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Zejun Yang

dblp:226/1589 · DBLP profile ↗
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6ranked-venue papers
2as first author
5since 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 · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Security and privacy · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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.

Artificial intelligence
3 papers
3D vision · 64% Generative modeling · 33% Speech recognition and synthesis · 3%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.912025
RealPortrait: Realistic Portrait Animation with Diffusion Transformers · AAAI 2025
Machine learning › Generative modeling › diffusion model
diffusion transformer
0.912025
RealPortrait: Realistic Portrait Animation with Diffusion Transformers · AAAI 2025
Machine learning › Generative modeling › face synthesis
portrait animation
0.912025
RealPortrait: Realistic Portrait Animation with Diffusion Transformers · AAAI 2025
Visual content generation and editing › image animation
portrait animation
0.912025
RealPortrait: Realistic Portrait Animation with Diffusion Transformers · AAAI 2025
Visual content generation and editing
talking head generation
0.912025
RealPortrait: Realistic Portrait Animation with Diffusion Transformers · AAAI 2025
Computer vision › 3D vision
3d human reconstruction
0.812024
3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands · AAAI 2024
Computer vision › 3D vision › neural radiance field
generalizable neural radiance field
0.812024
3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands · AAAI 2024
Computer vision › 3D vision › 3d human reconstruction
hand mesh reconstruction
0.812024
Monocular 3D Hand Mesh Recovery via Dual Noise Estimation · AAAI 2024
Computer vision › 3D vision › pose estimation › 3d hand pose estimation
interacting hand reconstruction
0.812024
3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands · AAAI 2024
Computer vision › 3D vision
neural radiance field
0.812024
3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands · AAAI 2024
Computer vision › 3D vision › pose estimation
hand pose and shape estimation
0.212024
3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands · AAAI 2024
Natural language and speech › Speech recognition and synthesis › speech enhancement
noise estimation
0.212024
Monocular 3D Hand Mesh Recovery via Dual Noise Estimation · AAAI 2024

