Yi Zhang 0099

dblp:64/6544-99 · DBLP profile ↗
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16ranked-venue papers
4as first author
12since 2021 · last 2025
0009-0009-6545-4672ORCID · conflict

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

Artificial intelligence and machine learning · 13 · 3 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 8 since 2021
YearPublicationVenuePosition
2025 Adaptive Parameter Selection for Tuning Vision-Language Models
abstract
Vision-language models (VLMs) like CLIP have been widely used in various specific tasks. Parameter-efficient fine-tuning (PEFT) methods, such as prompt and adapter tuning, have become key techniques for adapting these models to specific domains. However, existing approaches rely on prior knowledge to manually identify the locations requiring fine-tuning. Adaptively selecting which parameters in VLMs should be tuned remains unexplored. In this paper, we propose CLIP with Adaptive Selective Tuning (CLIP-AST), which can be used to automatically select critical parameters in VLMs for fine-tuning for specific tasks. It opportunely leverages the adaptive learning rate in the optimizer and improves model performance without extra parameter overhead. We conduct extensive experiments on 13 benchmarks, such as ImageNet, Food101, Flowers102, etc, with different settings, including few-shot learning, base-to-novel class generalization, and out-of-distribution. The results show that CLIP-AST consistently outperforms the original CLIP model as well as its variants and achieves state-of-the-art (SOTA) performance in all cases. For example, with the 16-shot learning, CLIP-AST surpasses GraphAdapter and PromptSRC by 3.56% and 2.20% in average accuracy on 11 datasets, respectively. Code will be publicly available.
Yi Zhang 0099, Yi-Xuan Deng, Menghao Guo 0001, Shi-Min Hu 0001
CVPR1
2025 RBench: Graduate-level Multi-disciplinary Benchmarks for LLM & MLLM Complex Reasoning Evaluation
abstract
Reasoning stands as a cornerstone of intelligence, enabling the synthesis of existing knowledge to solve complex problems. Despite remarkable progress, existing reasoning benchmarks often fail to rigorously evaluate the nuanced reasoning capabilities required for complex, real-world problemsolving, particularly in multi-disciplinary and multimodal contexts. In this paper, we introduce a graduate-level, multi-disciplinary, EnglishChinese benchmark, dubbed as Reasoning Bench (RBench), for assessing the reasoning capability of both language and multimodal models. RBench spans 1,094 questions across 108 subjects for language model evaluation and 665 questions across 83 subjects for multimodal model testing. These questions are meticulously curated to ensure rigorous difficulty calibration, subject balance, and cross-linguistic alignment, enabling the assessment to be an Olympiad-level multidisciplinary benchmark. We evaluate many models such as o1, GPT-4o, DeepSeek-R1, etc. Experimental results indicate that advanced models perform poorly on complex reasoning, especially multimodal reasoning. Even the top-performing model OpenAI o1 achieves only 53.2% accuracy on our multimodal evaluation. Data and code are made publicly available athttps://evalmodels.github.io/rbench/
Menghao Guo 0001, Yi Zhang 0099, Jiaxi Song, Haoyang Peng, Yi-Xuan Deng, Xinzhi Dong, Kiyohiro Nakayama, Zhengyang Geng, Chen Wang 0049, Bolin Ni, Yongming Rao, Houwen Peng, Han Hu 0001, Gordon Wetzstein, Shi-Min Hu 0001
ICML3
2025 RBench-V: A Primary Assessment for Visual Reasoning Models with Multimodal Outputs
abstract
The rapid advancement of native multi-modal models and omni-models, exemplified by GPT-4o, Gemini and o3 with their capability to process and generate content across modalities such as text and images, marks a significant milestone in the evolution of intelligence. Systematic evaluation of their multi-modal output capabilities in visual thinking process (a.k.a., multi-modal chain of thought, M-CoT) becomes critically important. However, existing benchmarks for evaluating multi-modal models primarily focus on assessing multi-modal inputs and text-only reasoning process while neglecting the importance of reasoning through multi-modal outputs. In this paper, we present a benchmark, dubbed as RBench-V, designed to assess models’ vision-indispensable reasoning. To conduct RBench-V, we carefully hand-pick 803 questions covering math, physics, counting and games. Unlike problems in previous benchmarks, which typically specify certain input modalities, RBench-V presents problems centered on multi-modal outputs, which require image manipulation, such as generating novel images and constructing auxiliary lines to support reasoning process. We evaluate numerous open- and closed-source models on RBench-V, including o3, Gemini 2.5 pro, Qwen2.5-VL, etc. Even the best-performing model, o3, achieves only 25.8% accuracy on RBench-V, far below the human score of 82.3%, which shows current models struggle to leverage multi-modal reasoning. Data and code are available at https://evalmodels.github.io/rbenchv.
