EDBT 2026 Demo / reviewers in the wild / expert
Zechen Bai
dblp:256/5272
· DBLP profile ↗
19ranked-venue papers
7as first author
18since 2021 · last 2025
0000-0001-5953-0442ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 16 · 5 first-author · 15 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ShowUI: One Vision-Language-Action Model for GUI Visual AgentabstractBuilding Graphical User Interface (GUI) assistants holds significant promise for enhancing human workflow productivity. While most agents are language-based, relying on closed-source API with text-rich meta-information (e.g., HTML or accessibility tree), they show limitations in perceiving UI visuals as humans do, highlighting the need for GUI visual agents. In this work, we develop a vision-language-action model in digital world, namely ShowUI, which features the following innovations: (i) UI-Guided Visual Token Selection to reduce computational costs by formulating screenshots as an UI connected graph, adaptively identifying their redundant relationship and serve as the criteria for token selection during self-attention blocks; (ii) Interleaved Vision-Language-Action Streaming that flexibly unifies diverse needs within GUI tasks, enabling effective management of visual-action history in navigation or pairing multi-turn query-action sequences per screenshot to enhance training efficiency; (iii) Small-scale High-quality GUI Instruction-following Datasets by careful data curation and employing a resampling strategy to address significant data type imbalances. With above components, ShowUI, a lightweight 2B model using 256K data, achieves a strong 75.1% accuracy in zero-shot screenshot grounding. Its UI-guided token selection further reduces 33% of redundant visual tokens during training and speeds up the performance by 1.4×. Navigation experiments across web [12], mobile [35], and online [39] environments further underscore the effectiveness and potential of our model in advancing GUI visual agents. The models are available at https://github.com/showlab/ShowUI. Qinghong Lin, Difei Gao, Zhengyuan Yang, Zechen Bai, Stan Weixian Lei, Zheng Shou 0001 |
CVPR | 6 |
| 2025 | Bridging Information Asymmetry in Text-video Retrieval: A Data-centric ApproachabstractAs online video content rapidly grows, the task of text-video retrieval (TVR) becomes increasingly important. A key challenge in TVR is the information asymmetry between video and text: videos are inherently richer in information, while their textual descriptions often capture only fragments of this complexity. This paper introduces a novel, data-centric framework to bridge this gap by enriching textual representations to better match the richness of video content. During training, videos are segmented into event-level clips and captioned to ensure comprehensive coverage. During retrieval, a large language model (LLM) generates semantically diverse queries to capture a broader range of possible matches. To enhance retrieval efficiency, we propose a query selection mechanism that identifies the most relevant and diverse queries, reducing computational cost while improving accuracy. Our method achieves state-of-the-art results across multiple benchmarks, demonstrating the power of data-centric approaches in addressing information asymmetry in TVR. This work paves the way for new research focused on leveraging data to improve cross-modal retrieval. Zechen Bai, Tianjun Xiao, Tong He 0002, Pichao Wang, Zheng Zhang 0001, Thomas Brox, Zheng Shou 0001 |
ICLR | 1 |
| 2025 | Show-o: One Single Transformer to Unify Multimodal Understanding and GenerationabstractWe present a unified transformer, i.e., Show-o, that unifies multimodal understanding and generation. Unlike fully autoregressive models, Show-o unifies autoregressive and (discrete) diffusion modeling to adaptively handle inputs and outputs of various and mixed modalities. The unified model flexibly supports a wide range of vision-language tasks including visual question-answering, text-to-image generation, text-guided inpainting/extrapolation, and mixed-modality generation. Across various benchmarks, it demonstrates comparable or superior performance to existing individual models with an equivalent or larger number of parameters tailored for understanding or generation. This significantly highlights its potential as a next-generation foundation model. Jinheng Xie, Weijia Mao, Zechen Bai, Junhao Zhang 0001, Qinghong Lin, Yuchao Gu, Zhenheng Yang, Zheng Shou 0001 |
ICLR | 3 |