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

reference attention · 1.7diffusion transformer · 1.7dense implicit motion representation · 1.7controlnet · 1.7visibility-aware feature fusion · 0.8probabilistic modeling · 0.8dual noise estimation · 0.8adversarial learning · 0.8
YearPublicationVenuePosition
2025 RealPortrait: Realistic Portrait Animation with Diffusion Transformers
abstract
We introduce RealPortrait, a framework based on Diffusion Transformers (DiT), designed to generate highly expressive and visually appealing portrait animations. Given a static portrait image, our method can transfer complex facial expressions and head pose movements extracted from a driving video onto the portrait, transforming it into a lifelike video. Specifically, we exploit the robust spatial-temporal modeling capabilities of DiT, enabling the generation of portrait videos that maintain high-fidelity visual details and ensure temporal coherence. In contrast to conventional image-to-video generation frameworks that necessitate a separate reference network, we incorporate an efficient reference attention within the DiT backbone, thereby obviating the computational overhead and achieving superior reference appearance preservation. Concurrently, we integrate a parallel ControlNet to precisely regulate intricate facial expressions and head poses. Diverging from prior methods that utilize explicit sparse motion representations, such as facial landmarks or 3DMM coefficients, we adopt a dense implicit motion representation as the control guidance. This implicit motion representation excels in capturing nuanced emotional facial expressions and subtle non-rigid dynamics of the lips. To further enhance the generalization capability of the model, we augment the training dataset by incorporating a substantial volume of facial image data through random crop augmentation. This strategy ensures the model's robustness across a wide variety of facial appearances and expressions. Empirical evaluations demonstrate that RealPortrait excels in generating portrait animations with highly-realistic quality and exceptional temporal coherence in appearance retention.
Zejun Yang, Huawei Wei, Zhisheng Wang 0001
AAAI1
2025 Deep generative model for protein subcellular localization prediction
abstract
Protein sequence not only determines its structure but also provides important clues of its subcellular localization. Although a series of artificial intelligence models have been reported to predict protein subcellular localization, most of them provide only textual outputs. Here, we present deepGPS, a deep generative model for protein subcellular localization prediction. After training with protein primary sequences and fluorescence images, deepGPS shows the ability to predict cytoplasmic and nuclear localizations by reporting both textual labels and generative images as outputs. In addition, cell-type-specific deepGPS models can be developed by using distinct image datasets from different cell lines for comparative analyses. Moreover, deepGPS shows potential to be further extended for other specific organelles, such as vesicles and endoplasmic reticulum, even with limited volumes of training data. Finally, the openGPS website (https://bits.fudan.edu.cn/opengps) is constructed to provide a publicly accessible and user-friendly platform for studying protein subcellular localization and function.
Guo-Hua Yuan, Jinzhe Li, Zejun Yang, Yao-Qi Chen, Zhonghang Yuan, Tao Chen 0003, Wanli Ouyang, Nanqing Dong
Briefings Bioinform.3
2024 3D Visibility-Aware Generalizable Neural Radiance Fields for Interacting Hands
abstract
Neural radiance fields (NeRFs) are promising 3D representations for scenes, objects, and humans. However, most existing methods require multi-view inputs and per-scene training, which limits their real-life applications. Moreover, current methods focus on single-subject cases, leaving scenes of interacting hands that involve severe inter-hand occlusions and challenging view variations remain unsolved. To tackle these issues, this paper proposes a generalizable visibility-aware NeRF (VA-NeRF) framework for interacting hands. Specifically, given an image of interacting hands as input, our VA-NeRF first obtains a mesh-based representation of hands and extracts their corresponding geometric and textural features. Subsequently, a feature fusion module that exploits the visibility of query points and mesh vertices is introduced to adaptively merge features of both hands, enabling the recovery of features in unseen areas. Additionally, our VA-NeRF is optimized together with a novel discriminator within an adversarial learning paradigm. In contrast to conventional discriminators that predict a single real/fake label for the synthesized image, the proposed discriminator generates a pixel-wise visibility map, providing fine-grained supervision for unseen areas and encouraging the VA-NeRF to improve the visual quality of synthesized images. Experiments on the Interhand2.6M dataset demonstrate that our proposed VA-NeRF outperforms conventional NeRFs significantly. Project Page: https://github.com/XuanHuang0/VANeRF.
Zejun Yang, Zhisheng Wang 0001, Xiaodan Liang
AAAI3
2024 Monocular 3D Hand Mesh Recovery via Dual Noise Estimation
abstract
Current parametric models have made notable progress in 3D hand pose and shape estimation. However, due to the fixed hand topology and complex hand poses, current models are hard to generate meshes that are aligned with the image well. To tackle this issue, we introduce a dual noise estimation method in this paper. Given a single-view image as input, we first adopt a baseline parametric regressor to obtain the coarse hand meshes. We assume the mesh vertices and their image-plane projections are noisy, and can be associated in a unified probabilistic model. We then learn the distributions of noise to refine mesh vertices and their projections. The refined vertices are further utilized to refine camera parameters in a closed-form manner. Consequently, our method obtains well-aligned and high-quality 3D hand meshes. Extensive experiments on the large-scale Interhand2.6M dataset demonstrate that the proposed method not only improves the performance of its baseline by more than 10% but also achieves state-of-the-art performance. Project page: https://github.com/hanhuili/DNE4Hand.
Xiaojian Lin, Zejun Yang, Zhisheng Wang 0001, Xiaodan Liang
AAAI4
2024 Accurate Bandwidth Prediction for Real-Time Media Streaming with Offline Reinforcement Learning
abstract
In real-time communication (RTC) systems, accurate bandwidth prediction is crucial for encoding and transmission strategies to optimize users' quality of experience (QoE) in various network environments. In this paper, we propose an offline reinforcement learning (RL) method to predict bandwidth for RTC video streaming. We use a representative algorithm, named Implicit Q-Learning (IQL), to train the model. To improve the performance, we carefully preprocess the given dataset and redesign the neural network structure and the reward function. Ablation studies are performed to verify our design choices. Furthermore, compared to a baseline method and six behavior policies, our method reduces the mean squared error (MSE) by 18%-22%, demonstrating high prediction accuracy. Our proposed method won the first prize in ACM MMSys 2024 Grand Challenge on Offline Reinforcement Learning for Bandwidth Estimation in Real Time Communications. The source code is available at https://github.com/n13eho/Schaferct.
Qingyue Tan, Gerui Lv, Zejun Yang, Qinghua Wu 0004
MMSys5
2017 Resilience of Electrical Distribution Systems with Critical Load Prioritization
Zejun Yang, José R. Martí
CRITIS1