Lebin Zhou

CV
h-index18
7papers
52citations
Novelty43%
AI Score46

7 Papers

CVAug 29, 2024
GameIR: A Large-Scale Synthesized Ground-Truth Dataset for Image Restoration over Gaming Content

Lebin Zhou, Kun Han, Nam Ling et al.

Image restoration methods like super-resolution and image synthesis have been successfully used in commercial cloud gaming products like NVIDIA's DLSS. However, restoration over gaming content is not well studied by the general public. The discrepancy is mainly caused by the lack of ground-truth gaming training data that match the test cases. Due to the unique characteristics of gaming content, the common approach of generating pseudo training data by degrading the original HR images results in inferior restoration performance. In this work, we develop GameIR, a large-scale high-quality computer-synthesized ground-truth dataset to fill in the blanks, targeting at two different applications. The first is super-resolution with deferred rendering, to support the gaming solution of rendering and transferring LR images only and restoring HR images on the client side. We provide 19200 LR-HR paired ground-truth frames coming from 640 videos rendered at 720p and 1440p for this task. The second is novel view synthesis (NVS), to support the multiview gaming solution of rendering and transferring part of the multiview frames and generating the remaining frames on the client side. This task has 57,600 HR frames from 960 videos of 160 scenes with 6 camera views. In addition to the RGB frames, the GBuffers during the deferred rendering stage are also provided, which can be used to help restoration. Furthermore, we evaluate several SOTA super-resolution algorithms and NeRF-based NVS algorithms over our dataset, which demonstrates the effectiveness of our ground-truth GameIR data in improving restoration performance for gaming content. Also, we test the method of incorporating the GBuffers as additional input information for helping super-resolution and NVS. We release our dataset and models to the general public to facilitate research on restoration methods over gaming content.

LGFeb 5
SCONE: A Practical, Constraint-Aware Plug-in for Latent Encoding in Learned DNA Storage

Cihan Ruan, Lebin Zhou, Rongduo Han et al.

DNA storage has matured from concept to practical stage, yet its integration with neural compression pipelines remains inefficient. Early DNA encoders applied redundancy-heavy constraint layers atop raw binary data - workable but primitive. Recent neural codecs compress data into learned latent representations with rich statistical structure, yet still convert these latents to DNA via naive binary-to-quaternary transcoding, discarding the entropy model's optimization. This mismatch undermines compression efficiency and complicates the encoding stack. A plug-in module that collapses latent compression and DNA encoding into a single step. SCONE performs quaternary arithmetic coding directly on the latent space in DNA bases. Its Constraint-Aware Adaptive Coding module dynamically steers the entropy encoder's learned probability distribution to enforce biochemical constraints - Guanine-Cytosine (GC) balance and homopolymer suppression - deterministically during encoding, eliminating post-hoc correction. The design preserves full reversibility and exploits the hyperprior model's learned priors without modification. Experiments show SCONE achieves near-perfect constraint satisfaction with negligible computational overhead (<2% latency), establishing a latent-agnostic interface for end-to-end DNA-compatible learned codecs.

57.6CVApr 15
From Pixels to Nucleotides: End-to-End Token-Based Video Compression for DNA Storage

Cihan Ruan, Lebin Zhou, Bingqing Zhao et al.

DNA-based storage has emerged as a promising approach to the global data crisis, offering molecular-scale density and millennial-scale stability at low maintenance cost. Over the past decade, substantial progress has been made in storing text, images, and files in DNA -- yet video remains an open challenge. The difficulty is not merely technical: effective video DNA storage requires co-designing compression and molecular encoding from the ground up, a challenge that sits at the intersection of two fields that have largely evolved independently. In this work, we present HELIX, the first end-to-end neural network jointly optimizing video compression and DNA encoding -- prior approaches treat the two stages independently, leaving biochemical constraints and compression objectives fundamentally misaligned. Our key insight: token-based representations naturally align with DNA's quaternary alphabet -- discrete semantic units map directly to ATCG bases. We introduce TK-SCONE (Token-Kronecker Structured Constraint-Optimized Neural Encoding), which achieves 1.91 bits per nucleotide through Kronecker-structured mixing that breaks spatial correlations and FSM-based mapping that guarantees biochemical constraints. Unlike two-stage approaches, HELIX learns token distributions simultaneously optimized for visual quality, prediction under masking, and DNA synthesis efficiency. This work demonstrates for the first time that learned compression and molecular storage converge naturally at token representations -- suggesting a new paradigm where neural video codecs are designed for biological substrates from the ground up.

