Tianyang Shi
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Research Subjects
Tianyang Shi has a total of 28 co-authors. Here are the top co-authors by number of shared publications:
- Zhenwei Shi
Beihang University
10 shared publications - Zhengxia Zou
Department of Aerospace Intelligent Science and Technology, School of Astronautics, Beihang University, Beijing, China
6 shared publications - Bin Pan
School of Statistics and Data Science, LEBPS, KLMDASR, LPMC, AAIS, NITFID, Nankai University, Tianjin, China
4 shared publications Xia Xu
3 shared publications- Yi Yuan
NetEase Fuxi AI Lab
3 shared publications - Changjie Fan
NetEase Fuxi AI Lab, Hangzhou, China
2 shared publications
Latest Publications
- 24 January 2026
- Published by Elsevier in Pattern Recognition
- Vol. 176
Domain generalization via domain uncertainty shrinkage
- 24 January 2026
- Published by Elsevier in Pattern Recognition
- Vol. 176
Domain generalization via domain uncertainty shrinkage
- 14 May 2024
- Published by Elsevier in Pattern Recognition
- Vol. 154
Joint Variational Inference Network for domain generalization
- 14 May 2024
- Published by Elsevier in Pattern Recognition
- Vol. 154
Joint Variational Inference Network for domain generalization
- Open Access
Be Bayesian by Attachments to Catch More Uncertainty
Bayesian Neural Networks (BNNs) have become one of the promising approaches for uncertainty estimation due to the solid theorical foundations. However, the performance of BNNs is affected by the ability of catching uncertainty. Instead of only seeking the distribution of neural network weights by in-distribution (ID) data, in this paper, we propose a new Bayesian Neural Network with an Attached structure (ABNN) to catch more uncertainty from out-of-distribution (OOD) data. We first construct a mathematical description for the uncertainty of OOD data according to the prior distribution, and then develop an attached Bayesian structure to integrate the uncertainty of OOD data into the backbone network. ABNN is composed of an expectation module and several distribution modules. The expectation module is a backbone deep network which focuses on the original task, and the distribution modules are mini Bayesian structures which serve as attachments of the backbone. In particular, the distribution modules aim at extracting the uncertainty from both ID and OOD data. We further provide theoretical analysis for the convergence of ABNN, and experimentally validate its superiority by comparing with some state-of-the-art uncertainty estimation methods Code will be made available.
Open AccessBe Bayesian by Attachments to Catch More Uncertainty
Bayesian Neural Networks (BNNs) have become one of the promising approaches for uncertainty estimation due to the solid theorical foundations. However, the performance of BNNs is affected by the ability of catching uncertainty. Instead of only seeking the distribution of neural network weights by in-distribution (ID) data, in this paper, we propose a new Bayesian Neural Network with an Attached structure (ABNN) to catch more uncertainty from out-of-distribution (OOD) data. We first construct a mathematical description for the uncertainty of OOD data according to the prior distribution, and then develop an attached Bayesian structure to integrate the uncertainty of OOD data into the backbone network. ABNN is composed of an expectation module and several distribution modules. The expectation module is a backbone deep network which focuses on the original task, and the distribution modules are mini Bayesian structures which serve as attachments of the backbone. In particular, the distribution modules aim at extracting the uncertainty from both ID and OOD data. We further provide theoretical analysis for the convergence of ABNN, and experimentally validate its superiority by comparing with some state-of-the-art uncertainty estimation methods Code will be made available.
- 9 August 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Geoscience and Remote Sensing
- Vol. 61 (01962892) , 1-11
An Imbalanced Discriminant Alignment Approach for Domain Adaptive SAR Ship Detection
Synthetic aperture radar (SAR) imaging has round-the-clock data acquisition capability regardless of light and climate constraints, so it has been widely used for ship detection. However, SAR images usually suffer lower imaging quality, which may result in indistinct contours and non-negligible noise. Therefore, the manual labeling for SAR images is expensive, leading to a lack of training data in the task of ship detection. In this paper, we propose a route by utilizing domain adaptive methods to transfer information from labeled visible images (source domain) to unlabeled SAR images (target domain) for ship detection. To address the distribution mismatch between domains, we develop a novel imbalanced discriminant alignment (IDA) approach to improve the discriminant ability of the network and prevent negative migration. The core of the IDA approach is applying a new loss function called imbalanced prediction consistency (IPC) loss to describe the domain classifier consistency, and we further provide theoretical analysis for the effectiveness of the IPC loss. IDA ensures consistency at the image level and instance level, and focuses on the consistency of the source domain to enhance the feature extraction capability of the adversarial network. The theoretical discussion has proven that a necessary and sufficient condition for convergence of the IPC loss is that the two discriminant probabilities converge to 0 at the discriminant distance we define. Experimental results have indicated the advantage of IDA when compared with other domain adaptation SAR ship detection methods.
