Chen Cao

CV
h-index13
27papers
527citations
Novelty48%
AI Score52

27 Papers

CRJul 24, 2023
How Does Naming Affect LLMs on Code Analysis Tasks?

Zhilong Wang, Lan Zhang, Chen Cao et al.

The Large Language Models (LLMs), such as GPT and BERT, were proposed for natural language processing (NLP) and have shown promising results as general-purpose language models. An increasing number of industry professionals and researchers are adopting LLMs for program analysis tasks. However, one significant difference between programming languages and natural languages is that a programmer has the flexibility to assign any names to variables, methods, and functions in the program, whereas a natural language writer does not. Intuitively, the quality of naming in a program affects the performance of LLMs in program analysis tasks. This paper investigates how naming affects LLMs on code analysis tasks. Specifically, we create a set of datasets with code containing nonsense or misleading names for variables, methods, and functions, respectively. We then use well-trained models (CodeBERT) to perform code analysis tasks on these datasets. The experimental results show that naming has a significant impact on the performance of code analysis tasks based on LLMs, indicating that code representation learning based on LLMs heavily relies on well-defined names in code. Additionally, we conduct a case study on some special code analysis tasks using GPT, providing further insights.

CLJan 20, 2023
Which Features are Learned by CodeBert: An Empirical Study of the BERT-based Source Code Representation Learning

Lan Zhang, Chen Cao, Zhilong Wang et al.

The Bidirectional Encoder Representations from Transformers (BERT) were proposed in the natural language process (NLP) and shows promising results. Recently researchers applied the BERT to source-code representation learning and reported some good news on several downstream tasks. However, in this paper, we illustrated that current methods cannot effectively understand the logic of source codes. The representation of source code heavily relies on the programmer-defined variable and function names. We design and implement a set of experiments to demonstrate our conjecture and provide some insights for future works.

CVDec 1, 2022
NeuWigs: A Neural Dynamic Model for Volumetric Hair Capture and Animation

Ziyan Wang, Giljoo Nam, Tuur Stuyck et al.

The capture and animation of human hair are two of the major challenges in the creation of realistic avatars for the virtual reality. Both problems are highly challenging, because hair has complex geometry and appearance, as well as exhibits challenging motion. In this paper, we present a two-stage approach that models hair independently from the head to address these challenges in a data-driven manner. The first stage, state compression, learns a low-dimensional latent space of 3D hair states containing motion and appearance, via a novel autoencoder-as-a-tracker strategy. To better disentangle the hair and head in appearance learning, we employ multi-view hair segmentation masks in combination with a differentiable volumetric renderer. The second stage learns a novel hair dynamics model that performs temporal hair transfer based on the discovered latent codes. To enforce higher stability while driving our dynamics model, we employ the 3D point-cloud autoencoder from the compression stage for de-noising of the hair state. Our model outperforms the state of the art in novel view synthesis and is capable of creating novel hair animations without having to rely on hair observations as a driving signal. Project page is here https://ziyanw1.github.io/neuwigs/.

CVJul 17, 2024
Universal Facial Encoding of Codec Avatars from VR Headsets

Shaojie Bai, Te-Li Wang, Chenghui Li et al.

Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.

AIAug 21, 2023
Elucidating STEM Concepts through Generative AI: A Multi-modal Exploration of Analogical Reasoning

Chen Cao, Zijian Ding, Gyeong-Geon Lee et al.

This study explores the integration of generative artificial intelligence (AI), specifically large language models, with multi-modal analogical reasoning as an innovative approach to enhance science, technology, engineering, and mathematics (STEM) education. We have developed a novel system that utilizes the capacities of generative AI to transform intricate principles in mathematics, physics, and programming into comprehensible metaphors. To further augment the educational experience, these metaphors are subsequently converted into visual form. Our study aims to enhance the learners' understanding of STEM concepts and their learning engagement by using the visual metaphors. We examine the efficacy of our system via a randomized A/B/C test, assessing learning gains and motivation shifts among the learners. Our study demonstrates the potential of applying large language models to educational practice on STEM subjects. The results will shed light on the design of educational system in terms of harnessing AI's potential to empower educational stakeholders.

