Edward Zhang

I'm a

About

I’m a third-year Ph.D. student in Computer and Information Science at the University of Pennsylvania’s GRASP Laboratory, advised by Eric Eaton and Dan Hashimoto. I am an NSF Graduate Research Fellow. My research sits at the intersection of computer vision, robotics, multimodal foundation models, and generative learning, with a particular interest in specialized, data-scarce, and safety-critical environments.

Computer Vision & Robotic Perception

Many machine-learning methods assume that representative data can be collected when needed. In safety-critical settings, important examples may instead be intrinsically scarce: severe injuries, genuinely rare events, or events that have not happened yet. I study the features that make these sparse examples distinct and how to expand those regions of a distribution. This also means asking what foundation models do not already represent: when abundant examples exist, simple discriminative models can often learn the concept. My current work explores more targeted retrieval, generation, and data expansion without merely memorizing scarce examples.

  • Phone: +1 215 450 6405
  • Email: zedward@seas.upenn.edu
  • Curriculum Vitae:

Publications

Selected work on robotic triage, specialized visual recognition, and embodied perception.

open-body-fit

MIG 2022 poster

Research & Projects

Current work in robotic perception and data-scarce vision, followed by earlier work in embodied data collection, neural rendering, graphics, and game development.

  • All
  • Research
  • Graphics Programming
  • Game Development
DARPA Triage Challenge robotic perception

DARPA Triage Challenge / Robotic Perception

Developing perception for autonomous casualty assessment and triage: body-part perception, injury classification, trauma understanding, and alertness-related perception. I work with conventional vision models and VLMs; deploy ROS/ROS2 and Dockerized components on real robotic platforms; work with field data, sensors, and hardware constraints; coordinate technical resources; and mentor approximately four master’s students.

Synthetic data for specialized data-scarce vision

Synthetic Data for Specialized Data-Scarce Vision

First-author work benchmarking generative and conventional augmentation for specialized trauma recognition on held-out real images. I examined distribution shift, memorization/collapse, and overly canonical synthetic examples; the evaluated generative methods did not consistently exceed a strong non-generative baseline. Ongoing work asks how to target the features that define sparsity without memorizing scarce examples.

Ego-Exo4D data collection

Ego-Exo4D / Ego-Exo Data for Pose and Segmentation

Led Penn’s data-collection efforts for Ego-Exo4D, working with 100+ participants and approximately 600 hours of footage. I also investigated semantic segmentation and 3D hand-pose related work within the consortium.

Neural rendering visualization

Neural Rendering

A simplified implementation of a 3D Neural Radiance Field, part of my earlier work in visual computing and rendering.

open-body-fit

A pipeline for loading estimated pose data from sign language into physics-based simulators, presented at MIG 2022.

A Data-Driven Look at the China Dream

An overview of US-listed Chinese stocks evaluated against Big Data, completed as a Worldwide Research Assistant Project under Wharton.

Efficacy of Game-Based Learning In the Teaching of Abstract Concepts

My Wharton Honors Thesis, using Recursion Rumble to test the efficacy of games for teaching abstract concepts.

Bionic Traveller game artwork

Bionic Traveller

The UPenn Game Development Club's inaugural Steam release, led by me as Executive Producer.

Recursion Rumble game artwork

Recursion Rumble

A gamified approach to teaching recursion, coded and tested by me.

Galaxy Gacha game artwork

Galaxy Gacha

The UPenn Game Development Club's second Steam project, led by me as Executive Producer.

Virtual Avatar Streaming Apperatus

A rudimentary VTubing software package that can be connected to StreamLabs for livestreaming.

Vulkan and WebGPU Grass

Realtime scenes of animated grass that react to forces such as gravity and wind.

Cuda Pathtracer

A path tracer written in C++ and CUDA supporting arbitrary mesh loading, multiple light and surface types, and depth-of-field effects.

Mini-Maya

A C++ rasterizer supporting arbitrary mesh editing, mesh skinning, and Catmull–Clark smoothing.

Face Blur

A simple automatic face-blurring software package powered by OpenCV.