- 9 August 2023
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Geoscience and Remote Sensing
- Vol. 61 (01962892) , 1-11
An Imbalanced Discriminant Alignment Approach for Domain Adaptive SAR Ship Detection
Synthetic aperture radar (SAR) imaging has round-the-clock data acquisition capability regardless of light and climate constraints, so it has been widely used for ship detection. However, SAR images usually suffer lower imaging quality, which may result in indistinct contours and non-negligible noise. Therefore, the manual labeling for SAR images is expensive, leading to a lack of training data in the task of ship detection. In this paper, we propose a route by utilizing domain adaptive methods to transfer information from labeled visible images (source domain) to unlabeled SAR images (target domain) for ship detection. To address the distribution mismatch between domains, we develop a novel imbalanced discriminant alignment (IDA) approach to improve the discriminant ability of the network and prevent negative migration. The core of the IDA approach is applying a new loss function called imbalanced prediction consistency (IPC) loss to describe the domain classifier consistency, and we further provide theoretical analysis for the effectiveness of the IPC loss. IDA ensures consistency at the image level and instance level, and focuses on the consistency of the source domain to enhance the feature extraction capability of the adversarial network. The theoretical discussion has proven that a necessary and sufficient condition for convergence of the IPC loss is that the two discriminant probabilities converge to 0 at the discriminant distance we define. Experimental results have indicated the advantage of IDA when compared with other domain adaptation SAR ship detection methods.
- 26 July 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Image Processing
- Vol. 31 (10577149) , 5067-5078
Castle in the Sky: Dynamic Sky Replacement and Harmonization in Videos
We propose a vision-based framework for dynamic sky replacement and harmonization in videos. Different from previous sky editing methods that either focus on static photos or require real-time pose signal from the camera’s inertial measurement units, our method is purely vision-based, without any requirements on the capturing devices, and can be well applied to either online or offline processing scenarios. Our method runs in real-time and is free of manual interactions. We decompose the video sky replacement into several proxy tasks, including motion estimation, sky matting, and image blending. We derive the motion equation of an object at infinity on the image plane under the camera’s motion, and propose “flow propagation”, a novel method for robust motion estimation. We also propose a coarse-to-fine sky matting network to predict accurate sky matte and design image blending to improve the harmonization. Experiments are conducted on videos diversely captured in the wild and show high fidelity and good generalization capability of our framework in both visual quality and lighting/motion dynamics. We also introduce a new method for content-aware image augmentation and proved that this method is beneficial to visual perception in autonomous driving scenarios. Our code and animated results are available at https://github.com/jiupinjia/SkyAR
- 26 July 2022
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Image Processing
- Vol. 31 (10577149) , 5067-5078
Castle in the Sky: Dynamic Sky Replacement and Harmonization in Videos
We propose a vision-based framework for dynamic sky replacement and harmonization in videos. Different from previous sky editing methods that either focus on static photos or require real-time pose signal from the camera’s inertial measurement units, our method is purely vision-based, without any requirements on the capturing devices, and can be well applied to either online or offline processing scenarios. Our method runs in real-time and is free of manual interactions. We decompose the video sky replacement into several proxy tasks, including motion estimation, sky matting, and image blending. We derive the motion equation of an object at infinity on the image plane under the camera’s motion, and propose “flow propagation”, a novel method for robust motion estimation. We also propose a coarse-to-fine sky matting network to predict accurate sky matte and design image blending to improve the harmonization. Experiments are conducted on videos diversely captured in the wild and show high fidelity and good generalization capability of our framework in both visual quality and lighting/motion dynamics. We also introduce a new method for content-aware image augmentation and proved that this method is beneficial to visual perception in autonomous driving scenarios. Our code and animated results are available at https://github.com/jiupinjia/SkyAR
- 27 January 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Image Processing
- Vol. 30 (10577149) , 2513-2525
Adversarial Training for Solving Inverse Problems in Image Processing
Inverse problems are a group of important mathematical problems that aim at estimating source data x and operation parameters z from inadequate observations y. In the image processing field, most recent deep learning-based methods simply deal with such problems under a pixel-wise regression framework (from y to x) while ignoring the physics behind. In this paper, we re-examine these problems under a different viewpoint and propose a novel framework for solving certain types of inverse problems in image processing. Instead of predicting x directly from y, we train a deep neural network to estimate the degradation parameters z under an adversarial training paradigm. We show that if the degradation behind satisfies some certain assumptions, the solution to the problem can be improved by introducing additional adversarial constraints to the parameter space and the training may not even require pair-wise supervision. In our experiment, we apply our method to a variety of real-world problems, including image denoising, image deraining, image shadow removal, non-uniform illumination correction, and underdetermined blind source separation of images or speech signals. The results on multiple tasks demonstrate the effectiveness of our method.
