Qiang Fu 0004

dblp:17/1352-4 · DBLP profile ↗
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18ranked-venue papers
10as first author
8since 2021 · last 2024
0000-0002-8944-8981ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 9 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 MathAssist: A Handwritten Mathematical Expression Autocomplete Technique
abstract
Writing and editing mathematical expressions with complicated structures in computer system is difficult and time-consuming. To address this, we proposed MathAssist, a mathematical expression autocomplete technique that recommends full formulas in real-time based on the user’s input strokes. Our technique identifies user’s input purpose by matching the structure of the current user input to the structure of formulas in a database. To facilitate such process, we propose a novel tree-based formalization to represent formula. In comparison to a mathematical expression recognition algorithm (SRD) and a commercial MicroSoft Ink Equation (InkEqu), our approach outperformed both of them on task completion time (reduced by 37.14% and 37.58%) and accuracy (32.78% and 10.55% higher). We also discuss our findings in using autocomplete to assist formula editing.
Wenhui Kang, Jin Huang 0009, Qingshan Tong, Qiang Fu 0004, Feng Tian 0001, Guozhong Dai
IUI4
2024 PlanNet: A Generative Model for Component-Based Plan Synthesis
abstract
We propose a novel generative model named as PlanNet for component-based plan synthesis. The proposed model consists of three modules, a wave function collapse algorithm to create large-scale wireframe patterns as the embryonic forms of floor plans, and two deep neural networks to outline the plausible boundary from each squared pattern, and meanwhile estimate the potential semantic labels for the components. In this manner, we use PlanNet to generate a large-scale component-based plan dataset with 10 K examples. Given an input boundary, our method retrieves dataset plan examples with similar configurations to the input, and then transfers the space layout from a user-selected plan example to the input. Benefiting from our interactive workflow, users can recursively subdivide individual components of the plans to enrich the plan contents, thus designing more complex plans for larger scenes. Moreover, our method also adopts a random selection algorithm to make the variations on semantic labels of the plan components, aiming at enriching the 3D scenes that the output plans are suited for. To demonstrate the quality and versatility of our generative model, we conduct intensive experiments, including the analysis of plan examples and their evaluations, plan synthesis with both hard and soft boundary constraints, and 3D scenes designed with the plan subdivision on different scales. We also compare our results with the state-of-the-art floor plan synthesis methods to validate the feasibility and efficacy of the proposed generative model.
Qiang Fu 0004, Shuhan He, Xueming Li 0002, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.1
2024 Magic Furniture: Design Paradigm of Multi-Function Assembly
abstract
Assembly-based furniture with movable parts enables shape and structure reconfiguration, thus supporting multiple functions. Although a few attempts have been made for facilitating the creation of multi-function objects, designing such a multi-function assembly with the existing solutions often requires high imagination of designers. We develop the Magic Furniture system for users to easily create such designs simply given multiple cross-category objects. Our system automatically leverages the given objects as references to generate a 3D model with movable boards driven by back-and-forth movement mechanisms. By controlling the states of these mechanisms, a designed multi-function furniture object can be reconfigured to approximate the shapes and functions of the given objects. To ensure the designed furniture easy to transform between different functions, we perform an optimization algorithm to choose a proper number of movable boards and determine their shapes and sizes, following a set of design guidelines. We demonstrate the effectiveness of our system through various multi-function furniture designed with different sets of reference inputs and various movement constraints. We also evaluate the design results through several experiments including comparative and user studies.
Qiang Fu 0004, Fan Zhang 0063, Xueming Li 0002, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.1
2023 Component-aware generative autoencoder for structure hybrid and shape completion
abstract
Assembling components of man-made objects to create new structures or complete 3D shapes is a popular approach in 3D modeling techniques. Recently, leveraging deep neural networks for assembly-based 3D modeling has been widely studied. However, exploring new component combinations even across different categories is still challenging for most of the deep-learning-based 3D modeling methods. In this paper, we propose a novel generative autoencoder that tackles the component combinations for 3D modeling of man-made objects. We use the segmented input objects to create component volumes that have redundant components and random configurations. By using the input objects and the associated component volumes to train the autoencoder, we can obtain an object volume consisting of components with proper quality and structure as the network output. Such a generative autoencoder can be applied to either multiple object categories for structure hybrid or a single object category for shape completion. We conduct a series of evaluations and experimental results to demonstrate the usability and practicability of our method.
Fan Zhang 0063, Qiang Fu 0004, Yang Liu 0132, Xueming Li 0002
Graph. Model.2
2023 Fuzzy-based indoor scene modeling with differentiated examples
abstract
Well-designed indoor scenes incorporate interior design knowledge, which has been an essential prior for most indoor scene modeling methods. However, the layout qualities of indoor scene datasets are often uneven, and most existing data-driven methods do not differentiate indoor scene examples in terms of quality. In this work, we aim to explore an approach that leverages datasets with differentiated indoor scene examples for indoor scene modeling. Our solution conducts subjective evaluations on lightweight datasets having various room configurations and furniture layouts, via pairwise comparisons based on fuzzy set theory. We also develop a system to use such examples to guide indoor scene modeling using user-specified objects. Specifically, we focus on object groups associated with certain human activities, and define room features to encode the relations between the position and direction of an object group and the room configuration. To perform indoor scene modeling, given an empty room, our system first assesses it in terms of the user-specified object groups, and then places associated objects in the room guided by the assessment results. A series of experimental results and comparisons to state-of-the-art indoor scene synthesis methods are presented to validate the usefulness and effectiveness of our approach.
Qiang Fu 0004, Shuhan He, Hongbo Fu 0001, Xueming Li 0002, Zhigang Deng 0001
Comput. Vis. Media1
2023 Effects of spatial constraints and ages on children's upper limb performance in mid-air gesture interaction
Fei Lyu 0001, Huijing Li, Qiang Fu 0004, Jin Huang 0009, Zhigang Deng 0001
Int. J. Hum. Comput. Stud.3
2022 Indoor layout programming via virtual navigation detectors
Qiang Fu 0004, Hongbo Fu 0001, Zhigang Deng 0001, Xueming Li 0002
Sci. China Inf. Sci.1
2021 Motion Planning for Convertible Indoor Scene Layout Design
abstract
We present a system for designing indoor scenes with convertible furniture layouts. Such layouts are useful for scenarios where an indoor scene has multiple purposes and requires layout conversion, such as merging multiple small furniture objects into a larger one or changing the locus of the furniture. We aim at planning the motion for the convertible layouts of a scene with the most efficient conversion process. To achieve this, our system first establishes object-level correspondences between the layout of a given source and that of a reference to compute a target layout, where the objects are re-arranged in the source layout with respect to the reference layout. After that, our system initializes the movement paths of objects between the source and target layouts based on various mechanical constraints. A joint space-time optimization is then performed to program a control stream of object translations, rotations, and stops, under which the movements of all objects are efficient and the potential object collisions are avoided. We demonstrate the effectiveness of our system through various design examples of multi-purpose, indoor scenes with convertible layouts.
Guoming Xiong, Qiang Fu 0004, Hongbo Fu 0001, Guoliang Luo, Zhigang Deng 0001
IEEE Trans. Vis. Comput. Graph.2
2020 Contour-based 3D Modeling through Joint Embedding of Shapes and Contours
abstract
In this paper, we propose a novel space that jointly embeds both 2D occluding contours and 3D shapes via a variational autoencoder (VAE) and a volumetric autoencoder. Given a dataset of 3D shapes, we extract their occluding contours via projections from random views and use the occluding contours to train the VAE. Then, the obtained continuous embedding space, where each point is a latent vector that represents an occluding contour, can be used to measure the similarity between occluding contours. After that, the volumetric autoencoder is trained to first map 3D shapes onto the embedding space through a supervised learning process and then decode the merged latent vectors of three occluding contours (from three different views) of a 3D shape to its 3D voxel representation. We conduct various experiments and comparisons to demonstrate the usefulness and effectiveness of our method for sketch-based 3D modeling and shape manipulation applications.
Aobo Jin, Qiang Fu 0004, Zhigang Deng 0001
I3D2
2020 Interactive Design and Preview of Colored Snapshots of Indoor Scenes
abstract
Abstract This paper presents an interactive system for quickly designing and previewing colored snapshots of indoor scenes. Different from high‐quality 3D indoor scene rendering, which often takes several minutes to render a moderately complicated scene under a specific color theme with high‐performance computing devices, our system aims at improving the effectiveness of color theme design of indoor scenes and employs an image colorization approach to efficiently obtain high‐resolution snapshots with editable colors. Given several pre‐rendered, multi‐layer, gray images of the same indoor scene snapshot, our system is designed to colorize and merge them into a single colored snapshot. Our system also assists users in assigning colors to certain objects/components and infers more harmonious colors for the unassigned objects based on pre‐collected priors to guide the colorization. The quickly generated snapshots of indoor scenes provide previews of interior design schemes with different color themes, making it easy to determine the personalized design of indoor scenes. To demonstrate the usability and effectiveness of this system, we present a series of experimental results on indoor scenes of different types, and compare our method with a state‐of‐the‐art method for indoor scene material and color suggestion and offline/online rendering software packages.
Qiang Fu 0004, Hai Yan, Hongbo Fu 0001, Xueming Li 0002
Comput. Graph. Forum1
2020 Human-centric metrics for indoor scene assessment and synthesis
Qiang Fu 0004, Hongbo Fu 0001, Hai Yan, Xiaowu Chen 0001, Xueming Li 0002
Graph. Model.1
2017 Adaptive synthesis of indoor scenes via activity-associated object relation graphs
abstract
We present a system for adaptive synthesis of indoor scenes given an empty room and only a few object categories. Automatically suggesting indoor objects and proper layouts to convert an empty room to a 3D scene is challenging, since it requires interior design knowledge to balance the factors like space, path distance, illumination and object relations, in order to insure the functional plausibility of the synthesized scenes. We exploit a database of 2D floor plans to extract object relations and provide layout examples for scene synthesis. With the labeled human positions and directions in each plan, we detect the activity relations and compute the coexistence frequency of object pairs to construct activity-associated object relation graphs. Given the input room and user-specified object categories, our system first leverages the object relation graphs and the database floor plans to suggest more potential object categories beyond the specified ones to make resulting scenes functionally complete, and then uses the similar plan references to create the layout of synthesized scenes. We show various synthesis results to demonstrate the practicability of our system, and validate its usability via a user study. We also compare our system with the state-of-the-art furniture layout and activity-centric scene representation methods, in terms of functional plausibility and user friendliness.
Qiang Fu 0004, Xiaowu Chen 0001, Sijia Wen, Hongbo Fu 0001
ACM Trans. Graph.1
2017 Pose-Inspired Shape Synthesis and Functional Hybrid
abstract
We introduce a shape synthesis approach especially for functional hybrid creation that can be potentially used by a human operator under a certain pose. Shape synthesis by reusing parts in existing models has been an active research topic in recent years. However, how to combine models across different categories to design multi-function objects remains challenging, since there is no natural correspondence between models across different categories. We tackle this problem by introducing a human pose to describe object affordance which establishes a bridge between cross-class objects for composite design. Specifically, our approach first identifies groups of candidate shapes which provide affordances desired by an input human pose, and then recombines them as well-connected composite models. Users may control the design process by manipulating the input pose, or optionally specifying one or more desired categories. We also extend our approach to be used by a single operator with multiple poses or by multiple human operators. We show that our approach enables easy creation of nontrivial, interesting synthesized models.
Qiang Fu 0004, Xiaowu Chen 0001, Xiaoyu Su, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.1
2016 Cross-class 3D object synthesis guided by reference examples
Xiaoyu Su, Xiaowu Chen 0001, Qiang Fu 0004, Hongbo Fu 0001
Comput. Graph.3
2016 Structure-adaptive Shape Editing for Man-made Objects
abstract
Abstract One of the challenging problems for shape editing is to adapt shapes with diversified structures for various editing needs. In this paper we introduce a shape editing approach that automatically adapts the structure of a shape being edited with respect to user inputs. Given a category of shapes, our approach first classifies them into groups based on the constituent parts. The group‐sensitive priors, including both inter‐group and intra‐group priors, are then learned through statistical structure analysis and multivariate regression. By using these priors, the inherent characteristics and typical variations of shape structures can be well captured. Based on such group‐sensitive priors, we propose a framework for real‐time shape editing, which adapts the structure of shape to continuous user editing operations. Experimental results show that the proposed approach is capable of both structure‐preserving and structure‐varying shape editing.
Qiang Fu 0004, Xiaowu Chen 0001, Xiaoyu Su, Jia Li 0003, Hongbo Fu 0001
Comput. Graph. Forum1
2016 Natural lines inspired 3D shape re-design
Qiang Fu 0004, Xiaowu Chen 0001, Xiaoyu Su, Hongbo Fu 0001
Graph. Model.1
2015 Monocular Video Guided Garment Simulation
Xiaowu Chen 0001, Fei-Xiang Lu, Kan Guo, Qiang Fu 0004
J. Comput. Sci. Technol.6
2013 Garment Modeling from a Single Image
abstract
Abstract Modeling of realistic garments is essential for online shopping and many other applications including virtual characters. Most of existing methods either require a multi‐camera capture setup or a restricted mannequin pose. We address the garment modeling problem according to a single input image. We design an all‐pose garment outline interpretation, and a shading‐based detail modeling algorithm. Our method first estimates the mannequin pose and body shape from the input image. It further interprets the garment outline with an oriented facet decided according to the mannequin pose to generate the initial 3D garment model. Shape details such as folds and wrinkles are modeled by shape‐from‐shading techniques, to improve the realism of the garment model. Our method achieves similar result quality as prior methods from just a single image, significantly improving the flexibility of garment modeling.
Xiaowu Chen 0001, Qiang Fu 0004, Kan Guo
Comput. Graph. Forum3