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Bing Zhou

Bing Zhou contributes to research discovery and scholarly infrastructure.

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Published work

10 published item(s)

preprint2026arXiv

AHA! Animating Human Avatars in Diverse Scenes with Gaussian Splatting

We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains under-explored for human-scene animation and interaction. Unlike existing animation pipelines that use meshes or point clouds as the underlying 3D representation, our approach introduces the use of 3DGS as the 3D representation for animating humans in scenes. By representing humans and scenes as Gaussians, our approach allows geometry-consistent free-viewpoint rendering of humans interacting with 3D scenes. Our key insight is that rendering can be decoupled from motion synthesis, and each sub-problem can be addressed independently without the need for paired human-scene data. Central to our method is a Gaussian-aligned motion module that synthesizes motion without explicit scene geometry, using opacity-based cues and projected Gaussian structures to guide human placement and pose alignment. To ensure natural interactions, we further propose a human-scene Gaussian refinement optimization that enforces realistic contact and navigation. We evaluate our approach on scenes from Scannet++ and the SuperSplat library, and on avatars reconstructed from sparse and dense multi-view human capture. Finally, we demonstrate that our framework enables novel applications such as geometry-consistent free-viewpoint rendering of edited monocular RGB videos with newly animated humans, showcasing the unique advantages of 3DGS for monocular video-based human animation. To assess the full quality of our results, we encourage readers to view the supplementary material available at https://miraymen.github.io/aha/ .

preprint2026arXiv

Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows

We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes represented in a spherical harmonic (SH) basis and apply a fast per Gaussian radiance transfer, avoiding explicit BRDF estimation or offline optimization. We demonstrate environment consistent lighting for avatars from AvatarX and ActorsHQ, composited into ScanNet++, DL3DV, and SuperSplat scenes, and show interactions with inserted objects. Across single and multi avatar settings, DGSM and SH relighting operate fully in the volumetric 3DGS representation, yielding coherent shadows and relighting while avoiding meshing.

preprint2026arXiv

NORA: A Harness-Engineered Autonomous Research Agent for End-to-End Spatial Data Science

The automation of scientific research workflows has emerged as a transformative frontier in artificial intelligence, yet existing autonomous research agents remain largely domain-agnostic, lacking the specialized reasoning, method selection, and data acquisition capabilities required for rigorous spatial data science. This paper introduces NORA (Night Owl Research Agent), a harness-engineered, multi-agent autonomous research system purpose-built for GIScience and spatial data science. NORA orchestrates the complete research lifecycle through a skills-first architecture comprising 21 domain-specialized workflow skills, 9 specialist sub-agents, and custom Model Context Protocol (MCP) servers. Central to the system's design are two novel domain-specialized skills: a spatial analysis skill unit that encodes decision frameworks for exploratory spatial data analysis, spatial regression, and diagnostics; and a spatial data download skill that supports reproducible acquisition from authoritative geospatial data sources. We formalize the concept of harness engineering for scientific research agents, demonstrating how lifecycle hooks, safety gates, generator-evaluator separation, human-in-the-loop, and state persistence ensure reliable and reproducible autonomous research. We evaluate NORA through case studies by 6 domain specialists and 3 LLM reviewers across seven dimensions (novelty, quality, rigor, etc). Results demonstrate that domain-specialized harness engineering substantially improves the efficiency and quality of research output compared to general-purpose agent configurations.

preprint2026arXiv

RigMo: Unifying Rig and Motion Learning for Generative Animation

Despite significant progress in 4D generation, rig and motion, the core structural and dynamic components of animation are typically modeled as separate problems. Existing pipelines rely on ground-truth skeletons and skinning weights for motion generation and treat auto-rigging as an independent process, undermining scalability and interpretability. We present RigMo, a unified generative framework that jointly learns rig and motion directly from raw mesh sequences, without any human-provided rig annotations. RigMo encodes per-vertex deformations into two compact latent spaces: a rig latent that decodes into explicit Gaussian bones and skinning weights, and a motion latent that produces time-varying SE(3) transformations. Together, these outputs define an animatable mesh with explicit structure and coherent motion, enabling feed-forward rig and motion inference for deformable objects. Beyond unified rig-motion discovery, we introduce a Motion-DiT model operating in RigMo's latent space and demonstrate that these structure-aware latents can naturally support downstream motion generation tasks. Experiments on DeformingThings4D, Objaverse-XL, and TrueBones demonstrate that RigMo learns smooth, interpretable, and physically plausible rigs, while achieving superior reconstruction and category-level generalization compared to existing auto-rigging and deformation baselines. RigMo establishes a new paradigm for unified, structure-aware, and scalable dynamic 3D modeling.

preprint2026arXiv

ScaleMoGen: Autoregressive Next-Scale Prediction for Human Motion Generation

We present ScaleMoGen, a scale-wise autoregressive framework for text-driven human motion generation. Unlike conventional autoregressive approaches that rely on standard next-token prediction, ScaleMoGen frames motion generation as a coarse-to-fine process. We quantize 3D motions into compositional discrete tokens across multiple skeletal-emporal scales of increasing granularity, learning to generate motion by autoregressively predicting next-scale token maps. To maintain structural integrity, our motion tokenizers and quantizers are explicitly designed so that discrete tokens at every scale strictly preserve the skeletal hierarchy. Additionally, we employ bitwise quantization and prediction, which efficiently scale up the tokenizer vocabulary to preserve motion details and stabilize optimization. Extensive experiments demonstrate that ScaleMoGen achieves state-of-the-art performance, establishing an FID of 0.030 (vs. 0.045 for MoMask) on HumanML3D and a CLIP Score of 0.693 (vs. 0.685 for MoMask++) on the SnapMoGen dataset. Furthermore, we demonstrate that our skeletal-temporal multi-scale representation naturally facilitates training-free, text-guided motion editing.

