Min Shi 0005

dblp:03/1086-5 · DBLP profile ↗
← Back
18ranked-venue papers
7as first author
14since 2021 · last 2026
0000-0002-5309-5598ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 16 · 6 first-author · 12 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2026 Slender3D: Curve-Guided Multi-View Reconstruction of Slender Structures
abstract
Although geometric reconstruction of general objects from images has made remarkable progress in recent years, slender structures remain largely underexplored, despite their critical importance in engineering, biomedical, and agricultural applications. To bridge this gap, we propose a dedicated 2DGS-based geometric reconstruction framework tailored for slender structures, achieving accurate and faithful geometry recovery. Our method first addresses the challenge that most slender objects are texture-less, which hinders reliable feature matching and pose estimation in traditional SfM pipelines. By leveraging the curve-like nature of slender structures, we perform a curve-guided SfM process that provides robust camera poses and accurate 3D curve initialization for Gaussian primitives. To ensure SfM reliability, we introduce a high-precision mask extraction strategy that integrates geometric priors with a segmentation network, effectively handling self-occlusion and thin geometry. Furthermore, to enhance fine geometric recovery, we incorporate a differentiable Poisson reconstruction module to extract an initial mesh during training, which is then refined via image-space iterative optimization using differentiable mesh rasterization. In contrast to conventional approaches that rely on differentiable Gaussian rasterization followed by TSDF-based mesh extraction, our method avoids the additional geometric errors and artifacts introduced during the intermediate TSDF conversion, thereby improving the overall reconstruction quality. Comprehensive experiments on both synthetic and real-world datasets validate that our method achieves superior reconstruction quality compared to state-of-the-art approaches.
Suqin Wang, Zeyi Wang, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Xiujuan Chai, Dengming Zhu
AAAI3
2025 Self-Supervised Humidity-Controllable Garment Simulation via Capillary Bridge Modeling
abstract
Abstract Simulating wet clothing remains a significant challenge due to the complex physical interactions between moist fabric and the human body, compounded by the lack of dedicated datasets for training data‐driven models. Existing self‐supervised approaches struggle to capture moisture‐induced dynamics such as skin adhesion, anisotropic surface resistance, and non‐linear wrinkling, leading to limited accuracy and efficiency. To address this, we present SHGS, a novel self‐supervised framework for humidity‐controllable clothing simulation grounded in the physical modeling of capillary bridges that form between fabric and skin. We abstract the forces induced by wetness into two physically motivated components: a normal adhesive force derived from Laplace pressure and a tangential shear‐resistance force that opposes relative motion along the fabric surface. By formulating these forces as potential energy for conservative effects and as mechanical work for non‐conservative effects, we construct a physics‐consistent wetness loss. This enables self‐supervised training without requiring labeled data of wet clothing. Our humidity‐sensitive dynamics are driven by a multi‐layer graph neural network, which facilitates a smooth and physically realistic transition between different moisture levels. This architecture decouples the garment's dynamics in wet and dry states through a local weight interpolation mechanism, adjusting the fabric's behavior in response to varying humidity conditions. Experiments demonstrate that SHGS outperforms existing methods in both visual fidelity and computational efficiency, marking a significant advancement in realistic wet‐cloth simulation.
Min Shi 0005, Jia-Qi Zhang, Lin Gao 0004, Dengming Zhu
Comput. Graph. Forum1
2025 WaterGS: Physically-Based Imaging in Gaussian Splatting for Underwater Scene Reconstruction
abstract
Abstract Reconstructing underwater object geometry from multi‐view images is a long‐standing challenge in computer graphics, primarily due to image degradation caused by underwater scattering, blur, and color shift. These degradations severely impair feature extraction and multi‐view consistency. Existing methods typically rely on pre‐trained image enhancement models as a preprocessing step, but often struggle with robustness under varying water conditions. To overcome these limitations, we propose WaterGS, a novel framework for underwater surface reconstruction that jointly recovers accurate 3D geometry and restores true object colors. The core of our approach lies in introducing a Physically‐Based imaging model into the rendering process of 2D Gaussian Splatting. This enables accurate separation of true object colors from water‐induced distortions, thereby facilitating more robust photometric alignment and denser geometric reconstruction across views. Building upon this improved photometric consistency, we further introduce a Gaussian bundle adjustment scheme guided by our physical model to jointly optimize camera poses and geometry, enhancing reconstruction accuracy. Extensive experiments on synthetic and real‐world datasets show that WaterGS achieves robust, high‐fidelity reconstruction directly from raw underwater images, outperforming prior approaches in both geometric accuracy and visual consistency.