HCFeb 25, 2023
Leveraging Large Language Model and Story-Based Gamification in Intelligent Tutoring System to Scaffold Introductory Programming Courses: A Design-Based Research Study

Chen Cao

Programming skills are rapidly becoming essential for many educational paths and career opportunities. Yet, for many international students, the traditional approach to teaching introductory programming courses can be a significant challenge due to the complexities of the language, the lack of prior programming knowledge, and the language and cultural barriers. This study explores how large language models and gamification can scaffold coding learning and increase Chinese students sense of belonging in introductory programming courses. In this project, a gamification intelligent tutoring system was developed to adapt to Chinese international students learning needs and provides scaffolding to support their success in introductory computer programming courses.

ROApr 13
AIM: Intent-Aware Unified world action Modeling with Spatial Value Maps

Liaoyuan Fan, Zetian Xu, Chen Cao et al.

Pretrained video generation models provide strong priors for robot control, but existing unified world action models still struggle to decode reliable actions without substantial robot-specific training. We attribute this limitation to a structural mismatch: while video models capture how scenes evolve, action generation requires explicit reasoning about where to interact and the underlying manipulation intent. We introduce AIM, an intent-aware unified world action model that bridges this gap via an explicit spatial interface. Instead of decoding actions directly from future visual representations, AIM predicts an aligned spatial value map that encodes task-relevant interaction structure, enabling a control-oriented abstraction of future dynamics. Built on a pretrained video generation model, AIM jointly models future observations and value maps within a shared mixture-of-transformers architecture. It employs intent-causal attention to route future information to the action branch exclusively through the value representation. We further propose a self-distillation reinforcement learning stage that freezes the video and value branches and optimizes only the action head using dense rewards derived from projected value-map responses together with sparse task-level signals. To support training and evaluation, we construct a simulation dataset of 30K manipulation trajectories with synchronized multi-view observations, actions, and value-map annotations. Experiments on RoboTwin 2.0 benchmark show that AIM achieves a 94.0% average success rate, significantly outperforming prior unified world action baselines. Notably, the improvement is more pronounced in long-horizon and contact-sensitive manipulation tasks, demonstrating the effectiveness of explicit spatial-intent modeling as a bridge between visual world modeling and robot control.

CVOct 31, 2024
URAvatar: Universal Relightable Gaussian Codec Avatars

Junxuan Li, Chen Cao, Gabriel Schwartz et al.

We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.

CVJan 10, 2024
URHand: Universal Relightable Hands

Zhaoxi Chen, Gyeongsik Moon, Kaiwen Guo et al.

Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.

CVMar 3, 2025
Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior

Chen Guo, Junxuan Li, Yash Kant et al.

We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.

CLOct 14, 2024
A Systematic Review on Prompt Engineering in Large Language Models for K-12 STEM Education

Eason Chen, Danyang Wang, Luyi Xu et al. · cmu

Large language models (LLMs) have the potential to enhance K-12 STEM education by improving both teaching and learning processes. While previous studies have shown promising results, there is still a lack of comprehensive understanding regarding how LLMs are effectively applied, specifically through prompt engineering-the process of designing prompts to generate desired outputs. To address this gap, our study investigates empirical research published between 2021 and 2024 that explores the use of LLMs combined with prompt engineering in K-12 STEM education. Following the PRISMA protocol, we screened 2,654 papers and selected 30 studies for analysis. Our review identifies the prompting strategies employed, the types of LLMs used, methods of evaluating effectiveness, and limitations in prior work. Results indicate that while simple and zero-shot prompting are commonly used, more advanced techniques like few-shot and chain-of-thought prompting have demonstrated positive outcomes for various educational tasks. GPT-series models are predominantly used, but smaller and fine-tuned models (e.g., Blender 7B) paired with effective prompt engineering outperform prompting larger models (e.g., GPT-3) in specific contexts. Evaluation methods vary significantly, with limited empirical validation in real-world settings.

CVApr 22
GeoRelight: Learning Joint Geometrical Relighting and Reconstruction with Flexible Multi-Modal Diffusion Transformers

Yuxuan Xue, Ruofan Liang, Egor Zakharov et al.

