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Dejun Zheng

dblp:10/7606 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Network and information security
1 paper
Digital forensics and information hiding · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 61% Rendering · 39%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Digital forensics and information hiding › steganography
image steganography
0.912025
Robust Message Embedding via Attention Flow-Based Steganography · CVPR 2025
Digital forensics and information hiding
steganography
0.912025
Robust Message Embedding via Attention Flow-Based Steganography · CVPR 2025
Rendering
appearance modeling
0.212013
IDSS: A Novel Representation for Woven Fabrics · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › shape representation › multiresolution shape representation
multiscale surface representation
0.212013
IDSS: A Novel Representation for Woven Fabrics · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing
subdivision surfaces
0.212013
IDSS: A Novel Representation for Woven Fabrics · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
GPU rendering
0.012013
IDSS: A Novel Representation for Woven Fabrics · IEEE Trans. Vis. Comput. Graph. 2013

Methods — techniques the papers use, named apart from their topics

transformer · 0.9normalizing flow · 0.9QR code · 0.9tessellation shader · 0.2displaced subdivision surface · 0.2bezier patch approximation · 0.2
YearPublicationVenuePosition
2025 Robust Message Embedding via Attention Flow-Based Steganography
abstract
Image steganography can hide information in a host image and obtain a stego image that is perceptually indistinguishable from the original one. This technique has tremendous potential in scenarios like copyright protection and information retrospection. Some previous studies have proposed to enhance the robustness of the methods against image disturbances to increase their applicability. However, they generally cannot achieve a satisfying balance between the steganography quality and robustness. Instead of image-in-image steganography, we focus on the issue of message-in-image embedding that is robust to various real- world image distortions. This task aims to embed information into a natural image and the decoding result is required to be completely accurate, which increases the difficulty of data concealing and revealing. Inspired by the recent developments in transformer-based vision models, we discover that the tokenized representation of image is naturally suitable for steganography task. In this paper, we propose a novel message embedding framework, called Robust Message Steganography (RMSteg), which is competent to hide message via QR Code in a host image based on an normalizing flow-based model. The stego image derived by our method has imperceptible changes and the encoded message can be accurately restored even if the image is printed out and photographed. To our best knowledge, this is the first work that integrates the advantages of transformer models into normalizing flow. The code is available at https://github.com/huayuan4396/RMSteg.
Huayuan Ye, Shenzhuo Zhang, Shiqi Jiang 0001, Jing Liao 0001, Shuhang Gu, Dejun Zheng, Changbo Wang, Chenhui Li 0001
CVPR6
2013 IDSS: A Novel Representation for Woven Fabrics
abstract
The appearance of woven fabrics is intrinsically determined by the geometric details of their meso/micro scale structure. In this paper, we propose a multiscale representation and tessellation approach for woven fabrics. We extend the Displaced Subdivision Surface (DSS) to a representation named Interlaced/Intertwisted Displacement Subdivision Surface (IDSS). IDSS maps the geometric detail, scale by scale, onto a ternary interpolatory subdivision surface that is approximated by Bezier patches. This approach is designed for woven fabric rendering on DX11 GPUs. We introduce the Woven Patch, a structure based on DirectX’s new primitive, patch, to describe an area of a woven fabric so that it can be easily implemented in the graphics pipeline using a hull shader, a tessellator and a domain shader. We can render a woven piece of fabric at 25 frames per second on a low-performance NVIDIA 8400 MG mobile GPU. This allows for large-scale representations of woven fabrics that maintain the geometric variances of real yarn and fiber.
George Baciu, Dejun Zheng, Guiqing Li, Jinlian Hu
IEEE Trans. Vis. Comput. Graph.3