
2021 Self-Motivated Communication Agent for Real-World Vision-Dialog Navigation
abstract
Vision-Dialog Navigation (VDN) requires an agent to ask questions and navigate following the human responses to find target objects. Conventional approaches are only allowed to ask questions at predefined locations, which are built upon expensive dialogue annotations, and inconvenience the real-word human-robot communication and cooperation. In this paper, we propose a Self-Motivated Communication Agent (SCoA) that learns whether and what to communicate with human adaptively to acquire instructive information for realizing dialogue annotation-free navigation and enhancing the transferability in real-world unseen environment. Specifically, we introduce a whether-to-ask (WeTA) policy, together with uncertainty of which action to choose, to indicate whether the agent should ask a question. Then, a what-to-ask (WaTA) policy is proposed, in which, along with the oracle’s answers, the agent learns to score question candidates so as to pick up the most informative one for navigation, and meanwhile mimic oracle’s answering. Thus, the agent can navigate in a self-Q&A manner even in real-world environment where the human assistance is often unavailable. Through joint optimization of communication and navigation in a unified imitation learning and reinforcement learning framework, SCoA asks a question if necessary and obtains a hint for guiding the agent to move towards the target with less communication cost. Experiments on seen and unseen environments demonstrate that SCoA shows not only superior performance over existing baselines without dialog annotations, but also competing results compared with rich dialog annotations based counterparts.
Yi Zhu 0004, Yue Weng, Fengda Zhu, Xiaodan Liang, Qixiang Ye, Yutong Lu, Jianbin Jiao
ICCV3
2021 UPDeT: Universal Multi-agent RL via Policy Decoupling with Transformers
Siyi Hu 0001, Fengda Zhu, Xiaojun Chang, Xiaodan Liang
ICLR2
2020 Vision-Dialog Navigation by Exploring Cross-Modal Memory
abstract
Vision-dialog navigation posed as a new holy-grail task in vision-language disciplinary targets at learning an agent endowed with the capability of constant conversation for help with natural language and navigating according to human responses. Besides the common challenges faced in visual language navigation, vision-dialog navigation also requires to handle well with the language intentions of a series of questions about the temporal context from dialogue history and co-reasoning both dialogs and visual scenes. In this paper, we propose the Cross-modal Memory Network (CMN) for remembering and understanding the rich information relevant to historical navigation actions. Our CMN consists of two memory modules, the language memory module (L-mem) and the visual memory module (V-mem). Specifically, L-mem learns latent relationships between the current language interaction and a dialog history by employing a multi-head attention mechanism. V-mem learns to associate the current visual views and the cross-modal memory about the previous navigation actions. The cross-modal memory is generated via a vision-to-language attention and a language-to-vision attention. Benefiting from the collaborative learning of the L-mem and the V-mem, our CMN is able to explore the memory about the decision making of historical navigation actions which is for the current step. Experiments on the CVDN dataset show that our CMN outperforms the previous state-of-the-art model by a significant margin on both seen and unseen environments.
Yi Zhu 0004, Fengda Zhu, Zhaohuan Zhan, Bingqian Lin, Jianbin Jiao, Xiaojun Chang, Xiaodan Liang
CVPR2
2020 Vision-Language Navigation With Self-Supervised Auxiliary Reasoning Tasks
abstract
Vision-Language Navigation (VLN) is a task where an agent learns to navigate following a natural language instruction. The key to this task is to perceive both the visual scene and natural language sequentially. Conventional approaches fully exploit vision and language features in cross-modal grounding. However, the VLN task remains challenging, since previous works have implicitly neglected the rich semantic information contained in environments (such as navigation graphs or sub-trajectory semantics). In this paper, we introduce Auxiliary Reasoning Navigation (AuxRN), a framework with four self-supervised auxiliary reasoning tasks to exploit the additional training signals derived from these semantic information. The auxiliary tasks have four reasoning objectives: explaining the previous actions, evaluating the trajectory consistency, estimating the progress and predict the next direction. As a result, these additional training signals help the agent to acquire knowledge of semantic representations in order to reason about its activities and build a thorough perception of environments. Our experiments demonstrate that auxiliary reasoning tasks improve both the performance of the main task and the model generalizability by a large margin. We further demonstrate empirically that an agent trained with self-supervised auxiliary reasoning tasks substantially outperforms the previous state-of-the-art method, being the best existing approach on the standard benchmark.
Fengda Zhu, Yi Zhu 0004, Xiaojun Chang, Xiaodan Liang
CVPR1
2019 Sim-Real Joint Reinforcement Transfer for 3D Indoor Navigation
abstract
There has been an increasing interest in 3D indoor navigation, where a robot in an environment moves to a target according to an instruction. To deploy a robot for navigation in the physical world, lots of training data is required to learn an effective policy. It is quite labour intensive to obtain sufficient real environment data for training robots while synthetic data is much easier to construct by render-ing. Though it is promising to utilize the synthetic environments to facilitate navigation training in the real world, real environment are heterogeneous from synthetic environment in two aspects. First, the visual representation of the two environments have significant variances. Second, the houseplans of these two environments are quite different. There-fore two types of information,i.e. visual representation and policy behavior, need to be adapted in the reinforce mentmodel. The learning procedure of visual representation and that of policy behavior are presumably reciprocal. We pro-pose to jointly adapt visual representation and policy behavior to leverage the mutual impacts of environment and policy. Specifically, our method employs an adversarial feature adaptation model for visual representation transfer anda policy mimic strategy for policy behavior imitation. Experiment shows that our method outperforms the baseline by 19.47% without any additional human annotations.
Fengda Zhu, Linchao Zhu, Yi Yang 0001
CVPR1