| 2025 | Impossible VideosabstractSynthetic videos nowadays is widely used to complement data scarcity and diversity of real-world videos. Current synthetic datasets primarily replicate real-world scenarios, leaving impossible, counterfactual and anti-reality video concepts underexplored. This work aims to answer two questions: 1) Can today’s video generation models effectively follow prompts to create impossible video content? 2) Are today’s video understanding models good enough for understanding impossible videos? To this end, we introduce IPV-Bench, a novel benchmark designed to evaluate and foster progress in video understanding and generation. IPV-Bench is underpinned by a comprehensive taxonomy, encompassing 4 domains, 14 categories. It features diverse scenes that defy physical, biological, geographical, or social laws. Based on the taxonomy, a prompt suite is constructed to evaluate video generation models, challenging their prompt following and creativity capabilities. In addition, a video benchmark is curated to assess Video-LLMs on their ability of understanding impossible videos, which particularly requires reasoning on temporal dynamics and world knowledge. Comprehensive evaluations reveal limitations and insights for future directions of video models, paving the way for next-generation video models. Zechen Bai, Hai Ci, Zheng Shou 0001 |
ICML | 1 |
| 2025 | You Only Communicate Once: One-shot Federated Low-Rank Adaptation of MLLMabstractMultimodal Large Language Models (MLLMs) with Federated Learning (FL) can quickly adapt to privacy-sensitive tasks, but face significant challenges such as high communication costs and increased attack risks, due to their reliance on multi-round communication. To address this, One-shot FL (OFL) has emerged, aiming to complete adaptation in a single client-server communication. However, existing adaptive ensemble OFL methods still need more than one round of communication, because correcting heterogeneity-induced local bias relies on aggregated global supervision, meaning they still do not achieve true one-shot communication. In this work, we make the first attempt to achieve true one-shot communication for MLLMs under OFL, by investigating whether implicit (i.e., initial rather than aggregated) global supervision alone can effectively correct local training bias. Our key finding from the empirical study is that imposing directional supervision on local training substantially mitigates client conflicts and local bias. Building on this insight, we propose YOCO, in which directional supervision with sign-regularized LoRA B enforces global consistency, while sparsely regularized LoRA A preserves client-specific adaptability. Experiments demonstrate that YOCO cuts communication to $\sim$0.03\% of multi-round FL while surpassing those methods in several multimodal scenarios and consistently outperforming all one-shot competitors. Binqian Xu, Haiyang Mei, Zechen Bai, Jinjin Gong, Rui Yan 0010, Guosen Xie, Yazhou Yao, Basura Fernando, Xiangbo Shu |
NeurIPS | 3 |
| 2025 | VaporTok: RL-Driven Adaptive Video Tokenizer with Prior & Task AwarenessabstractRecent advances in visual tokenizers have demonstrated their effectiveness for multimodal large language models and autoregressive generative models. However, most existing visual tokenizers rely on a fixed downsampling rate at a given visual resolution, and consequently produce a constant number of visual tokens, ignoring the fact that visual information of varying complexity warrant different token budgets. Motivated by this observation, we propose an adaptive video tokenizer "VaporTok" with two core contributions:Probabilistic Taildrop: We introduce a novel taildrop mechanism that learns a truncation index sampling distribution conditioned on visual complexity of the video. During both training and inference, the decoder reconstructs videos at adaptive token lengths, allocating more tokens to complex videos and fewer to simpler ones. Parallel Sample GRPO with Vapor Reward: By leveraging the probability distribution produced by probabilistic taildrop, we reformulate the visual tokenization pipeline as a sequential decision process. To optimize this process, we propose a variant of GRPO and a composite reward encompassing token efficiency, reconstruction fidelity, and generative quality, thus enabling metrics-aware adaptive tokenization across diverse objectives. Extensive experiments on standard video generation benchmarks confirm our analysis, showing that our adaptive approach matches or outperforms fixed‐rate baselines and naive taildrop while using fewer tokens. Zechen Bai, Haoqian Wang, Alex Jinpeng Wang |
NeurIPS | 2 |