- 27 January 2021
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Image Processing
- Vol. 30 (10577149) , 2513-2525
Adversarial Training for Solving Inverse Problems in Image Processing
Inverse problems are a group of important mathematical problems that aim at estimating source data x and operation parameters z from inadequate observations y. In the image processing field, most recent deep learning-based methods simply deal with such problems under a pixel-wise regression framework (from y to x) while ignoring the physics behind. In this paper, we re-examine these problems under a different viewpoint and propose a novel framework for solving certain types of inverse problems in image processing. Instead of predicting x directly from y, we train a deep neural network to estimate the degradation parameters z under an adversarial training paradigm. We show that if the degradation behind satisfies some certain assumptions, the solution to the problem can be improved by introducing additional adversarial constraints to the parameter space and the training may not even require pair-wise supervision. In our experiment, we apply our method to a variety of real-world problems, including image denoising, image deraining, image shadow removal, non-uniform illumination correction, and underdetermined blind source separation of images or speech signals. The results on multiple tasks demonstrate the effectiveness of our method.
- 15 September 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 44 (3) , 1489-1502
Neural Rendering for Game Character Auto-Creation
Many role-playing games feature character creation systems where players are allowed to edit the facial appearance of their in-game characters. This paper proposes a novel method to automatically create game characters based on a single face photo. We frame this “artistic creation” process under a self-supervised learning paradigm by leveraging the differentiable neural rendering. Considering the rendering process of a typical game engine is not differentiable, an “imitator” network is introduced to imitate the behavior of the engine so that the in-game characters can be smoothly optimized by gradient descent in an end-to-end fashion. Different from previous monocular 3D face reconstruction which focuses on generating 3D mesh-grid and ignores user interaction, our method produces fine-grained facial parameters with a clear physical significance where users can optionally fine-tune their auto-created characters by manually adjusting those parameters. Experiments on multiple large-scale face datasets show that our method can generate highly robust and vivid game characters. Our method has been applied to two games and has now provided over 10 million times of online services.
- 15 September 2020
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Pattern Analysis and Machine Intelligence
- Vol. 44 (3) , 1489-1502
Neural Rendering for Game Character Auto-Creation
Many role-playing games feature character creation systems where players are allowed to edit the facial appearance of their in-game characters. This paper proposes a novel method to automatically create game characters based on a single face photo. We frame this “artistic creation” process under a self-supervised learning paradigm by leveraging the differentiable neural rendering. Considering the rendering process of a typical game engine is not differentiable, an “imitator” network is introduced to imitate the behavior of the engine so that the in-game characters can be smoothly optimized by gradient descent in an end-to-end fashion. Different from previous monocular 3D face reconstruction which focuses on generating 3D mesh-grid and ignores user interaction, our method produces fine-grained facial parameters with a clear physical significance where users can optionally fine-tune their auto-created characters by manually adjusting those parameters. Experiments on multiple large-scale face datasets show that our method can generate highly robust and vivid game characters. Our method has been applied to two games and has now provided over 10 million times of online services.
- Open Access
Unsupervised Facial Action Unit Intensity Estimation via Differentiable Optimization
The automatic intensity estimation of facial action units (AUs) from a single image plays a vital role in facial analysis systems. One big challenge for data-driven AU intensity estimation is the lack of sufficient AU label data. Due to the fact that AU annotation requires strong domain expertise, it is expensive to construct an extensive database to learn deep models. The limited number of labeled AUs as well as identity differences and pose variations further increases the estimation difficulties. Considering all these difficulties, we propose an unsupervised framework GE-Net for facial AU intensity estimation from a single image, without requiring any annotated AU data. Our framework performs differentiable optimization, which iteratively updates the facial parameters (i.e., head pose, AU parameters and identity parameters) to match the input image. GE-Net consists of two modules: a generator and a feature extractor. The generator learns to "render" a face image from a set of facial parameters in a differentiable way, and the feature extractor extracts deep features for measuring the similarity of the rendered image and input real image. After the two modules are trained and fixed, the framework searches optimal facial parameters by minimizing the differences of the extracted features between the rendered image and the input image. Experimental results demonstrate that our method can achieve state-of-the-art results compared with existing methods.
