Huyang Sun

CV
h-index6
10papers
222citations
Novelty56%
AI Score46

10 Papers

AIJun 1
Community-Aware Assessment of Social Textual Engagement and Resonance: A Human-Centric Perspective on User-Generated Content Evaluation

Tianjiao Li, Kai Zhao, Xiang Li et al.

Traditional Video Quality Assessment (VQA) focuses narrowly on aesthetic fidelity, overlooking the complex social dynamics that define quality in User-Generated Content (UGC). In this work, we propose a paradigm shift from signal-centric metrics to human-centric resonance assessment. We introduce CASTER (Community-Aware Assessment of Social Textual Engagement and Resonance), a new task that evaluates whether a UGC item achieves positive community resonance based on its multimodal attributes rather than visual quality alone. To address this, we present MEDEA (Multimodal Engagement-Driven Evaluation Architecture), which introduces a novel Social Chain-of-Thought (Social-CoT) mechanism. Unlike traditional logical CoT, Social-CoT performs multimodal perspective-taking, instantiating diverse viewer personas to simulate collective cognitive and emotional reactions (i.e., the "community mind") before deriving a quality judgment. MEDEA is trained via a two-stage approach involving supervised fine-tuning and process-supervised reinforcement learning with Social Alignment Reward to ensure reasoning paths are grounded in authentic human social cognition. To support this task, we release CASTER-Bench, a comprehensive human-annotated benchmark covering diverse UGC categories. Experiments demonstrate that MEDEA significantly outperforms state-of-the-art baselines on CASTER-Bench while providing interpretable and empathetic reasoning paths that align with real community feedback.

CVApr 20, 2022
Video Moment Retrieval from Text Queries via Single Frame Annotation

Ran Cui, Tianwen Qian, Pai Peng et al.

Video moment retrieval aims at finding the start and end timestamps of a moment (part of a video) described by a given natural language query. Fully supervised methods need complete temporal boundary annotations to achieve promising results, which is costly since the annotator needs to watch the whole moment. Weakly supervised methods only rely on the paired video and query, but the performance is relatively poor. In this paper, we look closer into the annotation process and propose a new paradigm called "glance annotation". This paradigm requires the timestamp of only one single random frame, which we refer to as a "glance", within the temporal boundary of the fully supervised counterpart. We argue this is beneficial because comparing to weak supervision, trivial cost is added yet more potential in performance is provided. Under the glance annotation setting, we propose a method named as Video moment retrieval via Glance Annotation (ViGA) based on contrastive learning. ViGA cuts the input video into clips and contrasts between clips and queries, in which glance guided Gaussian distributed weights are assigned to all clips. Our extensive experiments indicate that ViGA achieves better results than the state-of-the-art weakly supervised methods by a large margin, even comparable to fully supervised methods in some cases.

CVAug 1, 2024
DNTextSpotter: Arbitrary-Shaped Scene Text Spotting via Improved Denoising Training

Yu Xie, Qian Qiao, Jun Gao et al.

More and more end-to-end text spotting methods based on Transformer architecture have demonstrated superior performance. These methods utilize a bipartite graph matching algorithm to perform one-to-one optimal matching between predicted objects and actual objects. However, the instability of bipartite graph matching can lead to inconsistent optimization targets, thereby affecting the training performance of the model. Existing literature applies denoising training to solve the problem of bipartite graph matching instability in object detection tasks. Unfortunately, this denoising training method cannot be directly applied to text spotting tasks, as these tasks need to perform irregular shape detection tasks and more complex text recognition tasks than classification. To address this issue, we propose a novel denoising training method (DNTextSpotter) for arbitrary-shaped text spotting. Specifically, we decompose the queries of the denoising part into noised positional queries and noised content queries. We use the four Bezier control points of the Bezier center curve to generate the noised positional queries. For the noised content queries, considering that the output of the text in a fixed positional order is not conducive to aligning position with content, we employ a masked character sliding method to initialize noised content queries, thereby assisting in the alignment of text content and position. To improve the model's perception of the background, we further utilize an additional loss function for background characters classification in the denoising training part.Although DNTextSpotter is conceptually simple, it outperforms the state-of-the-art methods on four benchmarks (Total-Text, SCUT-CTW1500, ICDAR15, and Inverse-Text), especially yielding an improvement of 11.3% against the best approach in Inverse-Text dataset.

