Jun Xing

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27ranked-venue papers
5as first author
6since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 20 · 3 first-author · 5 since 2021Artificial intelligence and machine learning · 12 · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorSystems, architecture and hardware · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 Q-Doc: Benchmarking Document Image Quality Assessment Capabilities in Multi-modal Large Language Models
Jiaxi Huang, Dongxu Wu, Hanwei Zhu, Lingyu Zhu 0006, Jun Xing, Xu Wang 0006, Baoliang Chen
PRCV (8)5
2024 Multi-exposure embeddings for graph learning: Towards high dynamic range image saliency prediction
abstract
Abstract Identifying saliency in high dynamic range (HDR) images is a fundamentally important issue in HDR imaging, and plays critical roles towards comprehensive scene understanding. Most of existing studies leverage hand‐crafted features for HDR image saliency prediction, lacking the capabilities of fully exploiting the characteristics of HDR image (i.e. wider luminance range and richer colour gamut). Here, systematical studies are carried out on HDR image saliency prediction by proposing a new framework to single out the contributions from multi‐exposure images. Specifically, inspired by the mechanism of HDR imaging, the method first utilizes graph neural networks to model the relations among multi‐exposure images and the tone‐mapped image obtained from an HDR image, enabling more discriminative saliency‐related feature representations. Subsequently, the saliency features driven by global semantic knowledge are aggregated from the tone‐mapped image through enhancing global context‐aware semantic information. Finally, a fusion module is designed to integrate saliency‐oriented feature representations originated from multi‐exposure images and the tone‐mapped image, producing the saliency maps of HDR images. Moreover, a new challenging HDR eye fixation database (HDR‐EYEFix) is created, expecting to further contribute the research on HDR image saliency prediction. Experiment results show that the method obtains superior performance compared to the state‐of‐the‐art methods.
Jun Xing, Qiudan Zhang, Xuelin Shen, Xu Wang 0006
IET Image Process.1
2022 SG-PBFT: A secure and highly efficient distributed blockchain PBFT consensus algorithm for intelligent Internet of vehicles
Guangquan Xu, Hongpeng Bai, Jun Xing, Tao Luo 0010, Naixue Xiong, Xiaochun Cheng, Shaoying Liu, James Xi Zheng
J. Parallel Distributed Comput.3
2021 Revisiting Knowledge Distillation: An Inheritance and Exploration Framework
abstract
Knowledge Distillation (KD) is a popular technique to transfer knowledge from a teacher model or ensemble to a student model. Its success is generally attributed to the privileged information on similarities/consistency between the class distributions or intermediate feature representations of the teacher model and the student model. However, directly pushing the student model to mimic the probabilities/features of the teacher model to a large extent limits the student model in learning undiscovered knowledge/features. In this paper, we propose a novel inheritance and exploration knowledge distillation framework (IE-KD), in which a student model is split into two parts - inheritance and exploration. The inheritance part is learned with a similarity loss to transfer the existing learned knowledge from the teacher model to the student model, while the exploration part is encouraged to learn representations different from the inherited ones with a dis-similarity loss. Our IE-KD framework is generic and can be easily combined with existing distillation or mutual learning methods for training deep neural networks. Extensive experiments demonstrate that these two parts can jointly push the student model to learn more diversified and effective representations, and our IE-KD can be a general technique to improve the student network to achieve SOTA performance. Furthermore, by applying our IE-KD to the training of two networks, the performance of both can be improved w.r.t. deep mutual learning.
Zhen Huang 0007, Xu Shen 0001, Jun Xing, Tongliang Liu, Xinmei Tian 0001, Houqiang Li, Bing Deng, Jianqiang Huang 0001, Xian-Sheng Hua 0001
CVPR3
2021 Frequency estimator of sinusoid by interpolated DFT method based on maximum sidelobe decay windows
Lei Fan 0004, Guoqing Qi, Jiyu Jin, Jun Xing
Signal Process.6
2021 Two-direction self-learning super-resolution propagation based on neighbor embedding
Jian Xu 0017, Jun Xing, JiuLun Fan 0001, Qiannan Gao, Shaojie Tang 0002
Signal Process.3
2020 Learning Formation of Physically-Based Face Attributes
abstract
Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of the participant’s face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals, while demonstrating the cumulative value of every individual’s complete biometric profile.
