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Zhengxia Zou

Zhengxia Zou contributes to research discovery and scholarly infrastructure.

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Published work

10 published item(s)

preprint2026arXiv

MetaEarth-MM: Unified Multimodal Remote Sensing Image Generation with Scene-centered Joint Modeling

Multi-modal remote sensing images are vital for Earth observation, yet complete paired observations are often scarce in practice. Existing generative methods commonly address this problem through isolated pairwise modality translation, but their versatility and scalability remain limited as the number of modalities and generation tasks increases. Here, we develop a generative foundation model MetaEarth-MM for multi-modal remote sensing imagery, enabling paired joint generation and any-to-any translation across five modalities within a unified model. Recognizing the intrinsic scene consistency underlying multi-modal observations, we introduce a scene-centered joint modeling paradigm in MetaEarth-MM. Unlike previous methods that rely on direct appearance-level cross-modal mapping, our model organizes the generation around the underlying scene content. Specifically, MetaEarth-MM adopts a decoupled architecture that first infers a latent scene representation from available observations, and then generates target modalities conditioned on this intermediate state. To support training, we further construct EarthMM, a large-scale dataset comprising 2.8 million multi-resolution global images with 2.2 million aligned pairs. Extensive experiments demonstrate that MetaEarth-MM not only exhibits strong generative capability and robust generalization across diverse generation tasks, but also supports downstream tasks at both data and representation levels, highlighting its potential as a general foundation model for cross-modal Earth observation. The code and dataset will be available at https://github.com/YZPioneer/MetaEarth-MM.

preprint2026arXiv

TriDF: Triplane-Accelerated Density Fields for Few-Shot Remote Sensing Novel View Synthesis

Remote sensing novel view synthesis (NVS) offers significant potential for 3D interpretation of remote sensing scenes, with important applications in urban planning and environmental monitoring. However, remote sensing scenes frequently lack sufficient multi-view images due to acquisition constraints. While existing NVS methods tend to overfit when processing limited input views, advanced few-shot NVS methods are computationally intensive and perform sub-optimally in remote sensing scenes. This paper presents TriDF, an efficient hybrid 3D representation for fast remote sensing NVS from as few as 3 input views. Our approach decouples color and volume density information, modeling them independently to reduce the computational burden on implicit radiance fields and accelerate reconstruction. We explore the potential of the triplane representation in few-shot NVS tasks by mapping high-frequency color information onto this compact structure, and the direct optimization of feature planes significantly speeds up convergence. Volume density is modeled as continuous density fields, incorporating reference features from neighboring views through image-based rendering to compensate for limited input data. Additionally, we introduce depth-guided optimization based on point clouds, which effectively mitigates the overfitting problem in few-shot NVS. Comprehensive experiments across multiple remote sensing scenes demonstrate that our hybrid representation achieves a 30x speed increase compared to NeRF-based methods, while simultaneously improving rendering quality metrics over advanced few-shot methods (7.4% increase in PSNR and 3.4% in SSIM). The code is publicly available at https://github.com/kanehub/TriDF

preprint2024arXiv

DeepPhysiNet: Bridging Deep Learning and Atmospheric Physics for Accurate and Continuous Weather Modeling

Accurate weather forecasting holds significant importance to human activities. Currently, there are two paradigms for weather forecasting: Numerical Weather Prediction (NWP) and Deep Learning-based Prediction (DLP). NWP utilizes atmospheric physics for weather modeling but suffers from poor data utilization and high computational costs, while DLP can learn weather patterns from vast amounts of data directly but struggles to incorporate physical laws. Both paradigms possess their respective strengths and weaknesses, and are incompatible, because physical laws adopted in NWP describe the relationship between coordinates and meteorological variables, while DLP directly learns the relationships between meteorological variables without consideration of coordinates. To address these problems, we introduce the DeepPhysiNet framework, incorporating physical laws into deep learning models for accurate and continuous weather system modeling. First, we construct physics networks based on multilayer perceptrons (MLPs) for individual meteorological variable, such as temperature, pressure, and wind speed. Physics networks establish relationships between variables and coordinates by taking coordinates as input and producing variable values as output. The physical laws in the form of Partial Differential Equations (PDEs) can be incorporated as a part of loss function. Next, we construct hyper-networks based on deep learning methods to directly learn weather patterns from a large amount of meteorological data. The output of hyper-networks constitutes a part of the weights for the physics networks. Experimental results demonstrate that, upon successful integration of physical laws, DeepPhysiNet can accomplish multiple tasks simultaneously, not only enhancing forecast accuracy but also obtaining continuous spatiotemporal resolution results, which is unattainable by either the NWP or DLP.

preprint2023arXiv

Object Detection in 20 Years: A Survey

Object detection, as of one the most fundamental and challenging problems in computer vision, has received great attention in recent years. Over the past two decades, we have seen a rapid technological evolution of object detection and its profound impact on the entire computer vision field. If we consider today's object detection technique as a revolution driven by deep learning, then back in the 1990s, we would see the ingenious thinking and long-term perspective design of early computer vision. This paper extensively reviews this fast-moving research field in the light of technical evolution, spanning over a quarter-century's time (from the 1990s to 2022). A number of topics have been covered in this paper, including the milestone detectors in history, detection datasets, metrics, fundamental building blocks of the detection system, speed-up techniques, and the recent state-of-the-art detection methods.