S. Q. Wang, W. B. Wu, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Dengming Zhu
Comput. Graph. Forum3
2025 StyleGarNet: A Real-Time Garment Animation Generation Method With Diverse Styles
abstract
ABSTRACT Dressing animations have broad applications in film and animation, but current methods require retraining networks for new styles, which is resource‐intensive. While 2D pattern parameters are used for static 3D clothing modeling and editing, applying them to control style variations in dynamic clothing deformation is challenging due to the uncertainty introduced by multiple parameters. Ensuring consistent and stable style features across time‐varying deformation sequences is difficult. Therefore, we present StyleGarNet, a novel approach for style‐parameter‐controlled dressing animation generation and editing. We employ a conditional variational autoencoder architecture to build our network, with style parameters serving as constraint information. This allows us to learn the probabilistic distribution model of deformations under style constraints, crucial for enhancing the robust representation of styles during the deformation process. Simultaneously, considering the temporal nature of motion, we introduce a transformer layer to capture the temporal dependencies of both motion and clothing deformation, thereby enhancing the stability of clothing deformation. Ultimately, our approach enables flexible manipulation of dressing animation generation through inputting style and motion features. Evaluation results demonstrate the efficacy of our approach and show that StyleGarNet outperforms existing methods in terms of prediction speed, accuracy, and stability of deformation sequences.
Min Shi 0005, Xinru Zhuo, Yueyue Sun, Lin Gao 0004, Tianlu Mao, Dengming Zhu
Comput. Animat. Virtual Worlds1
2025 Generating 3D fish motion skeleton via iterative optimization method and FishSkeletonNet
Min Shi 0005, Guo-Liang Zhao, Shi-sheng Guo, Bi-lian Sun, Dengming Zhu, Xiu-juan Chai, Zhao-Xin Li, Xinru Zhuo
Vis. Comput.1
2024 Unsupervised Real-Time Garment Deformation Prediction Driven by Human Body Pose and Shape
Xinru Zhuo, Min Shi 0005, Dengming Zhu, Guoqing Han, Zhaoxin Li
CGI (2)2
2024 Generating diverse clothed 3D human animations via a generative model
abstract
Data-driven garment animation is a current topic of interest in the computer graphics industry. Existing approaches generally establish the mapping between a single human pose or a temporal pose sequence, and garment deformation, but it is difficult to quickly generate diverse clothed human animations. We address this problem with a method to automatically synthesize dressed human animations with temporal consistency from a specified human motion label. At the heart of our method is a two-stage strategy. Specifically, we first learn a latent space encoding the sequence-level distribution of human motions utilizing a transformer-based conditional variational autoencoder (Transformer-CVAE). Then a garment simulator synthesizes dynamic garment shapes using a transformer encoder–decoder architecture. Since the learned latent space comes from varied human motions, our method can generate a variety of styles of motions given a specific motion label. By means of a novel beginning of sequence (BOS) learning strategy and a self-supervised refinement procedure, our garment simulator is capable of efficiently synthesizing garment deformation sequences corresponding to the generated human motions while maintaining temporal and spatial consistency. We verify our ideas experimentally. This is the first generative model that directly dresses human animation.
Min Shi 0005, Wenke Feng, Lin Gao 0004, Dengming Zhu
Comput. Vis. Media1
2023 Accurate Robotic Grasp Detection with Angular Label Smoothing
Min Shi 0005, Hao Lu 0003, Zhao-Xin Li, Dengming Zhu, Zhao-Qi Wang
J. Comput. Sci. Technol.1
2023 Motion-Inspired Real-Time Garment Synthesis with Temporal-Consistency
Yukun Wei, Min Shi 0005, Wenke Feng, Dengming Zhu, Tianlu Mao
J. Comput. Sci. Technol.2
2023 Reference-Based Deep Line Art Video Colorization
abstract
Coloring line art images based on the colors of reference images is a crucial stage in animation production, which is time-consuming and tedious. This paper proposes a deep architecture to automatically color line art videos with the same color style as the given reference images. Our framework consists of a color transform network and a temporal refinement network based on 3U-net. The color transform network takes the target line art images as well as the line art and color images of the reference images as input and generates corresponding target color images. To cope with the large differences between each target line art image and the reference color images, we propose a distance attention layer that utilizes non-local similarity matching to determine the region correspondences between the target image and the reference images and transforms the local color information from the references to the target. To ensure global color style consistency, we further incorporate Adaptive Instance Normalization (AdaIN) with the transformation parameters obtained from a multiple-layer AdaIN that describes the global color style of the references extracted by an embedder network. The temporal refinement network learns spatiotemporal features through 3D convolutions to ensure the temporal color consistency of the results. Our model can achieve even better coloring results by fine-tuning the parameters with only a small number of samples when dealing with an animation of a new style. To evaluate our method, we build a line art coloring dataset. Experiments show that our method achieves the best performance on line art video coloring compared to the current state-of-the-art methods.
