Zhendong Wang 0001

dblp:153/2385-1 · DBLP profile ↗
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10ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0002-0647-3808ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Heterogeneous Subspace Corrections for GPU Deformable Multibody Dynamics
abstract
Simulating heterogeneous multibody systems with both deformable and stiff components remains a challenge for GPU solvers. While Newton-Krylov methods are popular for their matrix-free nature and good GPU compatibility, they often suffer from severe ill-conditioning and slow convergence when handling stiff contacts and material disparities in deformable multibody systems. In this paper, we present Heterogeneous Subspace Corrections (HSC), a novel Newton-CG variant to efficiently simulate such complex systems. HSC decouples the system into two Krylov iterations: a Newton-CG procedure for deformable bodies and a Neumann-based iteration for the affine subsystem. We introduce a GPU-based Adaptive Cross Approximation (ACA) algorithm to exploit the low-rank nature of the coupling matrices, which manages to reduce the overhead of sparse matrix-vector multiplications substantially on the GPU. For the affine subsystem, we propose a dedicated data structure for fast assembling contact Hessians in parallel. A variety of experimental results demonstrate that our framework consistently outperforms existing GPU simulators, achieving convergence rates comparable to direct solvers even in scenes with high-resolution models and extensive stiff contacts.
Dewen Guo, Zhendong Wang 0001, Minchen Li, Sheng Li 0008, Huamin Wang 0001, Chenfanfu Jiang, Yin Yang 0002
ACM Trans. Graph.2
2025 Progressive Outfit Assembly and Instantaneous Pose Transfer
abstract
With the rise of digital fashion, reusing high-quality garment assets to assemble new outfits has become increasingly important for improving design efficiency and reducing production costs. However, combining multiple garments often introduces complex inter-garment intersections that are difficult to resolve. In this paper, we propose a novel framework that introduces a midsurface representation to simplify multilayered garments for intersection-free outfit assembly. Each garment is approximated by a watertight tetrahedral enclosure, enabling efficient resolution of inter-garment collisions on the midsurface level. To assemble an outfit, our method progressively untangles pairs of single-layer midsurfaces and incrementally constructs a merged midsurface. To recover the intersection-free full geometry from these deformed midsurfaces and enable instantaneous transfer across different poses, we uses embedded anchors to drive inversion-free deformation of enclosing tetrahedral cages. Through various examples, we demonstrate that our method provides a scalable and automated solution for virtual outfit coordination, enabling the direct reuse of garment assets in high-fidelity, collision-free digital fashion workflows.
Dewen Guo, Zhendong Wang 0001, Zegao Liu, Sheng Li 0008, Yin Yang 0002, Huamin Wang 0001
SIGGRAPH Asia2
2025 GarmageNet: A Multimodal Generative Framework for Sewing Pattern Design and Generic Garment Modeling
abstract
Realistic digital garment modeling remains a labor-intensive task due to the intricate process of translating 2D sewing patterns into high-fidelity, simulation-ready 3D garments. We introduce GarmageNet , a unified generative framework that automates the creation of 2D sewing patterns, the construction of sewing relationships, and the synthesis of 3D garment initializations compatible with physics-based simulation. Central to our approach is Garmage , a novel garment representation that encodes each panel as a structured geometry image, effectively bridging the semantic and geometric gap between 2D structural patterns and 3D garment geometries. Followed by GarmageNet , a latent diffusion transformer to synthesize panel-wise geometry images and GarmageJigsaw , a neural module for predicting point-to-point sewing connections along panel contours. To support training and evaluation, we build GarmageSet , a large-scale dataset comprising 14,801 professionally designed garments with detailed structural and style annotations. Our method demonstrates versatility and efficacy across multiple application scenarios, including scalable garment generation from multi-modal design concepts (text prompts, sketches, photographs), automatic modeling from raw flat sewing patterns, pattern recovery from unstructured point clouds, and progressive garment editing using conventional instructions, laying the foundation for fully automated, production-ready pipelines in digital fashion. Refer to our project page for open-sourced code and dataset.