Menghao Guo 0001, Xuanyu Chu, Qianrui Yang, Zhe-Han Mo, Yiqing Shen 0005, Pei-lin Li, Xinjie Lin 0001, Jinnian Zhang, Xin-Sheng Chen, Yi Zhang 0099, Kiyohiro Nakayama, Zhengyang Geng, Houwen Peng, Han Hu 0001, Shi-Min Hu 0001
NeurIPS10
2025 EasyRet3D: Uncalibrated Multi-View Multi-Human 3D Reconstruction and Tracking
abstract
Current methods performing 3D human pose estimation from multi-view still bear several key limitations. First, most methods require manual intrinsic and extrinsic camera calibration, which is laborious and difficult in many settings. Second, more accurate models rely on further training on the same datasets they evaluate, severely limiting their generalizability in real-world settings. We address these limitations with EasyRet3D (Easy REconstruction and Tracking in 3D), which simultaneously reconstructs and tracks 3D humans in a global coordinate frame across all views with uncalibrated cameras and videos in the wild. EasyRet3D is a compositional framework that composes our proposed modules (Automatic Calibration module, Adaptive Stitching Module, and Optimization Module) and off-the-shelf, large pre-trained models at intermediate steps to avoid manual intrinsic and extrinsic calibration and task-specific training. EasyRet3D outperforms all existing multi-view 3D tracking or pose estimation methods in Panoptic, EgoHumans, Shelf, and Human3.6M datasets. Code and demos will be released on the project website.
Junjie Oscar Yin, Jiahao Wang 0001, Yi Zhang 0099, Alan L. Yuille
WACV4
2024 DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data
abstract
We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned ‘in-the-wild’ 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.
Qihao Liu, Yi Zhang 0099, Song Bai 0001, Adam Kortylewski, Alan L. Yuille
CVPR2
2024 Exploring Regional Clues in CLIP for Zero-Shot Semantic Segmentation
abstract
CLIP has demonstrated marked progress in visual recognition due to its powerful pre-training on large-scale image-text pairs. However, it still remains a critical challenge: how to transfer image-level knowledge into pixel-level understanding tasks such as semantic segmentation. In this paper, to solve the mentioned challenge, we analyze the gap between the capability of the CLIP model and the requirement of the zero-shot semantic segmentation task. Based on our analysis and observations, we propose a novel method for zero-shot semantic segmentation, dubbed CLIP-RC (CLIP with Regional Clues), bringing two main insights. On the one hand, a region-level bridge is necessary to provide fine-grained semantics. On the other hand, over-fitting should be mitigated during the training stage. Benefiting from the above discoveries, CLIP-RC achieves state-of-the-art performance on various zero-shot semantic segmentation benchmarks, including PASCAL VOC, PASCAL Context, and COCO-Stuff 164K. Code will be available at https://github.com/Jittor/JSeg.
Yi Zhang 0099, Menghao Guo 0001, Miao Wang 0004, Shi-Min Hu 0001
CVPR1
2024 Generating Images with 3D Annotations Using Diffusion Models
abstract
Diffusion models have emerged as a powerful generative method, capable of producing stunning photo-realistic images from natural language descriptions. However, these models lack explicit control over the 3D structure in the generated images. Consequently, this hinders our ability to obtain detailed 3D annotations for the generated images or to craft instances with specific poses and distances. In this paper, we propose 3D Diffusion Style Transfer (3D-DST), which incorporates 3D geometry control into diffusion models. Our method exploits ControlNet, which extends diffusion models by using visual prompts in addition to text prompts. We generate images of the 3D objects taken from 3D shape repositories~(e.g., ShapeNet and Objaverse), render them from a variety of poses and viewing directions, compute the edge maps of the rendered images, and use these edge maps as visual prompts to generate realistic images. With explicit 3D geometry control, we can easily change the 3D structures of the objects in the generated images and obtain ground-truth 3D annotations automatically. This allows us to improve a wide range of vision tasks, e.g., classification and 3D pose estimation, in both in-distribution (ID) and out-of-distribution (OOD) settings. We demonstrate the effectiveness of our method through extensive experiments on ImageNet-100/200, ImageNet-R, PASCAL3D+, ObjectNet3D, and OOD-CV. The results show that our method significantly outperforms existing methods, e.g., 3.8 percentage points on ImageNet-100 using DeiT-B. Our code is available at <https://ccvl.jhu.edu/3D-DST/>
Wufei Ma, Qihao Liu, Jiahao Wang 0001, Angtian Wang, Xiaoding Yuan, Yi Zhang 0099, Zihao Xiao 0001, Guofeng Zhang 0020, Beijia Lu, Ruxiao Duan, Yongrui Qi, Adam Kortylewski, Yaoyao Liu 0001, Alan L. Yuille
ICLR6
2024 Tuning Vision-Language Models With Multiple Prototypes Clustering
abstract
Benefiting from advances in large-scale pre-training, foundation models, have demonstrated remarkable capability in the fields of natural language processing, computer vision, among others. However, to achieve expert-level performance in specific applications, such models often need to be fine-tuned with domain-specific knowledge. In this paper, we focus on enabling vision-language models to unleash more potential for visual understanding tasks under few-shot tuning. Specifically, we propose a novel adapter, dubbed as lusterAdapter, which is based on trainable multiple prototypes clustering algorithm, for tuning the CLIP model. It can not only alleviate the concern of catastrophic forgetting of foundation models by introducing anchors to inherit common knowledge, but also improve the utilization efficiency of few annotated samples via bringing in clustering and domain priors, thereby improving the performance of few-shot tuning. We have conducted extensive experiments on 11 common classification benchmarks. The results show our method significantly surpasses the original CLIP and achieves state-of-the-art (SOTA) performance under all benchmarks and settings. For example, under the 16-shot setting, our method exhibits a remarkable improvement over the original CLIP by 19.6%, and also surpasses TIP-Adapter and GraphAdapter by 2.7% and 2.2%, respectively, in terms of average accuracy across the 11 benchmarks.
Menghao Guo 0001, Yi Zhang 0099, Tai-Jiang Mu, Sharon X. Huang, Shi-Min Hu 0001
IEEE Trans. Pattern Anal. Mach. Intell.2
2023 Animal3D: A Comprehensive Dataset of 3D Animal Pose and Shape
abstract
Accurately estimating the 3D pose and shape is an essential step towards understanding animal behavior, and can potentially benefit many downstream applications, such as wildlife conservation. However, research in this area is held back by the lack of a comprehensive and diverse dataset with high-quality 3D pose and shape annotations. In this paper, we propose Animal3D, the first comprehensive dataset for mammal animal 3D pose and shape estimation. Animal3D consists of 3379 images collected from 40 mammal species, high-quality annotations of 26 key-points, and importantly the pose and shape parameters of the SMAL [50] model. All annotations were labeled and checked manually in a multi-stage process to ensure highest quality results. Based on the Animal3D dataset, we benchmark representative shape and pose estimation models at: (1) supervised learning from only the Animal3D data, (2) synthetic to real transfer from synthetically generated images, and (3) fine-tuning human pose and shape estimation models. Our experimental results demonstrate that predicting the 3D shape and pose of animals across species remains a very challenging task, despite significant advances in human pose estimation. Our results further demonstrate that synthetic pre-training is a viable strategy to boost the model performance. Overall, Animal3D opens new directions for facilitating future research in animal 3D pose and shape estimation, and is publicly available.
Jiacong Xu, Yi Zhang 0099, Wufei Ma, Artur Jesslen, Pengliang Ji, Qixin Hu, Qihao Liu, Jiahao Wang 0001, Wei Ji 0011, Chen Wang 0049, Xiaoding Yuan, Prakhar Kaushik, Guofeng Zhang 0020, Jie Liu 0044, Yushan Xie, Yawen Cui, Alan L. Yuille, Adam Kortylewski
ICCV2
2023 3D-Aware Neural Body Fitting for Occlusion Robust 3D Human Pose Estimation
abstract
Regression-based methods for 3D human pose estimation directly predict the 3D pose parameters from a 2D image using deep networks. While achieving state-of-the-art performance on standard benchmarks, their performance degrades under occlusion. In contrast, optimization-based methods fit a parametric body model to 2D features in an iterative manner. The localized reconstruction loss can potentially make them robust to occlusion, but they suffer from the 2D-3D ambiguity. Motivated by the recent success of generative models in rigid object pose estimation, we propose 3D-aware Neural Body Fitting (3DNBF) - an approximate analysis-by-synthesis approach to 3D human pose estimation with SOTA performance and occlusion robustness. In particular, we propose a generative model of deep features based on a volumetric human representation with Gaussian ellipsoidal kernels emitting 3D pose-dependent feature vectors. The neural features are trained with contrastive learning to become 3D-aware and hence to overcome the 2D-3D ambiguity. Experiments show that 3DNBF outperforms other approaches on both occluded and standard benchmarks. Code is available at https://github.com/edz-o/3DNBF
Yi Zhang 0099, Pengliang Ji, Angtian Wang, Jieru Mei, Adam Kortylewski, Alan L. Yuille
ICCV1
2022 Explicit Occlusion Reasoning for Multi-person 3D Human Pose Estimation
Qihao Liu, Yi Zhang 0099, Song Bai 0001, Alan L. Yuille
ECCV (5)2
2021 DASZL: Dynamic Action Signatures for Zero-shot Learning
abstract
There are many realistic applications of activity recognition where the set of potential activity descriptions is combinatorially large. This makes end-to-end supervised training of a recognition system impractical as no training set is practically able to encompass the entire label set. In this paper, we present an approach to fine-grained recognition that models activities as compositions of dynamic action signatures. This compositional approach allows us to reframe fine-grained recognition as zero-shot activity recognition, where a detector is composed "on the fly" from simple first-principles state machines supported by deep-learned components. We evaluate our method on the Olympic Sports and UCF101 datasets, where our model establishes a new state of the art under multiple experimental paradigms. We also extend this method to form a unique framework for zero-shot joint segmentation and classification of activities in video and demonstrate the first results in zero- shot decoding of complex action sequences on a widely-used surgical dataset. Lastly, we show that we can use off-the-shelf object detectors to recognize activities in completely de-novo settings with no additional training.
Tae Soo Kim 0001, Jonathan D. Jones, Michael Peven, Zihao Xiao 0001, Jin Bai 0001, Yi Zhang 0099, Weichao Qiu, Alan L. Yuille, Gregory D. Hager
AAAI6
2020 Synthesize Then Compare: Detecting Failures and Anomalies for Semantic Segmentation
Yingda Xia, Yi Zhang 0099, Fengze Liu, Wei Shen 0002, Alan L. Yuille
ECCV (1)2
2018 UnrealStereo: Controlling Hazardous Factors to Analyze Stereo Vision
abstract
A reliable stereo algorithm is critical for many robotics applications. But textureless and specular regions can easily cause failure by making feature matching difficult. Understanding whether an algorithm is robust to these hazardous regions is important. Although many stereo benchmarks have been developed to evaluate performance, it is hard to quantify the effect of hazardous regions in real images because the location and severity of these regions are unknown. In this paper, we develop a synthetic image generation tool enabling to control hazardous factors, such as making objects more specular or transparent, to produce hazardous regions at different degrees. The densely controlled sampling strategy in virtual worlds enables to effectively stress test stereo algorithms by varying the types and degrees of the hazard. We generate a large synthetic image dataset with automatically computed hazardous regions and analyze algorithms on these regions. The observations from synthetic images are further validated by annotating hazardous regions in real-world datasets Middlebury and KITTI (which gives a sparse sampling of the hazards). Our synthetic image generation tool is based on a game engine Unreal Engine 4 and will be open-source along with the virtual scenes in our experiments. Many publicly available realistic game contents can be used by our tool to provide an enormous resource for development and evaluation of algorithms.
Yi Zhang 0099, Weichao Qiu, Qi Chen 0014, Xiaolin Hu 0001, Alan L. Yuille
3DV1
2018 SampleAhead: Online Classifier-Sampler Communication for Learning from Synthesized Data
Qi Chen 0014, Weichao Qiu, Yi Zhang 0099, Lingxi Xie, Alan L. Yuille
BMVC3
2017 UnrealCV: Virtual Worlds for Computer Vision
abstract
UnrealCV is a project to help computer vision researchers build virtual worlds using Unreal Engine 4 (UE4). It extends UE4 with a plugin by providing (1) A set of UnrealCV commands to interact with the virtual world. (2) Communication between UE4 and an external program, such as Caffe. UnrealCV can be used in two ways. The first one is using a compiled game binary with UnrealCV embedded. This is as simple as running a game, no knowledge of Unreal Engine is required. The second is installing UnrealCV plugin to Unreal Engine 4 (UE4) and use the editor of UE4 to build a new virtual world. UnrealCV is an open-source software under the MIT license. Since the initial release in September 2016, it has gathered an active community of users, including students and researchers.
Weichao Qiu, Fangwei Zhong, Yi Zhang 0099, Siyuan Qiao, Zihao Xiao 0001, Tae Soo Kim 0001, Yizhou Wang 0001
ACM Multimedia3