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Yufeng Zeng

Publications and source records attributed to Yufeng Zeng.

3 recordsLinked to original sources

Learning Brain Representation with Hierarchical Visual Embeddings

Decoding visual representations from brain signals has attracted significant attention in both neuroscience and artificial intelligence. However, the degree to which brain signals truly encode visual information remains unclear. Current visual decoding approaches explore various brain-image alignment strategies, yet most emphasize high-level semantic features while neglecting pixel-level details, thereby limiting our understanding of the human visual system. In this paper, we propose a brain-image alignment strategy that leverages multiple pre-trained visual encoders with distinct inductive biases to capture hierarchical and multi-scale visual representations, while employing a contrastive learning objective to achieve effective alignment between brain signals and visual embeddings. Furthermore, we introduce a Fusion Prior, which learns a stable mapping on large-scale visual data and subsequently matches brain features to this pre-trained prior, thereby enhancing distributional consistency across modalities. Extensive quantitative and qualitative experiments demonstrate that our method achieves a favorable balance between retrieval accuracy and reconstruction fidelity.

cs.CV

SpriteHand: Real-Time Versatile Hand-Object Interaction with Autoregressive Video Generation

Modeling and synthesizing complex hand-object interactions remains a significant challenge, even for state-of-the-art physics engines. Conventional simulation-based approaches rely on explicitly defined rigid object models and pre-scripted hand gestures, making them inadequate for capturing dynamic interactions with non-rigid or articulated entities such as deformable fabrics, elastic materials, hinge-based structures, furry surfaces, or even living creatures. In this paper, we present SpriteHand, an autoregressive video generation framework for real-time synthesis of versatile hand-object interaction videos across a wide range of object types and motion patterns. SpriteHand takes as input a static object image and a video stream in which the hands are imagined to interact with the virtual object embedded in a real-world scene, and generates corresponding hand-object interaction effects in real time. Our model employs a causal inference architecture for autoregressive generation and leverages a hybrid post-training approach to enhance visual realism and temporal coherence. Our 1.3B model supports real-time streaming generation at around 18 FPS and 640x368 resolution, with an approximate 150 ms latency on a single NVIDIA RTX 5090 GPU, and more than a minute of continuous output. Experiments demonstrate superior visual quality, physical plausibility, and interaction fidelity compared to both generative and engine-based baselines.

cs.CV

Generative Augmented Reality: Paradigms, Technologies, and Future Applications

This paper introduces Generative Augmented Reality (GAR) as a next-generation paradigm that reframes augmentation as a process of world re-synthesis rather than world composition by a conventional AR engine. GAR replaces the conventional AR engine's multi-stage modules with a unified generative backbone, where environmental sensing, virtual content, and interaction signals are jointly encoded as conditioning inputs for continuous video generation. We formalize the computational correspondence between AR and GAR, survey the technical foundations that make real-time generative augmentation feasible, and outline prospective applications that leverage its unified inference model. We envision GAR as a future AR paradigm that delivers high-fidelity experiences in terms of realism, interactivity, and immersion, while eliciting new research challenges on technologies, content ecosystems, and the ethical and societal implications.

cs.HC