| 2024 | Adaptive Slot Attention: Object Discovery with Dynamic Slot NumberabstractObject-centric learning (OCL) extracts the representation of objects with slots, offering an exceptional blend of flexibility and interpretability for abstracting low-level perceptual features. A widely adopted method within OCL is slot attention, which utilizes attention mechanisms to iteratively refine slot representations. However, a major draw-back of most object-centric models, including slot attention, is their reliance on predefining the number of slots. This not only necessitates prior knowledge of the dataset but also overlooks the inherent variability in the number of objects present in each instance. To overcome this fundamental limitation, we present a novel complexity-aware object auto-encoder framework. Within this framework, we introduce an adaptive slot attention (AdaSlot) mecha-nism that dynamically determines the optimal number of slots based on the content of the data. This is achieved by proposing a discrete slot sampling module that is responsible for selecting an appropriate number of slots from a candidate list. Furthermore, we introduce a masked slot decoder that suppresses unselected slots during the decoding process. Our framework, tested extensively on object discovery tasks with various datasets, shows performance matching or exceeding top fixed-slot models. Moreover, our analysis substantiates that our method exhibits the capability to dynamically adapt the slot number according to each instance's complexity, offering the potential for further exploration in slot attention research. Project will be available at https://kfan21.github.io/AdaSlot/ Zechen Bai, Tianjun Xiao, Tong He 0002, Max Horn, Yanwei Fu 0001, Francesco Locatello, Zheng Zhang 0001 |
CVPR | 2 |
| 2024 | AssistGUI: Task-Oriented PC Graphical User Interface AutomationabstractGraphical User Interface (GUI) automation holds significant promise for assisting users with complex tasks, thereby boosting human productivity. Existing works leveraging Large Language Model (LLM) or LLM-based AI agents have shown capabilities in automating tasks on Android and Web platforms. However, these tasks are primarily aimed at simple device usage and entertainment operations. This paper presents a novel benchmark, Assistgui, to evaluate whether models are capable of manipulating the mouse and keyboard on the Windows platform in response to user-requested tasks. We carefully collected a set of 100 tasks from nine widely-used software applications, such as, After Effects and MS Word, each accompanied by the necessary project files for better evaluation. Moreover, we propose a multi-agent collaboration framework, which incorporates four agents to perform task decomposition, GUI parsing, action generation, and reflection. Our experimental results reveal that our multi-agent collaboration mechanism outshines existing methods in performance. Nevertheless, the potential remains substantial, with the best model attaining only a 46% success rate on our benchmark. We conclude with a thorough analysis of the current methods' limitations, setting the stage for future breakthroughs in this domain. Difei Gao, Lei Ji 0001, Zechen Bai, Mingyu Ouyang, Dongxing Mao, Qinchen Wu, Peiyi Wang, Xiangwu Guo, Hengxu Wang, Luowei Zhou, Zheng Shou 0001 |
CVPR | 3 |
| 2024 | AssistEditor: Multi-Agent Collaboration for GUI Workflow Automation in Video CreationabstractGraphical User Interface (GUI) Automation has shown significant potential recently. Previous works built GUI Agent systems to handle short-procedure tasks such as element grounding or functional assistance. In this paper, we propose a novel PC-Copilot, AssistEditor, that focuses on automating the video editing workflow. Unlike previous approaches, our system does not require users to input specific commands to control the computer. Instead, users simply describe their requirements, such as the content and style of the video, and upload the necessary materials. The system then autonomously translates these requirements into detailed actions for controlling video understanding models and professional video editing software, e.g., Premiere Pro to produce the final video. This functionality is enabled by a collaborative AI agent framework of multiple GUI agents, each capable of dialogue, knowledge retrieval, and software usage. These agents have distinct roles, including interacting with users to gather requirements, generating storyboards, and performing editing tasks. This approach significantly streamlines the video editing process, making advanced editing accessible to users with varying levels of expertise. Difei Gao, Zechen Bai, Qinghong Lin, Zheng Shou 0001 |
ACM Multimedia | 3 |