Min Shi 0005, Jia-Qi Zhang, Lin Gao 0004, Yukun Lai
IEEE Trans. Vis. Comput. Graph.1
2022 MoFiM: A morphable fish modeling method for underwater binocular vision system
abstract
Abstract Fish morphology is an essential basis for fishery management, as it can reflect the growth status of fishes. Noncontact 3D reconstruction of underwater fish is a new way to obtain fish morphology. While it is difficult to reconstruct fish on account of the inadequate information caused by fish swimming and poor underwater imaging. This article introduces a morphable fish modeling method for the underwater binocular vision system. First, we define a fish representation based on selected landmarks. Then, we propose a chirality‐supervision incorporated hourglass network to estimate fish orientation and fish 2D landmarks simultaneously, and calculate fish 3D landmarks by triangulation. Next, we propose a fish modeling method which is based on 3D landmarks and introduce the optimization procedure of fish modeling. Finally, we obtain the complete 3D fish model corresponding to the input images. To train our network and build a parametric model, we constructed an underwater vision dataset and fish instance dataset respectively. We conducted experiments with grass carp as an example, and the experimental results show that our method can achieve effective fish modeling and is useful for noncontact measurement of underwater fish.
Jingfang Yin, Dengming Zhu, Min Shi 0005, Zhaoxin Li, Ming Duan, Xiangyuan Mi
Comput. Animat. Virtual Worlds3
2022 Active Colorization for Cartoon Line Drawings
abstract
In the animation industry, the colorization of raw sketch images is a vitally important but very time-consuming task. This article focuses on providing a novel solution that semiautomatically colorizes a set of images using a single colorized reference image. Our method is able to provide coherent colors for regions that have similar semantics to those in the reference image. An active-learning-based framework is used to match local regions, followed by mixed-integer quadratic programming (MIQP) which considers the spatial contexts to further refine the matching results. We efficiently utilize user interactions to achieve high accuracy in the final colorized images. Experiments show that our method outperforms the current state-of-the-art deep learning based colorization method in terms of color coherency with the reference image. The region matching framework could potentially be applied to other applications, such as color transfer.
Jia-Qi Zhang, Lin Gao 0004, Shihong Xia, Min Shi 0005
IEEE Trans. Vis. Comput. Graph.6
2022 Automatic and real-time green screen keying
Zhaoxin Li, Dengming Zhu, Min Shi 0005
Vis. Comput.4
2021 Learning a shared deformation space for efficient design-preserving garment transfer
Min Shi 0005, Yukun Wei, Dengming Zhu, Tianlu Mao
Graph. Model.1
2019 Depth Camera Based Fluid Reconstruction and its Solid-fluid Interaction
abstract
Fluid animation has great value in study and application in many fields, such as video special effects, virtual reality and so on. However, due to the complexity and irregularity of fluid's motion, the existing simulation methods cannot make a good tradeoff between computational efficiency and realism. In this paper, a method of fluid animation synthesis based on depth camera is proposed. The RGB-D (red, green, blue-depth) data, captured by a RealSense camera, are used to reconstruct the fluid surface. By analysis the relation between color intensity and height field gradient of water surface, we use the RGB image as guidance to denoise the depth image, then possion reconstruction is employed to repair the incomplete data of depth image and fuse detail feature from the RGB to the reconstruction fluid surface. In addition, we propose a real-time method to simulate the interaction between solid and fluid, which is implemented on the wave particle system that fitted to the reconstruction fluid surface. Experiments show that the presented method can reconstruct fluid effectively and generate fluid animation of solid-fluid interaction plausibly.
Xiaobing Feng 0003, Dengming Zhu, Min Shi 0005
CASA4
2018 Behavioral Simulation of Passengers in a Waiting Hall
abstract
In this paper, we introduced a behavioral decision and execution method to simulate crowded passengers in a waiting hall. The method, as well as its simulation framework, is designed under the special purpose of passenger safety investigation. It supports the simulation of both regular crowded passenger behaviors and emergency passenger behavior. Situations under different time tables and density control measure could easily be conducted and simulated for safety purposes.
Shaohua Liu 0002, Xiyuan Song, Hao Jiang 0013, Min Shi 0005, Tianlu Mao
VR4
2016 Progressive light volume for interactive volumetric illumination
abstract
Abstract We propose a technique named progressive light volume to support advanced volumetric illumination effects, such as single scattering and multi scattering. The light volume stores direct lighting information for sample points of the volume data. Using the light volume, we are able to compute the direct lighting for any point in the volume data with a single texture lookup. In order to keep the rendering at an interactive frame rate, we build the light volume progressively if necessary. During the light volume construction period, we use a fast ray casting algorithm to produce a rough rendering estimate from the light volume. After the light volume is built, we use a path tracer to continuously estimate the light intensity for each pixel. Our method puts no restrictions on the number, position, and type of lights. We conducted a comprehensive evaluation for various datasets. The rendering results show that our method is able to produce compelling images, and the performance results indicate that our method is practical for interactive use. Copyright © 2016 John Wiley & Sons, Ltd.
Dengming Zhu, Min Shi 0005
Comput. Animat. Virtual Worlds5
2016 View synthesis with 3D object segmentation-based asynchronous blending and boundary misalignment rectification
Jing Liu 0004, Chunpeng Li, Xuefeng Fan, Min Shi 0005
Vis. Comput.5