CVApr 14, 2025Code
Aligning Anime Video Generation with Human Feedback

Bingwen Zhu, Yudong Jiang, Baohan Xu et al.

Anime video generation faces significant challenges due to the scarcity of anime data and unusual motion patterns, leading to issues such as motion distortion and flickering artifacts, which result in misalignment with human preferences. Existing reward models, designed primarily for real-world videos, fail to capture the unique appearance and consistency requirements of anime. In this work, we propose a pipeline to enhance anime video generation by leveraging human feedback for better alignment. Specifically, we construct the first multi-dimensional reward dataset for anime videos, comprising 30k human-annotated samples that incorporating human preferences for both visual appearance and visual consistency. Based on this, we develop AnimeReward, a powerful reward model that employs specialized vision-language models for different evaluation dimensions to guide preference alignment. Furthermore, we introduce Gap-Aware Preference Optimization (GAPO), a novel training method that explicitly incorporates preference gaps into the optimization process, enhancing alignment performance and efficiency. Extensive experiment results show that AnimeReward outperforms existing reward models, and the inclusion of GAPO leads to superior alignment in both quantitative benchmarks and human evaluations, demonstrating the effectiveness of our pipeline in enhancing anime video quality. Our code and dataset are publicly available at https://github.com/bilibili/Index-anisora.

GRDec 13, 2024Code
AniSora: Exploring the Frontiers of Animation Video Generation in the Sora Era

Yudong Jiang, Baohan Xu, Siqian Yang et al.

Animation has gained significant interest in the recent film and TV industry. Despite the success of advanced video generation models like Sora, Kling, and CogVideoX in generating natural videos, they lack the same effectiveness in handling animation videos. Evaluating animation video generation is also a great challenge due to its unique artist styles, violating the laws of physics and exaggerated motions. In this paper, we present a comprehensive system, AniSora, designed for animation video generation, which includes a data processing pipeline, a controllable generation model, and an evaluation benchmark. Supported by the data processing pipeline with over 10M high-quality data, the generation model incorporates a spatiotemporal mask module to facilitate key animation production functions such as image-to-video generation, frame interpolation, and localized image-guided animation. We also collect an evaluation benchmark of 948 various animation videos, with specifically developed metrics for animation video generation. Our entire project is publicly available on https://github.com/bilibili/Index-anisora/tree/main.

CVMay 23, 2025
TextFlux: An OCR-Free DiT Model for High-Fidelity Multilingual Scene Text Synthesis

Yu Xie, Jielei Zhang, Pengyu Chen et al.

Diffusion-based scene text synthesis has progressed rapidly, yet existing methods commonly rely on additional visual conditioning modules and require large-scale annotated data to support multilingual generation. In this work, we revisit the necessity of complex auxiliary modules and further explore an approach that simultaneously ensures glyph accuracy and achieves high-fidelity scene integration, by leveraging diffusion models' inherent capabilities for contextual reasoning. To this end, we introduce TextFlux, a DiT-based framework that enables multilingual scene text synthesis. The advantages of TextFlux can be summarized as follows: (1) OCR-free model architecture. TextFlux eliminates the need for OCR encoders (additional visual conditioning modules) that are specifically used to extract visual text-related features. (2) Strong multilingual scalability. TextFlux is effective in low-resource multilingual settings, and achieves strong performance in newly added languages with fewer than 1,000 samples. (3) Streamlined training setup. TextFlux is trained with only 1% of the training data required by competing methods. (4) Controllable multi-line text generation. TextFlux offers flexible multi-line synthesis with precise line-level control, outperforming methods restricted to single-line or rigid layouts. Extensive experiments and visualizations demonstrate that TextFlux outperforms previous methods in both qualitative and quantitative evaluations.

