Researcher profile

Sen He

Sen He contributes to research discovery and scholarly infrastructure.

ResearcherAffiliation not importedOpen to collaborate

Trust snapshot

Quick read

Trust 19 - UnverifiedVerification L1Unclaimed author
5works
0followers
3topics
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

5 published item(s)

preprint2026arXiv

PaceVGGT: Pre-Alternating-Attention Token Pruning for Visual Geometry Transformers

Visual Geometry Transformer (VGGT) is a strong feed-forward model for multiple 3D tasks, but its Alternating-Attention (AA) stack scales quadratically in the total token count, making long clips expensive. Existing token-reduction accelerators operate inside AA, leaving the patch grid that enters AA uncompressed. We introduce PaceVGGT, a pre-AA token pruning framework that prunes DINO patch tokens before the first AA block of a frozen VGGT. PaceVGGT trains a lightweight Token Scorer that estimates per-token importance from DINO features. The scorer is first distilled against an AA-internal attention target from the unpruned backbone, then refined under downstream camera, depth, and point-map losses. A per-frame keep budget fixes the backbone-visible sequence length, while an importance-adaptive merge/prune assignment preserves residual content from high-saliency frames under a fixed total merge budget. A Feature-guided Restoration module reconstructs the dense spatial grid required by the prediction heads. On ScanNet-50 and 7-Scenes, PaceVGGT remains on the reconstruction quality--latency frontier while reducing inference latency. On ScanNet-50, it reduces latency by \(5.1\times\) over unmodified VGGT at \(N=300\) and \(1.47\times\) over LiteVGGT at \(N=1000\). These results identify pre-AA pruning as a viable acceleration route for frozen VGGT-style geometry transformers.

preprint2024arXiv

Hyper-VolTran: Fast and Generalizable One-Shot Image to 3D Object Structure via HyperNetworks

Solving image-to-3D from a single view is an ill-posed problem, and current neural reconstruction methods addressing it through diffusion models still rely on scene-specific optimization, constraining their generalization capability. To overcome the limitations of existing approaches regarding generalization and consistency, we introduce a novel neural rendering technique. Our approach employs the signed distance function as the surface representation and incorporates generalizable priors through geometry-encoding volumes and HyperNetworks. Specifically, our method builds neural encoding volumes from generated multi-view inputs. We adjust the weights of the SDF network conditioned on an input image at test-time to allow model adaptation to novel scenes in a feed-forward manner via HyperNetworks. To mitigate artifacts derived from the synthesized views, we propose the use of a volume transformer module to improve the aggregation of image features instead of processing each viewpoint separately. Through our proposed method, dubbed as Hyper-VolTran, we avoid the bottleneck of scene-specific optimization and maintain consistency across the images generated from multiple viewpoints. Our experiments show the advantages of our proposed approach with consistent results and rapid generation.

preprint2022arXiv

Style-Based Global Appearance Flow for Virtual Try-On

Image-based virtual try-on aims to fit an in-shop garment into a clothed person image. To achieve this, a key step is garment warping which spatially aligns the target garment with the corresponding body parts in the person image. Prior methods typically adopt a local appearance flow estimation model. They are thus intrinsically susceptible to difficult body poses/occlusions and large mis-alignments between person and garment images (see Fig.~\ref{fig:fig1}). To overcome this limitation, a novel global appearance flow estimation model is proposed in this work. For the first time, a StyleGAN based architecture is adopted for appearance flow estimation. This enables us to take advantage of a global style vector to encode a whole-image context to cope with the aforementioned challenges. To guide the StyleGAN flow generator to pay more attention to local garment deformation, a flow refinement module is introduced to add local context. Experiment results on a popular virtual try-on benchmark show that our method achieves new state-of-the-art performance. It is particularly effective in a `in-the-wild' application scenario where the reference image is full-body resulting in a large mis-alignment with the garment image (Fig.~\ref{fig:fig1} Top). Code is available at: \url{https://github.com/SenHe/Flow-Style-VTON}.

preprint2022arXiv

UIGR: Unified Interactive Garment Retrieval

Interactive garment retrieval (IGR) aims to retrieve a target garment image based on a reference garment image along with user feedback on what to change on the reference garment. Two IGR tasks have been studied extensively: text-guided garment retrieval (TGR) and visually compatible garment retrieval (VCR). The user feedback for the former indicates what semantic attributes to change with the garment category preserved, while the category is the only thing to be changed explicitly for the latter, with an implicit requirement on style preservation. Despite the similarity between these two tasks and the practical need for an efficient system tackling both, they have never been unified and modeled jointly. In this paper, we propose a Unified Interactive Garment Retrieval (UIGR) framework to unify TGR and VCR. To this end, we first contribute a large-scale benchmark suited for both problems. We further propose a strong baseline architecture to integrate TGR and VCR in one model. Extensive experiments suggest that unifying two tasks in one framework is not only more efficient by requiring a single model only, it also leads to better performance. Code and datasets are available at https://github.com/BrandonHanx/CompFashion.

preprint2020arXiv

A Benchmarking Framework for Interactive 3D Applications in the Cloud

With the growing popularity of cloud gaming and cloud virtual reality (VR), interactive 3D applications have become a major type of workloads for the cloud. However, despite their growing importance, there is limited public research on how to design cloud systems to efficiently support these applications, due to the lack of an open and reliable research infrastructure, including benchmarks and performance analysis tools. The challenges of generating human-like inputs under various system/application randomness and dissecting the performance of complex graphics systems make it very difficult to design such an infrastructure. In this paper, we present the design of a novel cloud graphics rendering research infrastructure, Pictor. Pictor employs AI to mimic human interactions with complex 3D applications. It can also provide in-depth performance measurements for the complex software and hardware stack used for cloud 3D graphics rendering. With Pictor, we designed a benchmark suite with six interactive 3D applications. Performance analyses were conducted with these benchmarks to characterize 3D applications in the cloud and reveal new performance bottlenecks. To demonstrate the effectiveness of Pictor, we also implemented two optimizations to address two performance bottlenecks discovered in a state-of-the-art cloud 3D-graphics rendering system, which improved the frame rate by 57.7% on average.