preprint2022arXiv

Asymptotic Tracking Control of Uncertain MIMO Nonlinear Systems with Less Conservative Controllability Conditions

For uncertain multiple inputs multi-outputs (MIMO) nonlinear systems, it is nontrivial to achieve asymptotic tracking, and most existing methods normally demand certain controllability conditions that are rather restrictive or even impractical if unexpected actuator faults are involved. In this note, we present a method capable of achieving zero-error steady-state tracking with less conservative (more practical) controllability condition. By incorporating a novel Nussbaum gain technique and some positive integrable function into the control design, we develop a robust adaptive asymptotic tracking control scheme for the system with time-varying control gain being unknown its magnitude and direction. By resorting to the existence of some feasible auxiliary matrix, the current state-of-art controllability condition is further relaxed, which enlarges the class of systems that can be considered in the proposed control scheme. All the closed-loop signals are ensured to be globally ultimately uniformly bounded. Moreover, such control methodology is further extended to the case involving intermittent actuator faults, with application to robotic systems. Finally, simulation studies are carried out to demonstrate the effectiveness and flexibility of this method.

preprint2022arXiv

Emotional Contagion-Aware Deep Reinforcement Learning for Antagonistic Crowd Simulation

The antagonistic behavior in the crowd usually exacerbates the seriousness of the situation in sudden riots, where the antagonistic emotional contagion and behavioral decision making play very important roles. However, the complex mechanism of antagonistic emotion influencing decision making, especially in the environment of sudden confrontation, has not yet been explored very clearly. In this paper, we propose an Emotional contagion-aware Deep reinforcement learning model for Antagonistic Crowd Simulation (ACSED). Firstly, we build a group emotional contagion module based on the improved Susceptible Infected Susceptible (SIS) infection disease model, and estimate the emotional state of the group at each time step during the simulation. Then, the tendency of crowd antagonistic action is estimated based on Deep Q Network (DQN), where the agent learns the action autonomously, and leverages the mean field theory to quickly calculate the influence of other surrounding individuals on the central one. Finally, the rationality of the predicted actions by DQN is further analyzed in combination with group emotion, and the final action of the agent is determined. The proposed method in this paper is verified through several experiments with different settings. The results prove that the antagonistic emotion has a vital impact on the group combat, and positive emotional states are more conducive to combat. Moreover, by comparing the simulation results with real scenes, the feasibility of our method is further confirmed, which can provide good reference to formulate battle plans and improve the win rate of righteous groups in a variety of situations.

preprint2022arXiv

Multi-scale Feature Aggregation for Crowd Counting

Convolutional Neural Network (CNN) based crowd counting methods have achieved promising results in the past few years. However, the scale variation problem is still a huge challenge for accurate count estimation. In this paper, we propose a multi-scale feature aggregation network (MSFANet) that can alleviate this problem to some extent. Specifically, our approach consists of two feature aggregation modules: the short aggregation (ShortAgg) and the skip aggregation (SkipAgg). The ShortAgg module aggregates the features of the adjacent convolution blocks. Its purpose is to make features with different receptive fields fused gradually from the bottom to the top of the network. The SkipAgg module directly propagates features with small receptive fields to features with much larger receptive fields. Its purpose is to promote the fusion of features with small and large receptive fields. Especially, the SkipAgg module introduces the local self-attention features from the Swin Transformer blocks to incorporate rich spatial information. Furthermore, we present a local-and-global based counting loss by considering the non-uniform crowd distribution. Extensive experiments on four challenging datasets (ShanghaiTech dataset, UCF_CC_50 dataset, UCF-QNRF Dataset, WorldExpo'10 dataset) demonstrate the proposed easy-to-implement MSFANet can achieve promising results when compared with the previous state-of-the-art approaches.

preprint2021arXiv

Design and testing of an sTGC ASIC interface board for the ATLAS New Small Wheel upgrade

The ATLAS experiment will replace the present Small Wheel (SW) detector with a New Small Wheel detector (NSW) aiming to improve the performance of muon triggering and precision tracking in the endcap region at the High-Luminosity LHC. Small-strip Thin Gap Chamber (sTGC) is one of the two new detector technologies used in this upgrade. A few custom-designed ASICs are needed for the sTGC detector. We designed an sTGC ASIC interface board to test ASIC-to-ASIC communication and validate the functionality of the entire system. A test platform with the final readout system is set up and the whole sTGC readout chain is demonstrated for the first time. Key parameters in the readout chain are discussed and the results are shown.

preprint2020arXiv

MDSSD: Multi-scale Deconvolutional Single Shot Detector for Small Objects

For most of the object detectors based on multi-scale feature maps, the shallow layers are rich in fine spatial information and thus mainly responsible for small object detection. The performance of small object detection, however, is still less than satisfactory because of the deficiency of semantic information on shallow feature maps. In this paper, we design a Multi-scale Deconvolutional Single Shot Detector (MDSSD), especially for small object detection. In MDSSD, multiple high-level feature maps at different scales are upsampled simultaneously to increase the spatial resolution. Afterwards, we implement the skip connections with low-level feature maps via Fusion Block. The fusion feature maps, named Fusion Module, are of strong feature representational power of small instances. It is noteworthy that these high-level feature maps utilized in Fusion Block preserve both strong semantic information and some fine details of small instances, rather than the top-most layer where the representation of fine details for small objects are potentially wiped out. The proposed framework achieves 77.6% mAP for small object detection on the challenging dataset TT100K with 512 x 512 input, outperforming other detectors with a large margin. Moreover, it can also achieve state-of-the-art results for general object detection on PASCAL VOC2007 test and MS COCO test-dev2015, especially achieving 2 to 5 points improvement on small object categories.