Relighting a person from a single photo is an attractive but ill-posed task, as a 2D image ambiguously entangles 3D geometry, intrinsic appearance, and illumination. Current methods either use sequential pipelines that suffer from error accumulation, or they do not explicitly leverage 3D geometry during relighting, which limits physical consistency. Since relighting and estimation of 3D geometry are mutually beneficial tasks, we propose a unified Multi-Modal Diffusion Transformer (DiT) that jointly solves for both: GeoRelight. We make this possible through two key technical contributions: isotropic NDC-Orthographic Depth (iNOD), a distortion-free 3D representation compatible with latent diffusion models; and a strategic mixed-data training method that combines synthetic and auto-labeled real data. By solving geometry and relighting jointly, GeoRelight achieves better performance than both sequential models and previous systems that ignored geometry.

CVApr 2
Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining

Junxuan Li, Rawal Khirodkar, Chengan He et al.

High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.

CVFeb 27, 2025
LUCAS: Layered Universal Codec Avatars

Di Liu, Teng Deng, Giljoo Nam et al.

Photorealistic 3D head avatar reconstruction faces critical challenges in modeling dynamic face-hair interactions and achieving cross-identity generalization, particularly during expressions and head movements. We present LUCAS, a novel Universal Prior Model (UPM) for codec avatar modeling that disentangles face and hair through a layered representation. Unlike previous UPMs that treat hair as an integral part of the head, our approach separates the modeling of the hairless head and hair into distinct branches. LUCAS is the first to introduce a mesh-based UPM, facilitating real-time rendering on devices. Our layered representation also improves the anchor geometry for precise and visually appealing Gaussian renderings. Experimental results indicate that LUCAS outperforms existing single-mesh and Gaussian-based avatar models in both quantitative and qualitative assessments, including evaluations on held-out subjects in zero-shot driving scenarios. LUCAS demonstrates superior dynamic performance in managing head pose changes, expression transfer, and hairstyle variations, thereby advancing the state-of-the-art in 3D head avatar reconstruction.

CVDec 14, 2023
A Local Appearance Model for Volumetric Capture of Diverse Hairstyle

Ziyan Wang, Giljoo Nam, Aljaz Bozic et al.

Hair plays a significant role in personal identity and appearance, making it an essential component of high-quality, photorealistic avatars. Existing approaches either focus on modeling the facial region only or rely on personalized models, limiting their generalizability and scalability. In this paper, we present a novel method for creating high-fidelity avatars with diverse hairstyles. Our method leverages the local similarity across different hairstyles and learns a universal hair appearance prior from multi-view captures of hundreds of people. This prior model takes 3D-aligned features as input and generates dense radiance fields conditioned on a sparse point cloud with color. As our model splits different hairstyles into local primitives and builds prior at that level, it is capable of handling various hair topologies. Through experiments, we demonstrate that our model captures a diverse range of hairstyles and generalizes well to challenging new hairstyles. Empirical results show that our method improves the state-of-the-art approaches in capturing and generating photorealistic, personalized avatars with complete hair.

GRJun 25, 2025
3DGH: 3D Head Generation with Composable Hair and Face

Chengan He, Junxuan Li, Tobias Kirschstein et al.

We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.

CVJul 28, 2024
Bridging the Gap: Studio-like Avatar Creation from a Monocular Phone Capture

ShahRukh Athar, Shunsuke Saito, Zhengyu Yang et al.

Creating photorealistic avatars for individuals traditionally involves extensive capture sessions with complex and expensive studio devices like the LightStage system. While recent strides in neural representations have enabled the generation of photorealistic and animatable 3D avatars from quick phone scans, they have the capture-time lighting baked-in, lack facial details and have missing regions in areas such as the back of the ears. Thus, they lag in quality compared to studio-captured avatars. In this paper, we propose a method that bridges this gap by generating studio-like illuminated texture maps from short, monocular phone captures. We do this by parameterizing the phone texture maps using the $W^+$ space of a StyleGAN2, enabling near-perfect reconstruction. Then, we finetune a StyleGAN2 by sampling in the $W^+$ parameterized space using a very small set of studio-captured textures as an adversarial training signal. To further enhance the realism and accuracy of facial details, we super-resolve the output of the StyleGAN2 using carefully designed diffusion model that is guided by image gradients of the phone-captured texture map. Once trained, our method excels at producing studio-like facial texture maps from casual monocular smartphone videos. Demonstrating its capabilities, we showcase the generation of photorealistic, uniformly lit, complete avatars from monocular phone captures. The project page can be found at http://shahrukhathar.github.io/2024/07/22/Bridging.html