preprint2022arXiv

Real-time Full-stack Traffic Scene Perception for Autonomous Driving with Roadside Cameras

We propose a novel and pragmatic framework for traffic scene perception with roadside cameras. The proposed framework covers a full-stack of roadside perception pipeline for infrastructure-assisted autonomous driving, including object detection, object localization, object tracking, and multi-camera information fusion. Unlike previous vision-based perception frameworks rely upon depth offset or 3D annotation at training, we adopt a modular decoupling design and introduce a landmark-based 3D localization method, where the detection and localization can be well decoupled so that the model can be easily trained based on only 2D annotations. The proposed framework applies to either optical or thermal cameras with pinhole or fish-eye lenses. Our framework is deployed at a two-lane roundabout located at Ellsworth Rd. and State St., Ann Arbor, MI, USA, providing 7x24 real-time traffic flow monitoring and high-precision vehicle trajectory extraction. The whole system runs efficiently on a low-power edge computing device with all-component end-to-end delay of less than 20ms.

preprint2021arXiv

MeInGame: Create a Game Character Face from a Single Portrait

Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face attributes to obtain the desired face, or have limited freedom of facial shape and texture. In this paper, we propose an automatic character face creation method that predicts both facial shape and texture from a single portrait, and it can be integrated into most existing 3D games. Although 3D Morphable Face Model (3DMM) based methods can restore accurate 3D faces from single images, the topology of 3DMM mesh is different from the meshes used in most games. To acquire fidelity texture, existing methods require a large amount of face texture data for training, while building such datasets is time-consuming and laborious. Besides, such a dataset collected under laboratory conditions may not generalized well to in-the-wild situations. To tackle these problems, we propose 1) a low-cost facial texture acquisition method, 2) a shape transfer algorithm that can transform the shape of a 3DMM mesh to games, and 3) a new pipeline for training 3D game face reconstruction networks. The proposed method not only can produce detailed and vivid game characters similar to the input portrait, but can also eliminate the influence of lighting and occlusions. Experiments show that our method outperforms state-of-the-art methods used in games.

preprint2021arXiv

Single-Shot Motion Completion with Transformer

Motion completion is a challenging and long-discussed problem, which is of great significance in film and game applications. For different motion completion scenarios (in-betweening, in-filling, and blending), most previous methods deal with the completion problems with case-by-case designs. In this work, we propose a simple but effective method to solve multiple motion completion problems under a unified framework and achieves a new state of the art accuracy under multiple evaluation settings. Inspired by the recent great success of attention-based models, we consider the completion as a sequence to sequence prediction problem. Our method consists of two modules - a standard transformer encoder with self-attention that learns long-range dependencies of input motions, and a trainable mixture embedding module that models temporal information and discriminates key-frames. Our method can run in a non-autoregressive manner and predict multiple missing frames within a single forward propagation in real time. We finally show the effectiveness of our method in music-dance applications.

preprint2020arXiv

Fast and Robust Face-to-Parameter Translation for Game Character Auto-Creation

With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character auto-creation framework that generates in-game characters according to a player's input face photo. Different from the previous methods that are designed based on neural style transfer or monocular 3D face reconstruction, we re-formulate the character auto-creation process in a different point of view: by predicting a large set of physically meaningful facial parameters under a self-supervised learning paradigm. Instead of updating facial parameters iteratively at the input end of the renderer as suggested by previous methods, which are time-consuming, we introduce a facial parameter translator so that the creation can be done efficiently through a single forward propagation from the face embeddings to parameters, with a considerable 1000x computational speedup. Despite its high efficiency, the interactivity is preserved in our method where users are allowed to optionally fine-tune the facial parameters on our creation according to their needs. Our approach also shows better robustness than previous methods, especially for those photos with head-pose variance. Comparison results and ablation analysis on seven public face verification datasets suggest the effectiveness of our method.

preprint2020arXiv

NeuralMagicEye: Learning to See and Understand the Scene Behind an Autostereogram

An autostereogram, a.k.a. magic eye image, is a single-image stereogram that can create visual illusions of 3D scenes from 2D textures. This paper studies an interesting question that whether a deep CNN can be trained to recover the depth behind an autostereogram and understand its content. The key to the autostereogram magic lies in the stereopsis - to solve such a problem, a model has to learn to discover and estimate disparity from the quasi-periodic textures. We show that deep CNNs embedded with disparity convolution, a novel convolutional layer proposed in this paper that simulates stereopsis and encodes disparity, can nicely solve such a problem after being sufficiently trained on a large 3D object dataset in a self-supervised fashion. We refer to our method as ``NeuralMagicEye''. Experiments show that our method can accurately recover the depth behind autostereograms with rich details and gradient smoothness. Experiments also show the completely different working mechanisms for autostereogram perception between neural networks and human eyes. We hope this research can help people with visual impairments and those who have trouble viewing autostereograms. Our code is available at \url{https://jiupinjia.github.io/neuralmagiceye/}.

preprint2020arXiv

Neutral Face Game Character Auto-Creation via PokerFace-GAN

Game character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named "PokerFace-GAN" for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies.