VLDB 2026 Research / reviewers in the wild / expert
Meng Zhang 0043
dblp:04/6901-43
· DBLP profile ↗
7ranked-venue papers
4as first author
7since 2021 · last 2026
0000-0003-2384-0697ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 6 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Floating-Point Robustness in Parametric Surface Continuous Collision Detection: From Algorithm to BenchmarkingabstractContinuous Collision Detection is essential in simulation and modeling for accurately identifying object collisions. While robust CCD techniques have matured for triangle meshes, ensuring floating-point robustness for parametric surfaces remains an open challenge due to their representational complexity and heightened algorithmic sensitivity. In this paper, we present the first floating-point-robust CCD framework for parametric surfaces. Built on the Time-Dependent Inclusion-Based Method (TDIBM), our approach introduces a novel error decomposition strategy that separates coefficient and arithmetic errors, enabling structured analysis and safety guarantees. To rigorously benchmark robustness, we develop a rational-arithmetic-based dataset by inverting the CCD process: we generate exact ground-truth datasets from prescribed collision outcomes. Our construction captures both typical scenarios and near-degenerate cases. We evaluate several CCD algorithms using this benchmark to provide an in-depth analysis. Together, our method and dataset establish a comprehensive foundation for analyzing, benchmarking, and improving floating-point robustness in parametric surface CCD. Code and dataset will be published upon acceptance. Xingyu Ni, Meng Zhang 0043, Bin Wang 0069, Mengyu Chu, Baoquan Chen |
ACM Trans. Graph. | 5 |
| 2025 | Perm: A Parametric Representation for Multi-Style 3D Hair ModelingabstractWe present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/. Chengan He, Xin Sun 0014, Zhixin Shu, Fujun Luan, Sören Pirk, Jorge Alejandro Amador Herrera, Dominik L. Michels, Tuanfeng Y. Wang, Meng Zhang 0043, Holly E. Rushmeier, Yi Zhou 0023 |
ICLR | 9 |
| 2024 | Neural Garment Dynamic Super-Resolutionabstractshapes, motions, and garment types not present in the training data.We demonstrate significant improvements over state-of-the-art alternatives, particularly in enhancing the quality of high-frequency, fine-grained wrinkle details.Code and data is released in https://github.com/MengZephyr/Neural- Meng Zhang 0043, Jun Li 0027 |
SIGGRAPH Asia | 1 |
| 2024 | Garment Animation NeRF with Color EditingabstractAbstract Generating high‐fidelity garment animations through traditional workflows, from modeling to rendering, is both tedious and expensive. These workflows often require repetitive steps in response to updates in character motion, rendering viewpoint changes, or appearance edits. Although recent neural rendering offers an efficient solution for computationally intensive processes, it struggles with rendering complex garment animations containing fine wrinkle details and realistic garment‐and‐body occlusions, while maintaining structural consistency across frames and dense view rendering. In this paper, we propose a novel approach to directly synthesize garment animations from body motion sequences without the need for an explicit garment proxy. Our approach infers garment dynamic features from body motion, providing a preliminary overview of garment structure. Simultaneously, we capture detailed features from synthesized reference images of the garment's front and back, generated by a pre‐trained image model. These features are then used to construct a neural radiance field that renders the garment animation video. Additionally, our technique enables garment recoloring by decomposing its visual elements. We demonstrate the generalizability of our method across unseen body motions and camera views, ensuring detailed structural consistency. Furthermore, we showcase its applicability to color editing on both real and synthetic garment data. Compared to existing neural rendering techniques, our method exhibits qualitative and quantitative improvements in garment dynamics and wrinkle detail modeling. Code is available at https://github.com/wrk226/GarmentAnimationNeRF . Renke Wang, Meng Zhang 0043, Jun Li 0027, Jian Yang 0003 |
Comput. Graph. Forum | 2 |
| 2022 | Motion Guided Deep Dynamic 3D GarmentsabstractRealistic dynamic garments on animated characters have many AR/VR applications. While authoring such dynamic garment geometry is still a challenging task, data-driven simulation provides an attractive alternative, especially if it can be controlled simply using the motion of the underlying character. In this work, we focus on motion guided dynamic 3D garments, especially for loose garments. In a data-driven setup, we first learn a generative space of plausible garment geometries. Then, we learn a mapping to this space to capture the motion dependent dynamic deformations, conditioned on the previous state of the garment as well as its relative position with respect to the underlying body. Technically, we model garment dynamics, driven using the input character motion, by predicting per-frame local displacements in a canonical state of the garment that is enriched with frame-dependent skinning weights to bring the garment to the global space. We resolve any remaining per-frame collisions by predicting residual local displacements. The resultant garment geometry is used as history to enable iterative roll-out prediction. We demonstrate plausible generalization to unseen body shapes and motion inputs, and show improvements over multiple state-of-the-art alternatives. Code and data is released in https://geometry.cs.ucl.ac.uk/projects/2022/MotionDeepGarment/ Meng Zhang 0043, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2021 | Deep Detail Enhancement for Any GarmentabstractAbstract Creating fine garment details requires significant efforts and huge computational resources. In contrast, a coarse shape may be easy to acquire in many scenarios (e.g., via low‐resolution physically‐based simulation, linear blend skinning driven by skeletal motion, portable scanners). In this paper, we show how to enhance, in a data‐driven manner, rich yet plausible details starting from a coarse garment geometry. Once the parameterization of the garment is given, we formulate the task as a style transfer problem over the space of associated normal maps. In order to facilitate generalization across garment types and character motions, we introduce a patch‐based formulation, that produces high‐resolution details by matching a Gram matrix based style loss, to hallucinate geometric details (i.e., wrinkle density and shape). We extensively evaluate our method on a variety of production scenarios and show that our method is simple, light‐weight, efficient, and generalizes across underlying garment types, sewing patterns, and body motion. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DeepDetailEnhance/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
Comput. Graph. Forum | 1 |
| 2021 | Dynamic neural garmentsabstractA vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars' motion. Existing workflow of modeling, simulation, and rendering closely replicates the physics behind real garments, but is tedious and requires repeating most of the workflow under changes to characters' motion, camera angle, or garment resizing. Although data-driven solutions exist, they either focus on static scenarios or only handle dynamics of tight garments. We present a solution that, at test time, takes in body joint motion to directly produce realistic dynamic garment image sequences. Specifically, given the target joint motion sequence of an avatar, we propose dynamic neural garments to synthesize plausible dynamic garment appearance from a desired viewpoint. Technically, our solution generates a coarse garment proxy sequence, learns deep dynamic features attached to this template, and neurally renders the features to produce appearance changes such as folds, wrinkles, and silhouettes. We demonstrate generalization behavior to both unseen motion and unseen camera views. Further, our network can be fine-tuned to adopt to new body shape and/or background images. We demonstrate our method on a wide range of real and synthetic garments. We also provide comparisons against existing neural rendering and image sequence translation approaches, and report clear quantitative and qualitative improvements. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DynamicNeuralGarments/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 1 |