Zeng Huang

dblp:43/8004 · DBLP profile ↗
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18ranked-venue papers
2as first author
9since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 14 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-author · 6 since 2021Computer networks · 1 · 1 since 2021Software engineering, systems software and programming languages · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 An Effective Visually Meaningful Image Encryption Based on Compressive Sensing and Multiobjective Optimization Algorithm
abstract
With the swift rise in the number of digital images, their transmission and storage are facing severe challenges. Although traditional encryption algorithms can effectively protect image privacy, the noise-like features they generate may attract more attention from attackers. To address these problems, a new visually meaningful image encryption algorithm based on compressive sensing and a multi-objective optimization method is proposed. The proposed algorithm includes an improvement method for measurement matrix based on singular value decomposition and an advanced embedding method, and a multi-objective optimization algorithm is used for parameter selection. Simulation results show that the proposed algorithm performs well in reconstruction quality, visual security, and efficiency. Compared with existing algorithms, the proposed method demonstrates significant advantages in efficiency, reconstruction quality, embedding rate, and robustness.
Yuexi Peng, Zeng Huang, Zhijun Li 0005, Shaobo He 0001
IEEE Internet Things J.2
2025 SA-TPE: An ideal thumbnail-preserving encryption method based on selective area
Yuexi Peng, Zeng Huang, Zhijun Li 0005, Shaobo He 0001
Expert Syst. Appl.2
2024 LOC3DIFF: Local Diffusion for 3D Human Head Synthesis and Editing
Yushi Lan, Feitong Tan, Qiangeng Xu, Di Qiu, Kyle Genova, Zeng Huang, Sean Ryan Fanello, Rohit Pandey, Thomas A. Funkhouser, Chen Change Loy, Yinda Zhang 0001
ECCV (65)6
2023 Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
abstract
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
Ziqian Bai, Feitong Tan, Zeng Huang, Kripasindhu Sarkar, Danhang Tang, Di Qiu, Abhimitra Meka, Ruofei Du, Mingsong Dou, Sergio Orts, Rohit Pandey, Ping Tan 0002, Thabo Beeler, Sean Ryan Fanello, Yinda Zhang 0001
CVPR3
2022 Cross-modal 3D Shape Generation and Manipulation
Zezhou Cheng, Menglei Chai, Jian Ren 0005, Hsin-Ying Lee 0001, Kyle Olszewski, Zeng Huang, Subhransu Maji, Sergey Tulyakov
ECCV (3)6
2022 R2L: Distilling Neural Radiance Field to Neural Light Field for Efficient Novel View Synthesis
Huan Wang 0014, Jian Ren 0005, Zeng Huang, Kyle Olszewski, Menglei Chai, Yun Fu 0001, Sergey Tulyakov
ECCV (31)3
2022 Driver Distraction Detection Using Octave-Like Convolutional Neural Network
abstract
This study proposes a lightweight convolutional neural network with an octave-like convolution mixed block, called OLCMNet, for detecting driver distraction under a limited computational budget. The OLCM block uses point-wise convolution (PC) to expand feature maps into two sets of branches. In the low-frequency branches, we perform average pooling, depth-wise convolution (DC), and upsampling to obtain a low-resolution low-frequency feature map, reducing spatial redundancy and connection density. In the high-frequency branches, the expanded feature map with the original resolution is fed to the DC operator, gaining an apposite receptive field to capture fine details. The feature concatenation of the low-frequency and high-frequency branches is encoded sequentially by a squeeze-and-excitation (SE) module and PC operator, realizing feature global information fusion. Introducing another SE module at the last stage, the OLCMNet facilitates further sensitive information exchange between layers. In addition, with an augmented reality head-up display (ARHUD) platform, we create a Lilong Distracted Driving Behavior (LDDB) Dataset through a series of on-road experiments. Such a dataset contains 14808 videos collected from an infrared camera, covering six driving behaviors of 2468 participants. We manually annotate these videos at five frames per second, obtaining a total of 267378 images. Compared with the existing methods, the embedded hardware platform experiments indicate that OLCMNet hits acceptable trade-offs, namely, 89.53% accuracy for StateFarm Dataset and 95.98% accuracy LDDB Dataset when the latency is 32.8 ± 4.6ms.
Radu Grosu, Guodong Wang 0005, Rui Li 0066, Yuehong Wu, Zeng Huang
IEEE Trans. Intell. Transp. Syst.7
2022 NeROIC: neural rendering of objects from online image collections
abstract
We present a novel method to acquire object representations from online image collections, capturing high-quality geometry and material properties of arbitrary objects from photographs with varying cameras, illumination, and backgrounds. This enables various object-centric rendering applications such as novel-view synthesis, relighting, and harmonized background composition from challenging in-the-wild input. Using a multi-stage approach extending neural radiance fields, we first infer the surface geometry and refine the coarsely estimated initial camera parameters, while leveraging coarse foreground object masks to improve the training efficiency and geometry quality. We also introduce a robust normal estimation technique which eliminates the effect of geometric noise while retaining crucial details. Lastly, we extract surface material properties and ambient illumination, represented in spherical harmonics with extensions that handle transient elements, e.g. sharp shadows. The union of these components results in a highly modular and efficient object acquisition framework. Extensive evaluations and comparisons demonstrate the advantages of our approach in capturing high-quality geometry and appearance properties useful for rendering applications.