Ruilong Li, Karl Bladin, Chinmay Chinara, Owen Ingraham, Pengda Xiang, Xinglei Ren, Pratusha Prasad, Bipin Kishore, Jun Xing, Hao Li 0015
CVPR10
2020 Intuitive, Interactive Beard and Hair Synthesis With Generative Models
abstract
We present an interactive approach to synthesizing realistic variations in facial hair in images, ranging from subtle edits to existing hair to the addition of complex and challenging hair in images of clean-shaven subjects. To circumvent the tedious and computationally expensive tasks of modeling, rendering and compositing the 3D geometry of the target hairstyle using the traditional graphics pipeline, we employ a neural network pipeline that synthesizes realistic and detailed images of facial hair directly in the target image in under one second. The synthesis is controlled by simple and sparse guide strokes from the user defining the general structural and color properties of the target hairstyle. We qualitatively and quantitatively evaluate our chosen method compared to several alternative approaches. We show compelling interactive editing results with a prototype user interface that allows novice users to progressively refine the generated image to match their desired hairstyle, and demonstrate that our approach also allows for flexible and high-fidelity scalp hair synthesis.
Kyle Olszewski, Duygu Ceylan, Jun Xing, Jose Echevarria, Weikai Chen 0001, Hao Li 0015
CVPR3
2020 Edge Information Extraction of Overlapping Fiber Optical Microscope Imaging Based on Modified Watershed Algorithm
Jianchao Fan, Jun Xing
ISNN4
2020 An Intelligent Object Detection and Measurement System Based on Trinocular Vision
abstract
The existing size measurement systems cannot meet the requirements of non-contact measurement tasks, and the main challenge is how to detect various objects and improve measurement accuracy. In order to solve these problems, a novel measurement system was proposed in this paper. In the system, a three-camera model with variable baselines was designed based on the trinocular vision. Three binocular vision subsystems were composed of the three cameras, which were used to obtain the depth information from different shooting angles, and the baselines between the cameras could be adjusted according to the different objects. In the measurement process, the target object was detected automatically based on the visual saliency features and spatial information. Finally, the size of the target object was computed by the cooperative analysis of the three binocular vision subsystems. The experimental results demonstrated that the proposed system is accurate and stable in various objects' detection and measurement tasks.
Qingwu Li, Jun Xing, Guanying Huo
IEEE Trans. Circuits Syst. Video Technol.3
2019 Quantization Networks
abstract
Although deep neural networks are highly effective, their high computational and memory costs severely hinder their applications to portable devices. As a consequence, lowbit quantization, which converts a full-precision neural network into a low-bitwidth integer version, has been an active and promising research topic. Existing methods formulate the low-bit quantization of networks as an approximation or optimization problem. Approximation-based methods confront the gradient mismatch problem, while optimizationbased methods are only suitable for quantizing weights and can introduce high computational cost during the training stage. In this paper, we provide a simple and uniform way for weights and activations quantization by formulating it as a differentiable non-linear function. The quantization function is represented as a linear combination of several Sigmoid functions with learnable biases and scales that could be learned in a lossless and end-to-end manner via continuous relaxation of the steepness of Sigmoid functions. Extensive experiments on image classification and object detection tasks show that our quantization networks outperform state-of-the-art methods. We believe that the proposed method will shed new lights on the interpretation of neural network quantization.
Jiwei Yang, Xu Shen 0001, Jun Xing, Xinmei Tian 0001, Houqiang Li, Bing Deng, Jianqiang Huang 0001, Xian-Sheng Hua 0001
CVPR3
2019 HairBrush for Immersive Data-Driven Hair Modeling
abstract
While hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair authoring interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques.
Jun Xing, Koki Nagano, Weikai Chen 0001, Li-Yi Wei, Jingwan Lu, Hao Li 0015
UIST1
2019 Mask-off: Synthesizing Face Images in the Presence of Head-mounted Displays
abstract
Wearable VR/AR devices provide users with fully immersive experience in a virtual environment, enabling possibilities to reshape the forms of entertainment and telepresence. While the body language is a crucial element in effective communication, wearing a head-mounted display (HMD) could severely hinder the eye contact and block facial expressions. We present a novel headset removal technique that enables high-quality occlusion-free communication in virtual environment. In particular, our solution synthesizes photoreal faces in the occluded region with faithful reconstruction of facial expressions and eye movements. Towards this goal, we develop a novel capture setup that consists of two near-infrared (NIR) cameras inside the HMD for eye capturing and one external RGB camera for recording visible face regions. To enable realistic face synthesis with consistent illuminations, we propose a data-driven approach to fuse the narrow-field-of-view NIR images with the RGB image captured from the external camera. In addition, to generate pho-torealistic eyes, a dedicated algorithm is proposed to colorize the NIR eye images and further rectify the color distortion caused by the non-linear mapping of IR light sensitivity. Experimental results demonstrate that our framework is capable to synthesize high-fidelity unoccluded facial images with accurate tracking of head motion, facial expression and eye movement.
