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Zhi-Yang He

dblp:225/7826 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

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

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.

Artificial intelligence
2 papers
3D vision · 39% Segmentation and scene understanding · 39% Robot navigation and mapping · 17%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d scene understanding
3d scene graph
0.412019
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera · ICCV 2019
Computer vision › 3D vision
3d scene understanding
0.412019
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera · ICCV 2019
Computer vision › Segmentation and scene understanding
scene understanding
0.412019
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera · ICCV 2019
Computer vision › Segmentation and scene understanding › scene graph
semantic scene graph
0.412019
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera · ICCV 2019
Robotics › Robot navigation and mapping
embodied perception
0.312018
Gibson Env: Real-World Perception for Embodied Agents · CVPR 2018
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer
0.112018
Gibson Env: Real-World Perception for Embodied Agents · CVPR 2018

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

virtualizing real spaces · 0.7domain adaptation · 0.7multi-view consistency · 0.42d object detection · 0.4
YearPublicationVenuePosition
2019 3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
abstract
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, 3D shapes, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, shape and other attributes), rooms (e.g., function, illumination type, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
Iro Armeni, Zhi-Yang He, Amir Zamir, JunYoung Gwak, Jitendra Malik, Martin Fischer 0010, Silvio Savarese
ICCV2
2018 Gibson Env: Real-World Perception for Embodied Agents
abstract
Developing visual perception models for active agents and sensorimotor control in the physical world are cumbersome as existing algorithms are too slow to efficiently learn in real-time and robots are fragile and costly. This has given rise to learning-in-simulation which consequently casts a question on whether the results transfer to real-world. In this paper, we investigate developing real-world perception for active agents, propose Gibson Environment for this purpose, and showcase a set of perceptual tasks learned therein. Gibson is based upon virtualizing real spaces, rather than artificially designed ones, and currently includes over 1400 floor spaces from 572 full buildings. The main characteristics of Gibson are: I. being from the real-world and reflecting its semantic complexity, II. having an internal synthesis mechanism "Goggles" enabling deploying the trained models in real-world without needing domain adaptation, III. embodiment of agents and making them subject to constraints of physics and space.
Fei Xia 0002, Amir Zamir, Zhi-Yang He, Alexander Sax, Jitendra Malik, Silvio Savarese
CVPR3