CVMar 29, 2021
High-fidelity Face Tracking for AR/VR via Deep Lighting Adaptation

Lele Chen, Chen Cao, Fernando De la Torre et al.

3D video avatars can empower virtual communications by providing compression, privacy, entertainment, and a sense of presence in AR/VR. Best 3D photo-realistic AR/VR avatars driven by video, that can minimize uncanny effects, rely on person-specific models. However, existing person-specific photo-realistic 3D models are not robust to lighting, hence their results typically miss subtle facial behaviors and cause artifacts in the avatar. This is a major drawback for the scalability of these models in communication systems (e.g., Messenger, Skype, FaceTime) and AR/VR. This paper addresses previous limitations by learning a deep learning lighting model, that in combination with a high-quality 3D face tracking algorithm, provides a method for subtle and robust facial motion transfer from a regular video to a 3D photo-realistic avatar. Extensive experimental validation and comparisons to other state-of-the-art methods demonstrate the effectiveness of the proposed framework in real-world scenarios with variability in pose, expression, and illumination. Please visit https://www.youtube.com/watch?v=dtz1LgZR8cc for more results. Our project page can be found at https://www.cs.rochester.edu/u/lchen63.

IVAug 3, 2020
Automated Segmentation of Brain Gray Matter Nuclei on Quantitative Susceptibility Mapping Using Deep Convolutional Neural Network

Chao Chai, Pengchong Qiao, Bin Zhao et al.

Abnormal iron accumulation in the brain subcortical nuclei has been reported to be correlated to various neurodegenerative diseases, which can be measured through the magnetic susceptibility from the quantitative susceptibility mapping (QSM). To quantitively measure the magnetic susceptibility, the nuclei should be accurately segmented, which is a tedious task for clinicians. In this paper, we proposed a double-branch residual-structured U-Net (DB-ResUNet) based on 3D convolutional neural network (CNN) to automatically segment such brain gray matter nuclei. To better tradeoff between segmentation accuracy and the memory efficiency, the proposed DB-ResUNet fed image patches with high resolution and the patches with low resolution but larger field of view into the local and global branches, respectively. Experimental results revealed that by jointly using QSM and T$_\text{1}$ weighted imaging (T$_\text{1}$WI) as inputs, the proposed method was able to achieve better segmentation accuracy over its single-branch counterpart, as well as the conventional atlas-based method and the classical 3D-UNet structure. The susceptibility values and the volumes were also measured, which indicated that the measurements from the proposed DB-ResUNet are able to present high correlation with values from the manually annotated regions of interest.

CVJun 8, 2020
Fully Convolutional Mesh Autoencoder using Efficient Spatially Varying Kernels

Yi Zhou, Chenglei Wu, Zimo Li et al.

Learning latent representations of registered meshes is useful for many 3D tasks. Techniques have recently shifted to neural mesh autoencoders. Although they demonstrate higher precision than traditional methods, they remain unable to capture fine-grained deformations. Furthermore, these methods can only be applied to a template-specific surface mesh, and is not applicable to more general meshes, like tetrahedrons and non-manifold meshes. While more general graph convolution methods can be employed, they lack performance in reconstruction precision and require higher memory usage. In this paper, we propose a non-template-specific fully convolutional mesh autoencoder for arbitrary registered mesh data. It is enabled by our novel convolution and (un)pooling operators learned with globally shared weights and locally varying coefficients which can efficiently capture the spatially varying contents presented by irregular mesh connections. Our model outperforms state-of-the-art methods on reconstruction accuracy. In addition, the latent codes of our network are fully localized thanks to the fully convolutional structure, and thus have much higher interpolation capability than many traditional 3D mesh generation models.