| 2024 | One Token to Seg Them All: Language Instructed Reasoning Segmentation in VideosabstractWe introduce VideoLISA, a video-based multimodal large language model designed to tackle the problem of language-instructed reasoning segmentation in videos. Leveraging the reasoning capabilities and world knowledge of large language models, and augmented by the Segment Anything Model, VideoLISA generates temporally consistent segmentation masks in videos based on language instructions. Existing image-based methods, such as LISA, struggle with video tasks due to the additional temporal dimension, which requires temporal dynamic understanding and consistent segmentation across frames. VideoLISA addresses these challenges by integrating a Sparse Dense Sampling strategy into the video-LLM, which balances temporal context and spatial detail within computational constraints. Additionally, we propose a One-Token-Seg-All approach using a specially designed <TRK> token, enabling the model to segment and track objects across multiple frames. Extensive evaluations on diverse benchmarks, including our newly introduced ReasonVOS benchmark, demonstrate VideoLISA's superior performance in video object segmentation tasks involving complex reasoning, temporal understanding, and object tracking. While optimized for videos, VideoLISA also shows promising generalization to image segmentation, revealing its potential as a unified foundation model for language-instructed object segmentation. Code and model will be available at: https://github.com/showlab/VideoLISA. Zechen Bai, Tong He 0002, Haiyang Mei, Pichao Wang, Ziteng Gao, Joya Chen, Zheng Zhang 0001, Zheng Shou 0001 |
NeurIPS | 1 |
| 2024 | DoFIT: Domain-aware Federated Instruction Tuning with Alleviated Catastrophic ForgettingabstractFederated Instruction Tuning (FIT) advances collaborative training on decentralized data, crucially enhancing model's capability and safeguarding data privacy. However, existing FIT methods are dedicated to handling data heterogeneity across different clients (i.e., client-aware data heterogeneity), while ignoring the variation between data from different domains (i.e., domain-aware data heterogeneity). When scarce data needs supplementation from related fields, these methods lack the ability to handle domain heterogeneity in cross-domain training. This leads to domain-information catastrophic forgetting in collaborative training and therefore makes model perform sub-optimally on the individual domain. To address this issue, we introduce DoFIT, a new Domain-aware FIT framework that alleviates catastrophic forgetting through two new designs. First, to reduce interference information from the other domain, DoFIT finely aggregates overlapping weights across domains on the inter-domain server side. Second, to retain more domain information, DoFIT initializes intra-domain weights by incorporating inter-domain information into a less-conflicted parameter space. Experimental results on diverse datasets consistently demonstrate that DoFIT excels in cross-domain collaborative training and exhibits significant advantages over conventional FIT methods in alleviating catastrophic forgetting. Code is available at [this link](https://github.com/1xbq1/DoFIT). Binqian Xu, Xiangbo Shu, Haiyang Mei, Zechen Bai, Basura Fernando, Zheng Shou 0001, Jinhui Tang 0001 |
NeurIPS | 4 |
| 2024 | LOVA3: Learning to Visual Question Answering, Asking and AssessmentabstractQuestion answering, asking, and assessment are three innate human traits crucial for understanding the world and acquiring knowledge. By enhancing these capabilities, humans can more effectively utilize data, leading to better comprehension and learning outcomes. However, current Multimodal Large Language Models (MLLMs) primarily focus on question answering, often neglecting the full potential of questioning and assessment skills. In this study, we introduce LOVA3, an innovative framework named ``Learning tO Visual Question Answering, Asking and Assessment,'' designed to equip MLLMs with these additional capabilities. Our approach involves the creation of two supplementary training tasks GenQA and EvalQA, aiming at fostering the skills of asking and assessing questions in the context of images. To develop the questioning ability, we compile a comprehensive set of multimodal foundational tasks. For assessment, we introduce a new benchmark called EvalQABench, comprising 64,000 training samples (split evenly between positive and negative samples) and 5,000 testing samples. We posit that enhancing MLLMs with the capabilities to answer, ask, and assess questions
will enhance their multimodal comprehension, ultimately improving overall performance. To validate this hypothesis, we train MLLMs using the LOVA3 framework and evaluate them on a range of multimodal datasets and benchmarks. Our results demonstrate consistent performance gains, underscoring the critical role of these additional tasks in fostering comprehensive intelligence in MLLMs. Hengyuan Zhao, Pan Zhou 0002, Difei Gao, Zechen Bai, Zheng Shou 0001 |