Ruiyang Liu, Chen Liu 0012, Zhendong Wang 0001, Gaofeng He, Yong-Lu Li 0001, Xiaogang Jin 0001, Huamin Wang 0001
ACM Trans. Graph.4
2024 Super-Resolution Cloth Animation with Spatial and Temporal Coherence
abstract
Creating super-resolution cloth animations, which refine coarse cloth meshes with fine wrinkle details, faces challenges in preserving spatial consistency and temporal coherence across frames. In this paper, we introduce a general framework to address these issues, leveraging two core modules. The first module interleaves a simulator and a corrector. The simulator handles cloth dynamics, while the corrector rectifies differences in low-frequency features across various resolutions. This interleaving ensures prompt correction of spatial errors from the coarse simulation, effectively preventing their temporal propagation. The second module performs mesh-based super-resolution for detailed wrinkle enhancements. We decompose garment meshes into overlapping patches for adaptability to various styles and geometric continuity. Our method achieves an 8× improvement in resolution for cloth animations. We showcase the effectiveness of our method through diverse animation examples, including simple cloth pieces and intricate garments.
Jiawang Yu, Zhendong Wang 0001
ACM Trans. Graph.2
2023 Stable Discrete Bending by Analytic Eigensystem and Adaptive Orthotropic Geometric Stiffness
abstract
In this paper, we address two limitations of dihedral angle based discrete bending (DAB) models, i.e. the indefiniteness of their energy Hessian and their vulnerability to geometry degeneracies. To tackle the indefiniteness issue, we present novel analytic expressions for the eigensystem of a DAB energy Hessian. Our expressions reveal that DAB models typically have positive, negative, and zero eigenvalues, with four of each, respectively. By using these expressions, we can efficiently project an indefinite DAB energy Hessian as positive semi-definite analytically. To enhance the stability of DAB models at degenerate geometries, we propose rectifying their indefinite geometric stiffness matrix by using orthotropic geometric stiffness matrices with adaptive parameters calculated from our analytic eigensystem. Among the twelve motion modes of a dihedral element, our resulting Hessian for DAB models retains only the desirable bending modes, compared to the undesirable altitude-changing modes of the exact Hessian with original geometric stiffness, all modes of the Gauss-Newton approximation without geometric stiffness, and no modes of the projected Hessians with inappropriate geometric stiffness. Additionally, we suggest adjusting the compression stiffness according to the Kirchhoff-Love thin plate theory to avoid over-compression. Our method not only ensures the positive semidefiniteness but also avoids instability caused by large bending forces at degenerate geometries. To demonstrate the benefit of our approaches, we show comparisons against existing methods on the simulation of cloth and thin plates in challenging examples.
Zhendong Wang 0001, Yin Yang 0002, Huamin Wang 0001
ACM Trans. Graph.1
2022 A GPU-based multilevel additive schwarz preconditioner for cloth and deformable body simulation
abstract
In this paper, we wish to push the limit of real-time cloth and deformable body simulation to a higher level with 50K to 500K vertices, based on the development of a novel GPU-based multilevel additive Schwarz (MAS) pre-conditioner. Similar to other preconditioners under the MAS framework, our preconditioner naturally adopts multilevel and domain decomposition concepts. But contrary to previous works, we advocate the use of small, non-overlapping domains that can well explore the parallel computing power on a GPU. Based on this idea, we investigate and invent a series of algorithms for our preconditioner, including multilevel domain construction using Morton codes, low-cost matrix precomputation by one-way Gauss-Jordan elimination, and conflict-free symmetric-matrix-vector multiplication in runtime preconditioning. The experiment shows that our preconditioner is effective, fast, cheap to precompute and scalable with respect to stiffness and problem size. It is compatible with many linear and nonlinear solvers used in cloth and deformable body simulation with dynamic contacts, such as PCG, accelerated gradient descent and L-BFGS. On a GPU, our preconditioner speeds up a PCG solver by approximately a factor of four, and its CPU version outperforms a number of competitors, including ILU0 and ILUT.
