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Hongyang Du 0002

dblp:230/9687 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0003-6652-419XORCID · conflict

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

Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Theory of computation · 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.

Theoretical computer science
1 paper
Computational geometry · 100%
Artificial intelligence
1 paper
Vision and language · 30% Trustworthy machine learning · 30% Reinforcement learning · 30%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
robustness
0.912025
VideoHallu: Evaluating and Mitigating Multi-modal Hallucinations on Synthetic Video Understanding · NeurIPS 2025
Computer vision › Vision and language
video-language model
0.912025
VideoHallu: Evaluating and Mitigating Multi-modal Hallucinations on Synthetic Video Understanding · NeurIPS 2025
Computational geometry › convex geometry
convex polygon
0.812024
Ipelets for the Convex Polygonal Geometry (Media Exposition) · SoCG 2024
Computational geometry
metric geometry
0.812024
Ipelets for the Convex Polygonal Geometry (Media Exposition) · SoCG 2024
Computational geometry › geometric modeling and processing
minkowski sum
0.812024
Ipelets for the Convex Polygonal Geometry (Media Exposition) · SoCG 2024
Computational geometry
visualization
0.812024
Ipelets for the Convex Polygonal Geometry (Media Exposition) · SoCG 2024

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

synthetic video generation · 0.9reinforcement learning post-training · 0.9
YearPublicationVenuePosition
2026 How to Design and Train Your Implicit Neural Representation for Video Compression
abstract
Implicit neural representation (INR) methods for video compression have recently achieved visual quality and compression ratios that are competitive with traditional pipelines. However, due to the need for per-sample network training, the encoding speeds of these methods are too slow for practical adoption. We develop a library to allow us to disentangle and review the components of methods from the NeRV family, reframing their performance in terms of not only size-quality trade-offs, but also impacts on training time. We uncover principles for effective video INR design and propose a state-of-the-art configuration of these components, Rabbit NeRV (RNeRV). When all methods are given equal training time (equivalent to 300 NeRV epochs) for 7 different UVG videos at 1080p, RNeRV achieves +1.27% PSNR on average compared to the best-performing alternative for each video in our NeRV library. We then tackle the encoding speed issue head-on by investigating the viability of hyper-networks, which predict INR weights from video inputs, to disentangle training from encoding to allow for real-time encoding. We propose masking the weights of the predicted INR during training to allow for variable, higher quality compression, resulting in 1.7% improvements to both PSNR and MS-SSIM at 0.037 bpp on the UCF-101 dataset, and we increase hyper-network parameters by 0.4% for 2.5%/2.7% improvements to PSNR/MS-SSIM with equal bpp and similar speeds. Our code is available at https://github.com/mgwillia/vinrb.
Matthew Gwilliam, Roy Zhang, Namitha Padmanabhan, Hongyang Du 0002, Abhinav Shrivastava
WACV4
2025 VideoHallu: Evaluating and Mitigating Multi-modal Hallucinations on Synthetic Video Understanding
abstract
Vision Language models (VLMs) have achieved remarkable success in video understanding tasks. Yet, a key question remains: Do they comprehend visual information or merely learn superficial mappings between visual and textual patterns? Understanding visual cues, particularly those related to physics and common sense, is crucial for AI systems interacting with the physical world. However, existing VLM evaluations primarily rely on positive-control tests using real-world videos that resemble training distributions. While VLMs perform well on such benchmarks, it is unclear whether they grasp underlying visual and contextual signals or simply exploit visual-language correlations. To fill this gap, we propose incorporating negative-control tests, i.e., videos depicting physically impossible or logically inconsistent scenarios, and evaluating whether models can recognize these violations. True visual understanding should evince comparable performance across both positive and negative tests. Since such content is rare in the real world, we introduce VideoHallu, a synthetic video dataset featuring physics- and commonsense-violating scenes generated using state-of-the-art tools such as Veo2, Sora, and Kling. The dataset includes expert-annotated question-answer pairs spanning four categories of physical and commonsense violations, designed to be straightforward for human reasoning. We evaluate several leading VLMs, including Qwen-2.5-VL, Video-R1, and VideoChat-R1. Despite their strong performance on real-world benchmarks (e.g., MVBench, MMVU), these models hallucinate or fail to detect physical or logical violations, revealing fundamental weaknesses in visual understanding. Finally, we explore reinforcement learning-based post-training on our negative dataset: fine-tuning improves performance on VideoHallu without degrading results on standard benchmarks, indicating enhanced visual reasoning in VLMs. Our data is available at https://github.com/zli12321/VideoHallu.git.
Zongxia Li, Xiyang Wu, Guangyao Shi, Yubin Qin, Hongyang Du 0002, Tianyi Zhou 0001, Dinesh Manocha, Jordan L. Boyd-Graber
NeurIPS5
2024 Ipelets for the Convex Polygonal Geometry (Media Exposition)
abstract
There are many structures, both classical and modern, involving convex polygonal geometries whose deeper understanding would be facilitated through interactive visualizations. The Ipe extensible drawing editor, developed by Otfried Cheong, is a widely used software system for generating geometric figures. One of its features is the capability to extend its functionality through programs called Ipelets. In this media submission, we showcase a collection of new Ipelets that construct a variety of geometric objects based on polygonal geometries. These include Macbeath regions, metric balls in the forward and reverse Funk distance, metric balls in the Hilbert metric, polar bodies, the minimum enclosing ball of a point set, and minimum spanning trees in both the Funk and Hilbert metrics. We also include a number of utilities on convex polygons, including union, intersection, subtraction, and Minkowski sum (previously implemented as a CGAL Ipelet). All of our Ipelets are programmed in Lua and are freely available.
Nithin Parepally, Ainesh Chatterjee, Auguste H. Gezalyan, Hongyang Du 0002, Sukrit Mangla, Kenny Wu, Sarah Hwang, David M. Mount
SoCG4