NeurIPS | 4 |
| 2024 | Bring Your Own Character: A Holistic Solution for Automatic Facial Animation Generation of Customized CharactersabstractAnimating virtual characters has always been a fundamental research problem in virtual reality (VR). Facial animations play a crucial role as they effectively convey emotions and attitudes of virtual humans. However, creating such facial animations can be challenging, as current methods often involve utilization of expensive motion capture devices or significant investments of time and effort from human animators in tuning animation parameters. In this paper, we propose a holistic solution to automatically animate virtual human faces. In our solution, a deep learning model was first trained to retarget the facial expression from input face images to virtual human faces by estimating the blendshape coefficients. This method offers the flexibility of generating animations with characters of different appearances and blendshape topologies. Second, a practical toolkit was developed using Unity 3D, making it compatible with the most popular VR applications. The toolkit accepts both image and video as input to animate the target virtual human faces and enables users to manipulate the animation results. Furthermore, inspired by the spirit of Human-in-the-loop (HITL), we leveraged user feedback to further improve the performance of the model and toolkit, thereby increasing the customization properties to suit user preferences. The whole solution, for which we will make the code public, has the potential to accelerate the generation of facial animations for use in VR applications. https://github.com/showlab/BYOC Zechen Bai, Peng Chen 0046, Xiaolan Peng, Naiming Yao, Hui Chen 0020 |
VR | 1 |
| 2023 | Unsupervised Open-Vocabulary Object Localization in VideosabstractIn this paper, we show that recent advances in video representation learning and pre-trained vision-language models allow for substantial improvements in self-supervised video object localization. We propose a method that first localizes objects in videos via a slot attention approach and then assigns text to the obtained slots. The latter is achieved by an unsupervised way to read localized semantic information from the pre-trained CLIP model. The resulting video object localization is entirely unsupervised apart from the implicit annotation contained in CLIP, and it is effectively the first unsupervised approach that yields good results on regular video benchmarks. Zechen Bai, Tianjun Xiao, Dominik Zietlow, Max Horn, Carl-Johann Simon-Gabriel, Zheng Shou 0001, Francesco Locatello, Bernt Schiele, Thomas Brox, Zheng Zhang 0001, Yanwei Fu 0001, Tong He 0002 |
ICCV | 2 |
| 2023 | Object-Centric Multiple Object TrackingabstractUnsupervised object-centric learning methods allow the partitioning of scenes into entities without additional localization information and are excellent candidates for reducing the annotation burden of multiple-object tracking (MOT) pipelines. Unfortunately, they lack two key properties: objects are often split into parts and are not consistently tracked over time. In fact, state-of-the-art models achieve pixel-level accuracy and temporal consistency by relying on supervised object detection with additional ID labels for the association through time. This paper proposes a video object-centric model for MOT. It consists of an index-merge module that adapts the object-centric slots into detection outputs and an object memory module that builds complete object prototypes to handle occlusions. Benefited from object-centric learning, we only require sparse detection labels (0%-6.25%) for object localization and feature binding. Relying on our self-supervised Expectation-Maximization-inspired loss for object association, our approach requires no ID labels. Our experiments significantly narrow the gap between the existing object-centric model and the fully supervised state-of-the-art and outperform several unsupervised trackers. Code is available at https://github.com/amazon-science/object-centric-multiple-object-tracking. Max Horn, Yizhuo Ding, Tong He 0002, Zechen Bai, Dominik Zietlow, Carl-Johann Simon-Gabriel, Bing Shuai, Zhuowen Tu, Thomas Brox, Bernt Schiele, Yanwei Fu 0001, Francesco Locatello, Zheng Zhang 0001, Tianjun Xiao |
ICCV | 6 |