IVMay 31, 2021
Boosting the Performance of Video Compression Artifact Reduction with Reference Frame Proposals and Frequency Domain Information

Yi Xu, Minyi Zhao, Jing Liu et al.

Many deep learning based video compression artifact removal algorithms have been proposed to recover high-quality videos from low-quality compressed videos. Recently, methods were proposed to mine spatiotemporal information via utilizing multiple neighboring frames as reference frames. However, these post-processing methods take advantage of adjacent frames directly, but neglect the information of the video itself, which can be exploited. In this paper, we propose an effective reference frame proposal strategy to boost the performance of the existing multi-frame approaches. Besides, we introduce a loss based on fast Fourier transformation~(FFT) to further improve the effectiveness of restoration. Experimental results show that our method achieves better fidelity and perceptual performance on MFQE 2.0 dataset than the state-of-the-art methods. And our method won Track 1 and Track 2, and was ranked the 2nd in Track 3 of NTIRE 2021 Quality enhancement of heavily compressed videos Challenge.

MMApr 30, 2021
Dance Generation with Style Embedding: Learning and Transferring Latent Representations of Dance Styles

Xinjian Zhang, Yi Xu, Su Yang et al.

Choreography refers to creation of dance steps and motions for dances according to the latent knowledge in human mind, where the created dance motions are in general style-specific and consistent. So far, such latent style-specific knowledge about dance styles cannot be represented explicitly in human language and has not yet been learned in previous works on music-to-dance generation tasks. In this paper, we propose a novel music-to-dance synthesis framework with controllable style embeddings. These embeddings are learned representations of style-consistent kinematic abstraction of reference dance clips, which act as controllable factors to impose style constraints on dance generation in a latent manner. Thus, the dance styles can be transferred to dance motions by merely modifying the style embeddings. To support this study, we build a large music-to-dance dataset. The qualitative and quantitative evaluations demonstrate the advantage of our proposed framework, as well as the ability of synthesizing diverse styles of dances from identical music via style embeddings.

IVOct 27, 2019
Non-Local ConvLSTM for Video Compression Artifact Reduction

Yi Xu, Longwen Gao, Kai Tian et al.

Video compression artifact reduction aims to recover high-quality videos from low-quality compressed videos. Most existing approaches use a single neighboring frame or a pair of neighboring frames (preceding and/or following the target frame) for this task. Furthermore, as frames of high quality overall may contain low-quality patches, and high-quality patches may exist in frames of low quality overall, current methods focusing on nearby peak-quality frames (PQFs) may miss high-quality details in low-quality frames. To remedy these shortcomings, in this paper we propose a novel end-to-end deep neural network called non-local ConvLSTM (NL-ConvLSTM in short) that exploits multiple consecutive frames. An approximate non-local strategy is introduced in NL-ConvLSTM to capture global motion patterns and trace the spatiotemporal dependency in a video sequence. This approximate strategy makes the non-local module work in a fast and low space-cost way. Our method uses the preceding and following frames of the target frame to generate a residual, from which a higher quality frame is reconstructed. Experiments on two datasets show that NL-ConvLSTM outperforms the existing methods.

AIDec 2, 2018
Macro action selection with deep reinforcement learning in StarCraft

Sijia Xu, Hongyu Kuang, Zhi Zhuang et al.

StarCraft (SC) is one of the most popular and successful Real Time Strategy (RTS) games. In recent years, SC is also widely accepted as a challenging testbed for AI research because of its enormous state space, partially observed information, multi-agent collaboration, and so on. With the help of annual AIIDE and CIG competitions, a growing number of SC bots are proposed and continuously improved. However, a large gap remains between the top-level bot and the professional human player. One vital reason is that current SC bots mainly rely on predefined rules to select macro actions during their games. These rules are not scalable and efficient enough to cope with the enormous yet partially observed state space in the game. In this paper, we propose a deep reinforcement learning (DRL) framework to improve the selection of macro actions. Our framework is based on the combination of the Ape-X DQN and the Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as LastOrder. Our evaluation, based on training against all bots from the AIIDE 2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning rate, outperforming 26 bots in total 28 entrants.