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Zhi-Hao Lin

dblp:118/2127 · DBLP profile ↗
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6ranked-venue papers
3as first author
5since 2021 · last 2024
0000-0002-4831-5488ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
3D vision · 80% Graph learning · 20%
Computer graphics and multimedia
3 papers
Rendering · 60% Virtual and augmented reality · 19% Visual content generation and editing · 17%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural radiance fields
1.222023
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023
NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022
Machine learning › Graph learning › graph neural network
graph convolutional network
1.022022
Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020
Computer vision › 3D vision
point cloud analysis
1.022022
Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020
Computer vision › 3D vision
neural radiance field
0.812024
Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video · CVPR 2024
Virtual and augmented reality › virtual environment
interactive virtual environments
0.812024
Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video · CVPR 2024
Visual content generation and editing › 3d content editing
neural radiance field editing
0.712023
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023
Computer vision › 3D vision › geometric deep learning
3d graph convolution
0.612022
Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Computer vision › 3D vision › point cloud analysis
point cloud classification
0.612022
Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Computer vision › 3D vision
point cloud segmentation
0.612022
Learning of 3D Graph Convolution Networks for Point Cloud Analysis · IEEE Trans. Pattern Anal. Mach. Intell. 2022
Rendering
neural rendering
0.612022
NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022
Rendering
novel view synthesis
0.612022
NeurMiPs: Neural Mixture of Planar Experts for View Synthesis · CVPR 2022
Computer vision › 3D vision › point cloud analysis
point cloud classification and segmentation
0.412020
Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis · CVPR 2020
Computational science and engineering › computational physics
physics simulation
0.212023
ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field · ICCV 2023

Methods — techniques the papers use, named apart from their topics

neural radiance field · 2.8physics simulation · 1.5mesh distillation · 1.5physical simulation · 1.3graph max-pooling · 1.0volume rendering · 0.6ray-plane intersection · 0.6graph convolution · 0.6learnable kernels · 0.4
YearPublicationVenuePosition
2024 Video2Game: Real-time, Interactive, Realistic and Browser-Compatible Environment from a Single Video
abstract
Creating high-quality and interactive virtual environments, such as games and simulators, often involves complex and costly manual modeling processes. In this paper, we present Video2Game, a novel approach that automatically converts videos of real-world scenes into realistic and interactive game environments. At the heart of our system are three core components: (i) a neural radiance fields (NeRF) module that effectively captures the geometry and visual appearance of the scene; (ii) a mesh module that distills the knowledge from NeRF for faster rendering; and (iii) a physics module that models the interactions and physical dynamics among the objects. By following the carefully designed pipeline, one can construct an interactable and actionable digital replica of the real world. We benchmark our system on both indoor and large-scale outdoor scenes. We show that we can not only produce highly-realistic renderings in real-time, but also build interactive games on top.
Hongchi Xia, Zhi-Hao Lin, Wei-Chiu Ma, Shenlong Wang
CVPR2
2023 ClimateNeRF: Extreme Weather Synthesis in Neural Radiance Field
abstract
Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena in those scenes. Our application – Climate NeRF – allows people to visualize what climate change outcomes will do to them.ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from SOTA 2D image editing and SOTA 3D NeRF stylization.
Zhi-Hao Lin, David A. Forsyth, Jia-Bin Huang 0001, Shenlong Wang
ICCV2
2022 NeurMiPs: Neural Mixture of Planar Experts for View Synthesis
abstract
We present Neural Mixtures of Planar Experts (Neur-MiPs), a novel planar-based scene representation for modeling geometry and appearance. NeurMiPs leverages a collection of local planar experts in 3D space as the scene representation. Each planar expert consists of the parameters of the local rectangular shape representing geometry and a neural radiance field modeling the color and opacity. We render novel views by calculating ray-plane intersections and composite output colors and densities at intersected points to the image. NeurMiPs blends the efficiency of explicit mesh rendering and flexibility of the neural radiance field. Experiments demonstrate superior performance and speed of our proposed method, compared to other 3D representations in novel view synthesis.
Zhi-Hao Lin, Wei-Chiu Ma, Hao-Yu Hsu, Yu-Chiang Frank Wang, Shenlong Wang
CVPR1
2022 3D-Selfcutmix: Self-Supervised Learning for 3D Point Cloud Analysis
abstract
Point clouds have been widely applied to represent 3D data, with a variety of applications such as autonomous driving, augmented reality, and robotics. Since collecting a large amount of labeled 3D point cloud data for training deep learning models might not always be applicable, we propose the novel learning strategy of 3D-SelfCutMix, which advances mixed-sample data augmentation techniques while exploiting the spatial and semantic consistencies between point cloud data. Depending on the availability of label supervision, the proposed network can be realized in either self-supervised or fully-supervised manners, while both versions are shown to benefit downstream tasks. In our experiments, we consider a variety of tasks including classification and part-segmentation tasks, which sufficiently support the use of the proposed method for 3D point cloud analysis.
Yuan-Yi Xu, Yan-Yang Ji, Sheng-Yu Huang, Zhi-Hao Lin, Yu-Chiang Frank Wang
ICIP4
2022 Learning of 3D Graph Convolution Networks for Point Cloud Analysis
abstract
Point clouds are among the popular geometry representations in 3D vision. However, unlike 2D images with pixel-wise layouts, such representations containing unordered data points which make the processing and understanding the associated semantic information quite challenging. Although a number of previous works attempt to analyze point clouds and achieve promising performances, their performances would degrade significantly when data variations like shift and scale changes are presented. In this paper, we propose 3D graph convolution networks (3D-GCN), which uniquely learns 3D kernels with graph max-pooling mechanisms for extracting geometric features from point cloud data across different scales. We show that, with the proposed 3D-GCN, satisfactory shift and scale invariance can be jointly achieved. We show that 3D-GCN can be applied to point cloud classification and segmentation tasks, with ablation studies and visualizations verifying the design of 3D-GCN.
Zhi-Hao Lin, Sheng-Yu Huang, Yu-Chiang Frank Wang
IEEE Trans. Pattern Anal. Mach. Intell.1
2020 Convolution in the Cloud: Learning Deformable Kernels in 3D Graph Convolution Networks for Point Cloud Analysis
abstract
Point clouds are among the popular geometry representations for 3D vision applications. However, without regular structures like 2D images, processing and summarizing information over these unordered data points are very challenging. Although a number of previous works attempt to analyze point clouds and achieve promising performances, their performances would degrade significantly when data variations like shift and scale changes are presented. In this paper, we propose 3D Graph Convolution Networks (3D-GCN), which is designed to extract local 3D features from point clouds across scales, while shift and scale-invariance properties are introduced. The novelty of our 3D-GCN lies in the definition of learnable kernels with a graph max-pooling mechanism. We show that 3D-GCN can be applied to 3D classification and segmentation tasks, with ablation studies and visualizations verifying the design of 3D-GCN.
Zhi-Hao Lin, Sheng-Yu Huang, Yu-Chiang Frank Wang
CVPR1