Zhengfei Kuang, Kyle Olszewski, Menglei Chai, Zeng Huang, Panos Achlioptas, Sergey Tulyakov
ACM Trans. Graph.4
2021 S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling
abstract
Constructing and animating humans is an important component for building virtual worlds in a wide variety of applications such as virtual reality or robotics testing in simulation. As there are exponentially many variations of humans with different shape, pose and clothing, it is critical to develop methods that can automatically reconstruct and animate humans at scale from real world data. Towards this goal, we represent the pedestrian’s shape, pose and skinning weights as neural implicit functions that are directly learned from data. This representation enables us to handle a wide variety of different pedestrian shapes and poses without explicitly fitting a human parametric body model, allowing us to handle a wider range of human geometries and topologies. We demonstrate the effectiveness of our approach on various datasets and show that our reconstructions outperform existing state-of-the-art methods. Furthermore, our re-animation experiments show that we can generate 3D human animations at scale from a single RGB image (and/or an optional LiDAR sweep) as input.
Ze Yang 0003, Shenlong Wang, Sivabalan Manivasagam, Zeng Huang, Wei-Chiu Ma, Xinchen Yan, Ersin Yumer, Raquel Urtasun
CVPR4
2020 ARCH: Animatable Reconstruction of Clothed Humans
abstract
In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
Zeng Huang, Yuanlu Xu, Christoph Lassner, Hao Li 0015, Tony Tung
CVPR1
2020 Monocular Real-Time Volumetric Performance Capture
Ruilong Li, Yuliang Xiu, Shunsuke Saito, Zeng Huang, Kyle Olszewski, Hao Li 0015
ECCV (23)4
2019 SiCloPe: Silhouette-Based Clothed People
abstract
We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.
Ryota Natsume, Shunsuke Saito, Zeng Huang, Weikai Chen 0001, Chongyang Ma, Hao Li 0015, Shigeo Morishima
CVPR3
2019 PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization
abstract
We introduce Pixel-aligned Implicit Function (PIFu), an implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu produces high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.
Shunsuke Saito, Zeng Huang, Ryota Natsume, Shigeo Morishima, Hao Li 0015, Angjoo Kanazawa
ICCV2
2019 Learning Perspective Undistortion of Portraits
abstract
Near-range portrait photographs often contain perspective distortion artifacts that bias human perception and challenge both facial recognition and reconstruction techniques. We present the first deep learning based approach to remove such artifacts from unconstrained portraits. In contrast to the previous state-of-the-art approach [23], our method handles even portraits with extreme perspective distortion, as we avoid the inaccurate and error-prone step of first fitting a 3D face model. Instead, we predict a distortion correction flow map that encodes a per-pixel displacement that removes distortion artifacts when applied to the input image. Our method also automatically infers missing facial features, i.e. occluded ears caused by strong perspective distortion, with coherent details. We demonstrate that our approach significantly outperforms the previous state-of-the-art [23] both qualitatively and quantitatively, particularly for portraits with extreme perspective distortion or facial expressions. We further show that our technique benefits a number of fundamental tasks, significantly improving the accuracy of both face recognition and 3D reconstruction and enables a novel camera calibration technique from a single portrait. Moreover, we also build the first perspective portrait database with a large diversity in identities, expression and poses.
Zeng Huang, Tianye Li, Weikai Chen 0001, Chloe LeGendre, Xinglei Ren, Ari Shapiro, Hao Li 0015
ICCV2
2018 Deep Volumetric Video From Very Sparse Multi-view Performance Capture
Zeng Huang, Tianye Li, Weikai Chen 0001, Jun Xing, Chloe LeGendre, Linjie Luo, Chongyang Ma, Hao Li 0015
ECCV (16)1
2018 Auto-Conditioned Recurrent Networks for Extended Complex Human Motion Synthesis
Yi Zhou 0023, Zimo Li, Shuangjiu Xiao, Chong He, Zeng Huang, Hao Li 0015
ICLR (Poster)5
2017 Realistic Dynamic Facial Textures from a Single Image Using GANs
abstract
We present a novel method to realistically puppeteer and animate a face from a single RGB image using a source video sequence. We begin by fitting a multilinear PCA model to obtain the 3D geometry and a single texture of the target face. In order for the animation to be realistic, however, we need dynamic per-frame textures that capture subtle wrinkles and deformations corresponding to the animated facial expressions. This problem is highly underconstrained, as dynamic textures cannot be obtained directly from a single image. Furthermore, if the target face has a closed mouth, it is not possible to obtain actual images of the mouth interior. To address this issue, we train a Deep Generative Network that can infer realistic per-frame texture deformations, including the mouth interior, of the target identity using the per-frame source textures and the single target texture. By retargeting the PCA expression geometry from the source, as well as using the newly inferred texture, we can both animate the face and perform video face replacement on the source video using the target appearance.
Kyle Olszewski, Zimo Li, Chao Yang 0011, Yi Zhou 0023, Ronald Yu, Zeng Huang, Sitao Xiang, Shunsuke Saito, Pushmeet Kohli, Hao Li 0015
ICCV6
2009 Array Bounds Check Elimination for Java Based on Sparse Representation
abstract
As a type-safe program language, Java requires bounds checks of array accesses. Whenever an array element is accessed, a cmp (compare) instruction is executed to check whether the index value is within the valid bounds. Array bounds checks may prevent many useful optimizations because of precise exception. We present a new ABCE (array bounds check elimination) algorithm to eliminate redundant checks based on sparse representation for a Java static compiler. In contrast to other approaches performing in JVMs, we adhere to the design principle of the static compiler to optimize scientific Java applications. The algorithm is a light-weight algorithm working on an intermediate representation in static single assignment form. It fully removes bounds checks if it can be proven that they never fail. Whenever possible, it moves bounds checks out of loops to reduce the total number of executed checks. If such a check fails, the executing program branches into the unmodified loop to preserve the exception semantics of Java. For the scientific SciMark 2.0 benchmark suite, this algorithm removes on average 76% of bounds check instructions. The evaluation shows a speedup near to the theoretical maximum for LU test case.
Keqiao Yang, Zeng Huang
SERA2