Researcher profile

Changqing Zou

Changqing Zou contributes to research discovery and scholarly infrastructure.

ResearcherAffiliation not importedOpen to collaborate

Trust snapshot

Quick read

Trust 21 - EmergingVerification L1Unclaimed author
7works
0followers
5topics
4close collaborators

Actions

Decide how to stay connected

Follow researcher0

Identity and collaboration

How to connect with this researcher

Claiming links this public author record to a researcher profile and unlocks direct collaboration workflows.

Log in to claim

Direct collaboration

Open a focused conversation when the fit is right

Claim this author entity first to unlock direct invitations.

Research graph

See the researcher in context

Open full explorer

Inspect adjacent work, topics, institutions and collaborators without jumping out to a separate graph page.

Building this graph slice

BZPEER is loading the nearby papers, people, topics and institutions for this page.

Published work

7 published item(s)

preprint2026arXiv

PhysRVG: Physics-Aware Unified Reinforcement Learning for Video Generative Models

Physical principles are fundamental to realistic visual simulation, but remain a significant oversight in transformer-based video generation. This gap highlights a critical limitation in rendering rigid body motion, a core tenet of classical mechanics. While computer graphics and physics-based simulators can easily model such collisions using Newton formulas, modern pretrain-finetune paradigms discard the concept of object rigidity during pixel-level global denoising. Even perfectly correct mathematical constraints are treated as suboptimal solutions (i.e., conditions) during model optimization in post-training, fundamentally limiting the physical realism of generated videos. Motivated by these considerations, we introduce, for the first time, a physics-aware reinforcement learning paradigm for video generation models that enforces physical collision rules directly in high-dimensional spaces, ensuring the physics knowledge is strictly applied rather than treated as conditions. Subsequently, we extend this paradigm to a unified framework, termed Mimicry-Discovery Cycle (MDcycle), which allows substantial fine-tuning while fully preserving the model's ability to leverage physics-grounded feedback. To validate our approach, we construct new benchmark PhysRVGBench and perform extensive qualitative and quantitative experiments to thoroughly assess its effectiveness.

preprint2026arXiv

SyncLipMAE: Contrastive Masked Pretraining for Audio-Visual Talking-Face Representation

We introduce SyncLipMAE, a self-supervised pretraining framework for talking-face video that learns synchronization-aware and transferable facial dynamics from unlabeled audio-visual streams. Our approach couples masked visual modeling with cross-modal contrastive alignment and employs three per-frame prompt tokens that explicitly encode the essential factors of a talking-face frame - identity, vocal motion (speech-synchronized facial dynamics), and ambient motion (audio-agnostic movements such as blinks and head pose). The contrastive objective uses time-aligned vocal-motion and audio tokens as positives and misaligned pairs as negatives, driving both modalities into a shared embedding space and yielding token-level audio-visual stream synchronization. After pretraining, the aligned audio tokens together with the visual prompt tokens (identity, vocal motion, ambient motion) form a unified interface for four disparate downstream settings: (i) audio-visual stream synchronization; (ii) facial emotion and head/face action recognition; (iii) visual speech recognition; and (iv) visual dubbing, for which we enable indistinguishable audio- or video-driven control within a single model. Across four task families that require distinct capabilities, SyncLipMAE achieves state-of-the-art results, underscoring the effectiveness of synchronization-aware, factorized self-supervised pretraining.

preprint2026arXiv

VeraRetouch: A Lightweight Fully Differentiable Framework for Multi-Task Reasoning Photo Retouching

Reasoning photo retouching has gained significant traction, requiring models to analyze image defects, give reasoning processes, and execute precise retouching enhancements. However, existing approaches often rely on non-differentiable external software, creating optimization barriers and suffering from high parameter redundancy and limited generalization. To address these challenges, we propose VeraRetouch, a lightweight and fully differentiable framework for multi-task photo retouching. We employ a 0.5B Vision-Language Model (VLM) as the central intelligence to formulate retouching plans based on instructions and scene semantics. Furthermore, we develop a fully differentiable Retouch Renderer that replaces external tools, enabling direct end-to-end pixel-level training through decoupled control latents for lighting, global color, and specific color adjustments. To overcome data scarcity, we introduce AetherRetouch-1M+, the first million-scale dataset for professional retouching, constructed via a new inverse degradation workflow. Furthermore, we propose DAPO-AE, a reinforcement learning post-training strategy that enhances autonomous aesthetic cognition. Extensive experiments demonstrate that VeraRetouch achieves state-of-the-art performance across multiple benchmarks while maintaining a significantly smaller footprint, enabling mobile deployment. Our code and models are publicly available at https://github.com/OpenVeraTeam/VeraRetouch.