Qingguo Xu, Weikai Chen 0001, Jun Xing, Xinyu Huang 0001, Ruigang Yang
VR5
2019 Deep face normalization
abstract
From angling smiles to duck faces, all kinds of facial expressions can be seen in selfies, portraits, and Internet pictures. These photos are taken from various camera types, and under a vast range of angles and lighting conditions. We present a deep learning framework that can fully normalize unconstrained face images, i.e., remove perspective distortions, relight to an evenly lit environment, and predict a frontal and neutral face. Our method can produce a high resolution image while preserving important facial details and the likeness of the subject, along with the original background. We divide this ill-posed problem into three consecutive normalization steps, each using a different generative adversarial network that acts as an image generator. Perspective distortion removal is performed using a dense flow field predictor. A uniformly illuminated face is obtained using a lighting translation network, and the facial expression is neutralized using a generalized facial expression synthesis framework combined with a regression network based on deep features for facial recognition. We introduce new data representations for conditional inference, as well as training methods for supervised learning to ensure that different expressions of the same person can yield to not only a plausible but also a similar neutral face. We demonstrate our results on a wide range of challenging images collected in the wild. Key applications of our method range from robust image-based 3D avatar creation, portrait manipulation, to facial enhancement and reconstruction tasks for crime investigation. We also found through an extensive user study, that our normalization results can be hardly distinguished from ground truth ones if the person is not familiar.
Koki Nagano, Huiwen Luo, Zejian Wang, Jaewoo Seo, Jun Xing, Liwen Hu 0001, Lingyu Wei, Hao Li 0015
ACM Trans. Graph.5
2018 Sequence-to-Sequence Learning via Shared Latent Representation
abstract
Sequence-to-sequence learning is a popular research area in deep learning, such as video captioning and speech recognition. Existing methods model this learning as a mapping process by first encoding the input sequence to a fixed-sized vector, followed by decoding the target sequence from the vector. Although simple and intuitive, such mapping model is task-specific, unable to be directly used for different tasks. In this paper, we propose a star-like framework for general and flexible sequence-to-sequence learning, where different types of media contents (the peripheral nodes) could be encoded to and decoded from a shared latent representation (SLR) (the central node). This is inspired by the fact that human brain could learn and express an abstract concept in different ways. The media-invariant property of SLR could be seen as a high-level regularization on the intermediate vector, enforcing it to not only capture the latent representation intra each individual media like the auto-encoders, but also their transitions like the mapping models. Moreover, the SLR model is content-specific, which means it only needs to be trained once for a dataset, while used for different tasks. We show how to train a SLR model via dropout and use it for different sequence-to-sequence tasks. Our SLR model is validated on the Youtube2Text and MSR-VTT datasets, achieving superior performance on video-to-sentence task, and the first sentence-to-video results.
Xu Shen 0001, Xinmei Tian 0001, Jun Xing, Yong Rui, Dacheng Tao
AAAI3
2018 Identity Preserving Face Completion for Large Ocular Region Occlusion
Weikai Chen 0001, Jun Xing, Xiaoming Li 0002, Zachary Bessinger, Fuchang Liu, Wangmeng Zuo, Ruigang Yang
BMVC3
2018 Mesoscopic Facial Geometry Inference Using Deep Neural Networks
abstract
We present a learning-based approach for synthesizing facial geometry at medium and fine scales from diffusely-lit facial texture maps. When applied to an image sequence, the synthesized detail is temporally coherent. Unlike current state-of-the-art methods [17, 5], which assume "dark is deep", our model is trained with measured facial detail collected using polarized gradient illumination in a Light Stage [20]. This enables us to produce plausible facial detail across the entire face, including where previous approaches may incorrectly interpret dark features as concavities such as at moles, hair stubble, and occluded pores. Instead of directly inferring 3D geometry, we propose to encode fine details in high-resolution displacement maps which are learned through a hybrid network adopting the state-of-the-art image-to-image translation network [29] and super resolution network [43]. To effectively capture geometric detail at both mid- and high frequencies, we factorize the learning into two separate sub-networks, enabling the full range of facial detail to be modeled. Results from our learning-based approach compare favorably with a high-quality active facial scanhening technique, and require only a single passive lighting condition without a complex scanning setup.
Loc Huynh, Weikai Chen 0001, Shunsuke Saito, Jun Xing, Koki Nagano, Val Jones 0002, Paul E. Debevec, Hao Li 0015
CVPR4
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)5
2018 HairNet: Single-View Hair Reconstruction Using Convolutional Neural Networks
Yi Zhou 0023, Liwen Hu 0001, Jun Xing, Weikai Chen 0001, Han-Wei Kung, Xin Tong 0001, Hao Li 0015
ECCV (11)3
2018 paGAN: real-time avatars using dynamic textures
abstract
With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.