CRDec 31, 2019
Logic Bugs in IoT Platforms and Systems: A Review

Wei Zhou, Chen Cao, Dongdong Huo et al.

In recent years, IoT platforms and systems have been rapidly emerging. Although IoT is a new technology, new does not mean simpler (than existing networked systems). Contrarily, the complexity (of IoT platforms and systems) is actually being increased in terms of the interactions between the physical world and cyberspace. The increased complexity indeed results in new vulnerabilities. This paper seeks to provide a review of the recently discovered logic bugs that are specific to IoT platforms and systems. In particular, 17 logic bugs and one weakness falling into seven categories of vulnerabilities are reviewed in this survey.

IVAug 10, 2019
Automatic acute ischemic stroke lesion segmentation using semi-supervised learning

Bin Zhao, Shuxue Ding, Hong Wu et al.

Ischemic stroke is a common disease in the elderly population, which can cause long-term disability and even death. However, the time window for treatment of ischemic stroke in its acute stage is very short. To fast localize and quantitively evaluate the acute ischemic stroke (AIS) lesions, many deep-learning-based lesion segmentation methods have been proposed in the literature, where a deep convolutional neural network (CNN) was trained on hundreds of fully labeled subjects with accurate annotations of AIS lesions. Despite that high segmentation accuracy can be achieved, the accurate labels should be annotated by experienced clinicians, and it is therefore very time-consuming to obtain a large number of fully labeled subjects. In this paper, we propose a semi-supervised method to automatically segment AIS lesions in diffusion weighted images and apparent diffusion coefficient maps. By using a large number of weakly labeled subjects and a small number of fully labeled subjects, our proposed method is able to accurately detect and segment the AIS lesions. In particular, our proposed method consists of three parts: 1) a double-path classification net (DPC-Net) trained in a weakly-supervised way is used to detect the suspicious regions of AIS lesions; 2) a pixel-level K-Means clustering algorithm is used to identify the hyperintensive regions on the DWIs; and 3) a region-growing algorithm combines the outputs of the DPC-Net and the K-Means to obtain the final precise lesion segmentation. In our experiment, we use 460 weakly labeled subjects and 15 fully labeled subjects to train and fine-tune the proposed method. By evaluating on a clinical dataset with 150 fully labeled subjects, our proposed method achieves a mean dice coefficient of 0.642, and a lesion-wise F1 score of 0.822.

CVFeb 24, 2019
3D Guided Fine-Grained Face Manipulation

Zhenglin Geng, Chen Cao, Sergey Tulyakov

We present a method for fine-grained face manipulation. Given a face image with an arbitrary expression, our method can synthesize another arbitrary expression by the same person. This is achieved by first fitting a 3D face model and then disentangling the face into a texture and a shape. We then learn different networks in these two spaces. In the texture space, we use a conditional generative network to change the appearance, and carefully design input formats and loss functions to achieve the best results. In the shape space, we use a fully connected network to predict the accurate shapes and use the available depth data for supervision. Both networks are conditioned on expression coefficients rather than discrete labels, allowing us to generate an unlimited amount of expressions. We show the superiority of this disentangling approach through both quantitative and qualitative studies. In a user study, our method is preferred in 85% of cases when compared to the most recent work. When compared to the ground truth, annotators cannot reliably distinguish between our synthesized images and real images, preferring our method in 53% of the cases.

CVMar 5, 2018
Towards Clinical Diagnosis: Automated Stroke Lesion Segmentation on Multimodal MR Image Using Convolutional Neural Network

Zhiyang Liu, Chen Cao, Shuxue Ding et al.

The patient with ischemic stroke can benefit most from the earliest possible definitive diagnosis. While the high quality medical resources are quite scarce across the globe, an automated diagnostic tool is expected in analyzing the magnetic resonance (MR) images to provide reference in clinical diagnosis. In this paper, we propose a deep learning method to automatically segment ischemic stroke lesions from multi-modal MR images. By using atrous convolution and global convolution network, our proposed residual-structured fully convolutional network (Res-FCN) is able to capture features from large receptive fields. The network architecture is validated on a large dataset of 212 clinically acquired multi-modal MR images, which is shown to achieve a mean dice coefficient of 0.645 with a mean number of false negative lesions of 1.515. The false negatives can reach a value that close to a common medical image doctor, making it exceptive for a real clinical application.