CVJan 15
Thinking Like Van Gogh: Structure-Aware Style Transfer via Flow-Guided 3D Gaussian Splatting

Zhendong Wang, Lebin Zhou, Jingchuan Xiao et al.

In 1888, Vincent van Gogh wrote, "I am seeking exaggeration in the essential." This principle, amplifying structural form while suppressing photographic detail, lies at the core of Post-Impressionist art. However, most existing 3D style transfer methods invert this philosophy, treating geometry as a rigid substrate for surface-level texture projection. To authentically reproduce Post-Impressionist stylization, geometric abstraction must be embraced as the primary vehicle of expression. We propose a flow-guided geometric advection framework for 3D Gaussian Splatting (3DGS) that operationalizes this principle in a mesh-free setting. Our method extracts directional flow fields from 2D paintings and back-propagates them into 3D space, rectifying Gaussian primitives to form flow-aligned brushstrokes that conform to scene topology without relying on explicit mesh priors. This enables expressive structural deformation driven directly by painterly motion rather than photometric constraints. Our contributions are threefold: (1) a projection-based, mesh-free flow guidance mechanism that transfers 2D artistic motion into 3D Gaussian geometry; (2) a luminance-structure decoupling strategy that isolates geometric deformation from color optimization, mitigating artifacts during aggressive structural abstraction; and (3) a VLM-as-a-Judge evaluation framework that assesses artistic authenticity through aesthetic judgment instead of conventional pixel-level metrics, explicitly addressing the subjective nature of artistic stylization.

CVSep 21, 2025
$\mathtt{M^3VIR}$: A Large-Scale Multi-Modality Multi-View Synthesized Benchmark Dataset for Image Restoration and Content Creation

Yuanzhi Li, Lebin Zhou, Nam Ling et al.

The gaming and entertainment industry is rapidly evolving, driven by immersive experiences and the integration of generative AI (GAI) technologies. Training such models effectively requires large-scale datasets that capture the diversity and context of gaming environments. However, existing datasets are often limited to specific domains or rely on artificial degradations, which do not accurately capture the unique characteristics of gaming content. Moreover, benchmarks for controllable video generation remain absent. To address these limitations, we introduce $\mathtt{M^3VIR}$, a large-scale, multi-modal, multi-view dataset specifically designed to overcome the shortcomings of current resources. Unlike existing datasets, $\mathtt{M^3VIR}$ provides diverse, high-fidelity gaming content rendered with Unreal Engine 5, offering authentic ground-truth LR-HR paired and multi-view frames across 80 scenes in 8 categories. It includes $\mathtt{M^3VIR\_MR}$ for super-resolution (SR), novel view synthesis (NVS), and combined NVS+SR tasks, and $\mathtt{M^3VIR\_{MS}}$, the first multi-style, object-level ground-truth set enabling research on controlled video generation. Additionally, we benchmark several state-of-the-art SR and NVS methods to establish performance baselines. While no existing approaches directly handle controlled video generation, $\mathtt{M^3VIR}$ provides a benchmark for advancing this area. By releasing the dataset, we aim to facilitate research in AI-powered restoration, compression, and controllable content generation for next-generation cloud gaming and entertainment.

IVJan 20, 2021
Quarter Laplacian Filter for Edge Aware Image Processing

Yuanhao Gong, Wenming Tang, Lebin Zhou et al.

This paper presents a quarter Laplacian filter that can preserve corners and edges during image smoothing. Its support region is $2\times2$, which is smaller than the $3\times3$ support region of Laplacian filter. Thus, it is more local. Moreover, this filter can be implemented via the classical box filter, leading to high performance for real time applications. Finally, we show its edge preserving property in several image processing tasks, including image smoothing, texture enhancement, and low-light image enhancement. The proposed filter can be adopted in a wide range of image processing applications.

CVJan 20, 2021
A Discrete Scheme for Computing Image's Weighted Gaussian Curvature

Yuanhao Gong, Wenming Tang, Lebin Zhou et al.

Weighted Gaussian Curvature is an important measurement for images. However, its conventional computation scheme has low performance, low accuracy and requires that the input image must be second order differentiable. To tackle these three issues, we propose a novel discrete computation scheme for the weighted Gaussian curvature. Our scheme does not require the second order differentiability. Moreover, our scheme is more accurate, has smaller support region and computationally more efficient than the conventional schemes. Therefore, our scheme holds promise for a large range of applications where the weighted Gaussian curvature is needed, for example, image smoothing, cartoon texture decomposition, optical flow estimation, etc.