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Meijing Zhang

dblp:07/2729 · DBLP profile ↗
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4ranked-venue papers
3as first author
2since 2021 · last 2025
0000-0001-7057-7188ORCID · corroborated

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

Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 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
1 paper
Image recognition and object detection · 87% Segmentation and scene understanding · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Image recognition and object detection › object counting
crowd counting
0.912025
Category-Contrastive Fine-Grained Crowd Counting and Beyond · IEEE Trans. Multim. 2025
Computer vision › Image recognition and object detection › object counting › crowd counting
few-shot crowd counting
0.912025
Category-Contrastive Fine-Grained Crowd Counting and Beyond · IEEE Trans. Multim. 2025
Computer vision › Segmentation and scene understanding
semantic segmentation
0.312025
Category-Contrastive Fine-Grained Crowd Counting and Beyond · IEEE Trans. Multim. 2025

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

feature propagation · 0.9contrastive learning · 0.9
YearPublicationVenuePosition
2025 Category-Contrastive Fine-Grained Crowd Counting and Beyond
abstract
Crowd counting has drawn increasing attention across various fields. However, existing crowd counting tasks primarily focus on estimating the overall population, ignoring the behavioral and semantic information of different social groups within the crowd. In this paper, we aim to address a newly proposed research problem, namely fine-grained crowd counting, which involves identifying different categories of individuals and accurately counting them in static images. In order to fully leverage the categorical information in static crowd images, we propose a two-tier salient feature propagation module designed to sequentially extract semantic information from both the crowd and its surrounding environment. Additionally, we introduce a category difference loss to refine the feature representation by highlighting the differences between various crowd categories. Moreover, our proposed framework can adapt to a novel problem setup called few-example fine-grained crowd counting. This setup, unlike the original fine-grained crowd counting, requires only a few exemplar point annotations instead of dense annotations from predefined categories, making it applicable in a wider range of scenarios. The baseline model for this task can be established by substituting the loss function in our proposed model with a novel hybrid loss function that integrates point-oriented cross-entropy loss and category contrastive loss. Through comprehensive experiments, we present results in both the formulation and application of fine-grained crowd counting.
Meijing Zhang, Mengxue Chen, Qi Li 0038, Yanchen Chen, Xiaolian Li, Shengfeng He, Wenxi Liu
IEEE Trans. Multim.1
2024 Pose-aware video action segmentation
Meijing Zhang, Chenyang Liao, Qi Li 0038, Wenxi Liu
Neural Comput. Appl.1
2017 Alliance-based evidential reasoning approach with unknown evidence weights
Sheng-Qun Chen, Ying-Ming Wang 0001, Hai-Liu Shi, Meijing Zhang
Expert Syst. Appl.4
2001 Hierarchical D-NURBS Surfaces and Their Physics-Based Sculpting
abstract
In this paper, we present hierarchical D-NURBS as a new shape modeling representation which generalizes powerful, physics-based D-NURBS for interactive geometric design. Our hierarchical D-NURBS can be viewed as a collection of standard D-NURBS finite elements, organized hierarchically in a tree structure and subject to continuity constraints across the shared boundaries of adjacent D-NURBS elements at different levels. The layered and composite construction of hierarchical D-NURBS affords users the effective creation of local features and their flexible, global/local control at different level of details. Within the framework of hierarchical D-NURBS, users can interactively sculpt NURBS geometry more intuitively and conveniently through both global and local toolkits. Based on the data structure of hierarchical D-NURBS, we have developed a prototype software equipped with various physics based toolkits in the form of geometric constraints and simulated forces. Our modeling system allows users to undertake the design tasks of point manipulation, normal editing, curvature control, curve fitting, and area sculpting in interactive graphics and CAD/CAM.
Meijing Zhang, Hong Qin 0001
Shape Modeling International1