Open AccessUnsupervised Facial Action Unit Intensity Estimation via Differentiable Optimization
The automatic intensity estimation of facial action units (AUs) from a single image plays a vital role in facial analysis systems. One big challenge for data-driven AU intensity estimation is the lack of sufficient AU label data. Due to the fact that AU annotation requires strong domain expertise, it is expensive to construct an extensive database to learn deep models. The limited number of labeled AUs as well as identity differences and pose variations further increases the estimation difficulties. Considering all these difficulties, we propose an unsupervised framework GE-Net for facial AU intensity estimation from a single image, without requiring any annotated AU data. Our framework performs differentiable optimization, which iteratively updates the facial parameters (i.e., head pose, AU parameters and identity parameters) to match the input image. GE-Net consists of two modules: a generator and a feature extractor. The generator learns to "render" a face image from a set of facial parameters in a differentiable way, and the feature extractor extracts deep features for measuring the similarity of the rendered image and input real image. After the two modules are trained and fixed, the framework searches optimal facial parameters by minimizing the differences of the extracted features between the rendered image and the input image. Experimental results demonstrate that our method can achieve state-of-the-art results compared with existing methods.
- Open Access
- 14 January 2020
- Published by MDPI AG in Remote Sensing
- Vol. 12 (2) , 275
Do Game Data Generalize Well for Remote Sensing Image Segmentation?
Despite the recent progress in deep learning and remote sensing image interpretation, the adaption of a deep learning model between different sources of remote sensing data still remains a challenge. This paper investigates an interesting question: do synthetic data generalize well for remote sensing image applications? To answer this question, we take the building segmentation as an example by training a deep learning model on the city map of a well-known video game “Grand Theft Auto V” and then adapting the model to real-world remote sensing images. We propose a generative adversarial training based segmentation framework to improve the adaptability of the segmentation model. Our model consists of a CycleGAN model and a ResNet based segmentation network, where the former one is a well-known image-to-image translation framework which learns a mapping of the image from the game domain to the remote sensing domain; and the latter one learns to predict pixel-wise building masks based on the transformed data. All models in our method can be trained in an end-to-end fashion. The segmentation model can be trained without using any additional ground truth reference of the real-world images. Experimental results on a public building segmentation dataset suggest the effectiveness of our adaptation method. Our method shows superiority over other state-of-the-art semantic segmentation methods, for example, Deeplab-v3 and UNet. Another advantage of our method is that by introducing semantic information to the image-to-image translation framework, the image style conversion can be further improved.
- 14 January 2020
- Published by MDPI AG in Remote Sensing
- Vol. 12 (2) , 275
Open AccessDo Game Data Generalize Well for Remote Sensing Image Segmentation?
Despite the recent progress in deep learning and remote sensing image interpretation, the adaption of a deep learning model between different sources of remote sensing data still remains a challenge. This paper investigates an interesting question: do synthetic data generalize well for remote sensing image applications? To answer this question, we take the building segmentation as an example by training a deep learning model on the city map of a well-known video game “Grand Theft Auto V” and then adapting the model to real-world remote sensing images. We propose a generative adversarial training based segmentation framework to improve the adaptability of the segmentation model. Our model consists of a CycleGAN model and a ResNet based segmentation network, where the former one is a well-known image-to-image translation framework which learns a mapping of the image from the game domain to the remote sensing domain; and the latter one learns to predict pixel-wise building masks based on the transformed data. All models in our method can be trained in an end-to-end fashion. The segmentation model can be trained without using any additional ground truth reference of the real-world images. Experimental results on a public building segmentation dataset suggest the effectiveness of our adaptation method. Our method shows superiority over other state-of-the-art semantic segmentation methods, for example, Deeplab-v3 and UNet. Another advantage of our method is that by introducing semantic information to the image-to-image translation framework, the image style conversion can be further improved.
- Open Access
Face-to-Parameter Translation for Game Character Auto-Creation
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above "artistic creation" process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a "discriminative loss" and a "facial content loss", are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an "imitator" to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.
Open AccessFace-to-Parameter Translation for Game Character Auto-Creation
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above "artistic creation" process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a "discriminative loss" and a "facial content loss", are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an "imitator" to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.