Botao Wu, Zhendong Wang 0001, Huamin Wang 0001
ACM Trans. Graph.2
2018 Accurate self-collision detection using enhanced dual-cone method
Min Tang 0001, Zhendong Wang 0001, Ruofeng Tong 0001
Comput. Graph.3
2018 Parallel Multigrid for Nonlinear Cloth Simulation
abstract
Abstract Accurate high‐resolution simulation of cloth is a highly desired computational tool in graphics applications. As single‐resolution simulation starts to reach the limit of computational power, we believe the future of cloth simulation is in multi‐resolution simulation. In this paper, we explore nonlinearity, adaptive smoothing, and parallelization under a full multigrid (FMG) framework. The foundation of this research is a novel nonlinear FMG method for unstructured meshes. To introduce nonlinearity into FMG, we propose to formulate the smoothing process at each resolution level as the computation of a search direction for the original high‐resolution nonlinear optimization problem. We prove that our nonlinear FMG is guaranteed to converge under various conditions and we investigate the improvements to its performance. We present an adaptive smoother which is used to reduce the computational cost in the regions with low residuals already. Compared to normal iterative solvers, our nonlinear FMG method provides faster convergence and better performance for both Newton's method and Projective Dynamics. Our experiment shows our method is efficient, accurate, stable against large time steps, and friendly with GPU parallelization. The performance of the method has a good scalability to the mesh resolution, and the method has good potential to be combined with multi‐resolution collision handling for real‐time simulation in the future.
Zhendong Wang 0001, Longhua Wu, Marco Fratarcangeli, Min Tang 0001, Huamin Wang 0001
Comput. Graph. Forum1
2016 Efficient and robust strain limiting and treatment of simultaneous collisions with semidefinite programming
abstract
We present an efficient and robust method which performs well for both strain limiting and treatment of simultaneous collisions. Our method formulates strain constraints and collision constraints as a serial of linear matrix inequalities (LMIs) and linear polynomial inequalities (LPIs), and solves an optimization problem with standard convex semidefinite programming solvers. When performing strain limiting, our method acts on strain tensors to constrain the singular values of the deformation gradient matrix in a specified interval. Our method can be applied to both triangular surface meshes and tetrahedral volume meshes. Compared with prior strain limiting methods, our method converges much faster and guarantees triangle flipping does not occur when applied to a triangular mesh. When performing treatment of simultaneous collisions, our method eliminates all detected collisions during each iteration, leading to higher efficiency and faster convergence than prior collision treatment methods.
Zhendong Wang 0001, Min Tang 0001, Ruofeng Tong 0001
Comput. Vis. Media1
2015 TightCCD: Efficient and Robust Continuous Collision Detection using Tight Error Bounds
abstract
http://gamma.cs.unc.edu/BSC/ We present a realtime and reliable continuous collision detection (CCD) algorithm between triangulated models that exploits the floating point hardware capability of current CPUs and GPUs. Our formulation is based on Bernstein Sign Classification that takes advantage of the geometry properties of Bernstein basis and Bézier curves to perform Boolean collision queries. We derive tight numerical error bounds on the computations and employ those bounds to design an accurate algorithm using finite-precision arithmetic. Compared with prior floatingpoint CCD algorithms, our approach eliminates all the false negatives and 90–95% of the false positives. We integrated our algorithm (TightCCD) with physically-based simulation system and observe speedups in collision queries of 5–15X compared with prior reliable CCD algorithms. Furthermore, we demonstrate its benefits in terms of improving the performance or robustness of cloth simulation systems.
Zhendong Wang 0001, Min Tang 0001, Ruofeng Tong 0001, Dinesh Manocha
Comput. Graph. Forum1