preprint2024arXiv

A General Implicit Framework for Fast NeRF Composition and Rendering

A variety of Neural Radiance Fields (NeRF) methods have recently achieved remarkable success in high render speed. However, current accelerating methods are specialized and incompatible with various implicit methods, preventing real-time composition over various types of NeRF works. Because NeRF relies on sampling along rays, it is possible to provide general guidance for acceleration. To that end, we propose a general implicit pipeline for composing NeRF objects quickly. Our method enables the casting of dynamic shadows within or between objects using analytical light sources while allowing multiple NeRF objects to be seamlessly placed and rendered together with any arbitrary rigid transformations. Mainly, our work introduces a new surface representation known as Neural Depth Fields (NeDF) that quickly determines the spatial relationship between objects by allowing direct intersection computation between rays and implicit surfaces. It leverages an intersection neural network to query NeRF for acceleration instead of depending on an explicit spatial structure.Our proposed method is the first to enable both the progressive and interactive composition of NeRF objects. Additionally, it also serves as a previewing plugin for a range of existing NeRF works.

preprint2020arXiv

Attention-based Multi-modal Fusion Network for Semantic Scene Completion

This paper presents an end-to-end 3D convolutional network named attention-based multi-modal fusion network (AMFNet) for the semantic scene completion (SSC) task of inferring the occupancy and semantic labels of a volumetric 3D scene from single-view RGB-D images. Compared with previous methods which use only the semantic features extracted from RGB-D images, the proposed AMFNet learns to perform effective 3D scene completion and semantic segmentation simultaneously via leveraging the experience of inferring 2D semantic segmentation from RGB-D images as well as the reliable depth cues in spatial dimension. It is achieved by employing a multi-modal fusion architecture boosted from 2D semantic segmentation and a 3D semantic completion network empowered by residual attention blocks. We validate our method on both the synthetic SUNCG-RGBD dataset and the real NYUv2 dataset and the results show that our method respectively achieves the gains of 2.5% and 2.6% on the synthetic SUNCG-RGBD dataset and the real NYUv2 dataset against the state-of-the-art method.

preprint2020arXiv

SketchyCOCO: Image Generation from Freehand Scene Sketches

We introduce the first method for automatic image generation from scene-level freehand sketches. Our model allows for controllable image generation by specifying the synthesis goal via freehand sketches. The key contribution is an attribute vector bridged Generative Adversarial Network called EdgeGAN, which supports high visual-quality object-level image content generation without using freehand sketches as training data. We have built a large-scale composite dataset called SketchyCOCO to support and evaluate the solution. We validate our approach on the tasks of both object-level and scene-level image generation on SketchyCOCO. Through quantitative, qualitative results, human evaluation and ablation studies, we demonstrate the method's capacity to generate realistic complex scene-level images from various freehand sketches.

preprint2020arXiv

Universal Physical Camouflage Attacks on Object Detectors

In this paper, we study physical adversarial attacks on object detectors in the wild. Previous works mostly craft instance-dependent perturbations only for rigid or planar objects. To this end, we propose to learn an adversarial pattern to effectively attack all instances belonging to the same object category, referred to as Universal Physical Camouflage Attack (UPC). Concretely, UPC crafts camouflage by jointly fooling the region proposal network, as well as misleading the classifier and the regressor to output errors. In order to make UPC effective for non-rigid or non-planar objects, we introduce a set of transformations for mimicking deformable properties. We additionally impose optimization constraint to make generated patterns look natural to human observers. To fairly evaluate the effectiveness of different physical-world attacks, we present the first standardized virtual database, AttackScenes, which simulates the real 3D world in a controllable and reproducible environment. Extensive experiments suggest the superiority of our proposed UPC compared with existing physical adversarial attackers not only in virtual environments (AttackScenes), but also in real-world physical environments. Code and dataset are available at https://mesunhlf.github.io/index_physical.html.