Koki Nagano, Jaewoo Seo, Jun Xing, Lingyu Wei, Zimo Li, Shunsuke Saito, Aviral Agarwal, Jens Fursund, Hao Li 0015
ACM Trans. Graph.3
2018 Autocomplete 3D sculpting
abstract
Digital sculpting is a popular means to create 3D models but remains a challenging task. We propose a 3D sculpting system that assists users, especially novices, in freely creating models with reduced input labor and enhanced output quality. With an interactive sculpting interface, our system silently records and analyzes users' workflows including brush strokes and camera movements, and predicts what they might do in the future. Users can accept, partially accept, or ignore the suggestions and thus retain full control and individual style. They can also explicitly select and clone past workflows over output model regions. Our key idea is to consider how a model is authored via dynamic workflows in addition to what is shaped in static geometry. This allows our method for more accurate analysis of user intentions and more general synthesis of shape structures than prior workflow or geometry methods, such as large overlapping deformations. We evaluate our method via user feedbacks and authored models.
Mengqi Peng, Jun Xing, Li-Yi Wei
ACM Trans. Graph.2
2016 Energy-Brushes: Interactive Tools for Illustrating Stylized Elemental Dynamics
abstract
Dynamic effects such as waves, splashes, fire, smoke, and explosions are an integral part of stylized animations. However, such dynamics are challenging to produce, as manually sketching key-frames requires significant effort and artistic expertise while physical simulation tools lack sufficient expressiveness and user control. We present an interactive interface for designing these elemental dynamics for animated illustrations. Users draw with coarse-scale energy brushes which serve as control gestures to drive detailed flow particles which represent local velocity fields. These fields can convey both realistic and artistic effects based on user specification. This painting metaphor for creating elemental dynamics simplifies the process, providing artistic control, and preserves the fluidity of sketching. Our system is fast, stable, and intuitive. An initial user evaluation shows that even novice users with no prior animation experience can create intriguing dynamics using our system.
Jun Xing, Rubaiat Habib Kazi, Tovi Grossman, Li-Yi Wei, Jos Stam, George W. Fitzmaurice
UIST1
2015 Autocomplete hand-drawn animations
abstract
Hand-drawn animation is a major art form and communication medium, but can be challenging to produce. We present a system to help people create frame-by-frame animations through manual sketches. We design our interface to be minimalistic: it contains only a canvas and a few controls. When users draw on the canvas, our system silently analyzes all past sketches and predicts what might be drawn in the future across spatial locations and temporal frames. The interface also offers suggestions to beautify existing drawings. Our system can reduce manual workload and improve output quality without compromising natural drawing flow and control: users can accept, ignore, or modify such predictions visualized on the canvas by simple gestures. Our key idea is to extend the local similarity method in [Xing et al. 2014], which handles only low-level spatial repetitions such as hatches within a single frame, to a global similarity that can capture high-level structures across multiple frames such as dynamic objects. We evaluate our system through a preliminary user study and confirm that it can enhance both users' objective performance and subjective satisfaction.
Jun Xing, Li-Yi Wei, Takaaki Shiratori, Koji Yatani
ACM Trans. Graph.1
2014 An evolutionary membrane algorithm for global numerical optimization problems
Min Han 0001, Chuang Liu 0002, Jun Xing
Inf. Sci.3
2014 Autocomplete painting repetitions
abstract
Painting is a major form of content creation, offering unlimited control and freedom of expression. However, it can involve tedious manual repetitions, such as stippling large regions or hatching complex contours. Thus, a central goal in digital painting research is to automate tedious repetitions while allowing user control. Existing methods impose a sequential order, in which a small exemplar is prepared and then cloned through additional gestures. Such sequential mode may break the continuous, spontaneous flow of painting. Moreover, it is more suitable for homogeneous areas than nuanced variations common in real paintings. We present an interactive digital painting system that auto-completes tedious repetitions while preserving nuanced variations and maintaining natural flows. Specifically, users paint as usual, while our system records and analyzes their workflows. When potential repetition is detected, our system predicts what the user might want to draw and offers auto-completes that adjust to the existing shape-color context. Our method eliminates the need for sequential creation-cloning and better adapts to the local painting contexts. Furthermore, users can choose to accept, ignore, or modify those predictions and thus maintain full control. Our method can be considered as the painting analogy of auto-completes in common typing and IDE systems. We demonstrate the quality and usability of our system through painting results and a pilot user study.
Jun Xing, Hsiang-Ting Chen, Li-Yi Wei
ACM Trans. Graph.1
2009 Application of Passive Estimation and Track of Target Depth in Submarine Recognition
Jun Xing, Pengfei Peng, Xuezhi Fu
ISNN (2)2
2009 Fuzzy Solution for Multiple Targets Optimization Based on Fuzzy Max-Min Neural Network
Pengfei Peng, Jun Xing, Xuezhi Fu
ISNN (4)2