| 2021 | Unsupervised Multi-Source Domain Adaptation for Person Re-IdentificationabstractUnsupervised domain adaptation (UDA) methods for person re-identification (re-ID) aim at transferring re-ID knowledge from labeled source data to unlabeled target data. Although achieving great success, most of them only use limited data from a single-source domain for model pre-training, making the rich labeled data insufficiently exploited. To make full use of the valuable labeled data, we introduce the multi-source concept into UDA person re-ID field, where multiple source datasets are used during training. However, because of domain gaps, simply combining different datasets only brings limited improvement. In this paper, we try to address this problem from two perspectives, i.e. domain-specific view and domain-fusion view. Two constructive modules are proposed, and they are compatible with each other. First, a rectification domain-specific batch normalization (RDSBN) module is explored to simultaneously reduce domain-specific characteristics and increase the distinctiveness of person features. Second, a graph convolutional network (GCN) based multi-domain information fusion (MDIF) module is developed, which minimizes domain distances by fusing features of different domains. The proposed method outperforms state-of-the-art UDA person re-ID methods by a large margin, and even achieves comparable performance to the supervised approaches without any post-processing techniques. Zechen Bai, Zhigang Wang 0002, Jian Wang 0066, Di Hu 0001, Errui Ding |
CVPR | 1 |
| 2021 | Explain Me the Painting: Multi-Topic Knowledgeable Art Description GenerationabstractHave you ever looked at a painting and wondered what is the story behind it? This work presents a framework to bring art closer to people by generating comprehensive descriptions of fine-art paintings. Generating informative descriptions for artworks, however, is extremely challenging, as it requires to 1) describe multiple aspects of the image such as its style, content, or composition, and 2) provide background and contextual knowledge about the artist, their influences, or the historical period. To address these challenges, we introduce a multi-topic and knowledgeable art description framework, which modules the generated sentences according to three artistic topics and, additionally, enhances each description with external knowledge. The framework is validated through an exhaustive analysis, both quantitative and qualitative, as well as a comparative human evaluation, demonstrating outstanding results in terms of both topic diversity and information veracity. Zechen Bai, Yuta Nakashima, Noa Garcia |
ICCV | 1 |
| 2021 | Enhancing Emotional Experience by Building Emotional Virtual Characters in VR Volleyball GamesabstractAbstract Virtual reality (VR) volleyball games can provide an immersive entertainment experience and facilitate users to get familiar with game rules. In real world, players often experience emotions from scores, strokes, passes, and the influence from their teammates or opponents, and so forth. However, seldom studies are carried out for this emotional experience in a virtual environment, as most VR volleyball games mainly concentrate on the game playing, such as body movements. In this article, we propose to enhance emotional experience by building emotional virtual characters in VR volleyball games. The virtual characters cannot only arouse their emotions but also express their facial expressions according to the game situation. Emotion patterns are learned from real‐world volleyball matches. The results demonstrate that our framework has great potential to enhance the user's emotional experience and engagement. Zechen Bai, Nai-Ming Yao, Nidhi Mishra, Hui Chen 0020, Hongan Wang, Nadia Magnenat-Thalmann |
Comput. Animat. Virtual Worlds | 1 |
| 2020 | Show, Recall, and Tell: Image Captioning with Recall MechanismabstractGenerating natural and accurate descriptions in image captioning has always been a challenge. In this paper, we propose a novel recall mechanism to imitate the way human conduct captioning. There are three parts in our recall mechanism : recall unit, semantic guide (SG) and recalled-word slot (RWS). Recall unit is a text-retrieval module designed to retrieve recalled words for images. SG and RWS are designed for the best use of recalled words. SG branch can generate a recalled context, which can guide the process of generating caption. RWS branch is responsible for copying recalled words to the caption. Inspired by pointing mechanism in text summarization, we adopt a soft switch to balance the generated-word probabilities between SG and RWS. In the CIDEr optimization step, we also introduce an individual recalled-word reward (WR) to boost training. Our proposed methods (SG+RWS+WR) achieve BLEU-4 / CIDEr / SPICE scores of 36.6 / 116.9 / 21.3 with cross-entropy loss and 38.7 / 129.1 / 22.4 with CIDEr optimization on MSCOCO Karpathy test split, which surpass the results of other state-of-the-art methods. Zechen Bai |
AAAI | 2 |