CRJun 19, 2017
Hey, you, keep away from my device: remotely implanting a virus expeller to defeat Mirai on IoT devices

Chen Cao, Le Guan, Peng Liu et al.

Mirai is botnet which targets out-of-date Internet-of-Things (IoT) devices. The disruptive Distributed Denial of Service (DDoS) attack last year has hit major Internet companies, causing intermittent service for millions of Internet users. Since the affected devices typically do not support firmware update, it becomes challenging to expel these vulnerable devices in the wild. Both industry and academia have made great efforts in amending the situation. However, none of these efforts is simple to deploy, and at the same time effective in solving the problem. In this work, we design a collaborative defense strategy to tackle Mirai. Our key idea is to take advantage of human involvement in the least aggressive way. In particular, at a negotiated time slot, a customer is required to reboot the compromised device, then a "white" Mirai operated by the manufacturer breaks into the clean-state IoT devices immediately. The "white" Mirai expels other malicious Mirai variants, blocks vulnerable ports, and keeps a heart-beat connection with the server operated by the manufacturer. Once the heart-beat is lost, the server re-implants the "white" Mirai instantly. We have implemented a full prototype of the designed system, and the results show that our system can evade Mirai attacks effectively.

CRNov 2, 2016
Context-aware System Service Call-oriented Symbolic Execution of Android Framework with Application to Exploit Generation

Lannan Luo, Qiang Zeng, Chen Cao et al.

Android Framework is a layer of software that exists in every Android system managing resources of all Android apps. A vulnerability in Android Framework can lead to severe hacks, such as destroying user data and leaking private information. With tens of millions of Android devices unpatched due to Android fragmentation, vulnerabilities in Android Framework certainly attract attackers to exploit them. So far, enormous manual effort is needed to craft such exploits. To our knowledge, no research has been done on automatic generation of exploits that take advantage of Android Framework vulnerabilities. We make a first step towards this goal by applying symbolic execution of Android Framework to finding bugs and generating exploits. Several challenges have been raised by the task. (1) The information of an app flows to Android Framework in multiple intricate steps, making it difficult to identify symbolic inputs. (2) Android Framework has a complex initialization phase, which exacerbates the state space explosion problem. (3) A straightforward design that builds the symbolic executor as a layer inside the Android system will not work well: not only does the implementation have to ensure the compatibility with the Android system, but it needs to be maintained whenever Android gets updated. We present novel ideas and techniques to resolve the challenges, and have built the first system for symbolic execution of Android Framework. It fundamentally changes the state of the art in exploit generation on the Android system, and has been applied to constructing new techniques for finding vulnerabilities.

HCOct 14, 2016
Tuning Crowdsourced Human Computation

Chen Cao, Zheng Liu, Lei Chen et al.

As the use of crowdsourcing increases, it is important to think about performance optimization. For this purpose, it is possible to think about each worker as a HPU(Human Processing Unit), and to draw inspiration from performance optimization on traditional computers or cloud nodes with CPUs. However, as we characterize HPUs in detail for this purpose, we find that there are important differences between CPUs and HPUs, leading to the need for completely new optimization algorithms. In this paper, we study the specific optimization problem of obtaining results fastest for a crowd sourced job with a fixed total budget. In crowdsourcing, jobs are usually broken down into sets of small tasks, which are assigned to workers one at a time. We consider three scenarios of increasing complexity: Identical Round Homogeneous tasks, Multiplex Round Homogeneous tasks, and Multiple Round Heterogeneous tasks. For each scenario, we analyze the stochastic behavior of the HPU clock-rate as a function of the remuneration offered. After that, we develop an optimum Budget Allocation strategy to minimize the latency for job completion. We validate our results through extensive simulations and experiments on Amazon Mechanical Turk.