Demo Data from VLDB 2026 / reviewers in the wild / expert
Zhichao Dong 0001
dblp:182/9380 · also Zhi-Chao Dong 0001
· DBLP profile ↗
5ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0003-0545-1700ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 1 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.
| Computer graphics and multimedia
5 papers |
Virtual and augmented reality · 64% Computational fabrication · 21% Geometric modeling and processing · 15% | |
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
locomotion |
1.2 | 3 | 2021 | Tailored Reality: Perception-aware Scene Restructuring for Adaptive VR Navigation · ACM Trans. Graph. 2021 Redirected Smooth Mappings for Multiuser Real Walking in Virtual Reality · ACM Trans. Graph. 2019 Smooth assembled mappings for large-scale real walking · ACM Trans. Graph. 2017 |
Virtual and augmented reality › locomotion
redirected walking |
1.2 | 3 | 2021 | Tailored Reality: Perception-aware Scene Restructuring for Adaptive VR Navigation · ACM Trans. Graph. 2021 Redirected Smooth Mappings for Multiuser Real Walking in Virtual Reality · ACM Trans. Graph. 2019 Smooth assembled mappings for large-scale real walking · ACM Trans. Graph. 2017 |
Interaction techniques and input › spatial interaction › navigation
virtual reality navigation |
0.5 | 1 | 2021 | Tailored Reality: Perception-aware Scene Restructuring for Adaptive VR Navigation · ACM Trans. Graph. 2021 |
Geometric modeling and processing
surface parameterization |
0.4 | 2 | 2019 | Smooth assembled mappings for large-scale real walking · ACM Trans. Graph. 2017 Computational peeling art design · ACM Trans. Graph. 2019 |
Virtual and augmented reality › locomotion › redirected walking
multi-user redirected walking |
0.4 | 1 | 2019 | Redirected Smooth Mappings for Multiuser Real Walking in Virtual Reality · ACM Trans. Graph. 2019 |
Computational fabrication
additive manufacturing |
0.2 | 1 | 2016 | CofiFab: coarse-to-fine fabrication of large 3D objects · ACM Trans. Graph. 2016 |
Computational fabrication › subtractive manufacturing
laser cutting |
0.2 | 1 | 2016 | CofiFab: coarse-to-fine fabrication of large 3D objects · ACM Trans. Graph. 2016 |
Geometric modeling and processing
shape decomposition |
0.2 | 1 | 2016 | CofiFab: coarse-to-fine fabrication of large 3D objects · ACM Trans. Graph. 2016 |
Methods — techniques the papers use, named apart from their topics
retargeting · 1.0perception-aware optimization · 1.0redirected smooth mapping · 0.8dynamic virtual avatars · 0.8user interaction design · 0.4shape mapping · 0.4isometric distortion minimization · 0.3global optimization · 0.3divide-and-conquer · 0.3interlocking scheme · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Tailored Reality: Perception-aware Scene Restructuring for Adaptive VR NavigationabstractIn virtual reality (VR), the virtual scenes are pre-designed by creators. Our physical surroundings, however, comprise significantly varied sizes, layouts, and components. To bridge the gap and further enable natural navigation, recent solutions have been proposed to redirect users or recreate the virtual content. However, they suffer from either interrupted experience or distorted appearances. We present a novel VR-oriented algorithm that automatically restructures a given virtual scene for a user’s physical environment. Different from the previous methods, we introduce neither interrupted walking experience nor curved appearances. Instead, a perception-aware function optimizes our retargeting technique to preserve the fidelity of the virtual scene that appears in VR head-mounted displays. Besides geometric and topological properties, it emphasizes the unique first-person view perceptual factors in VR, such as dynamic visibility and objectwise relationships. We conduct both analytical experiments and subjective studies. The results demonstrate our system’s versatile capability and practicability for natural navigation in VR: It reduces the virtual space by 40% without statistical loss of perceptual identicality. Zhichao Dong 0001, Wenming Wu 0001, Zenghao Xu, Qi Sun 0003, Guan-Jie Yuan, Ligang Liu 0001, Xiao-Ming Fu 0001 |
ACM Trans. Graph. | 1 |
| 2019 | Redirected Smooth Mappings for Multiuser Real Walking in Virtual RealityabstractWe propose a novel technique to provide multiuser real walking experiences with physical interactions in virtual reality (VR) applications. In our system, multiple users walk freely while navigating a large virtual environment within a smaller physical workspace. These users can interact with other real users or physical props in the same physical locations. The key of our method is a redirected smooth mapping that incorporates the redirected walking technique to warp the input virtual scene with small bends and low distance distortion. Users possess a wide field of view to explore the mapped virtual environment while being redirected in the real workspace. To keep multiple users away from the overlaps of the mapped virtual scenes, we present an automatic collision avoidance technique based on dynamic virtual avatars. These avatars naturally appear, move, and disappear, producing as little influence as possible on users’ walking experiences. We evaluate our multiuser real walking system through formative user studies, and demonstrate the capability and practicability of our technique in two multiuser applications. Zhichao Dong 0001, Xiao-Ming Fu 0001, Zeshi Yang, Ligang Liu 0001 |
ACM Trans. Graph. | 1 |
| 2019 | Computational peeling art designabstractSome artists peel citrus fruits into a variety of elegant 2D shapes, depicting animals, plants, and cartoons. It is a creative art form, called Citrus Peeling Art. This art form follows the conservation principle, i.e., each shape must be created using one entire peel. Central to this art is finding optimal cut lines so that the citruses can be cut and unfolded into the desired shapes. However, it is extremely difficult for users to imagine and generate cuts for their desired shapes. To this end, we present a computational method for citrus peeling art designs. Our key insight is that instead of solving the difficult cut generation problem, we map a designed input shape onto a citrus in an attempt to cover the entire citrus and use the mapped boundary to generate the cut paths. Sometimes, a mapped shape is unable to completely cover a citrus. Consequently, we have developed five customized ways of interaction that are used to rectify the input shape so that it is suitable for citrus peeling art. The mapping process and user interactions are iteratively conducted to satisfy a user's design intentions. A large number of experiments, including a formative user study, demonstrate the capability and practicability of our method for peeling art design and construction. Hao Liu 0029, Xiao-Teng Zhang, Xiao-Ming Fu 0001, Zhichao Dong 0001, Ligang Liu 0001 |
ACM Trans. Graph. | 4 |
| 2017 | Smooth assembled mappings for large-scale real walkingabstractVirtual reality applications prefer real walking to provide highly immersive presence than other locomotive methods. Mapping-based techniques are very effective for supporting real walking in small physical workspaces while exploring large virtual scenes. However, the existing methods for computing real walking maps suffer from poor quality due to distortion. In this paper, we present a novel divide-and-conquer method, called Smooth Assembly Mapping (SAM), to compute real walking maps with low isometric distortion for large-scale virtual scenes. First, the input virtual scene is decomposed into a set of smaller local patches. Then, a group of local patches is mapped together into a real workspace by minimizing a low isometric distortion energy with smoothness constraints between the adjacent patches. All local patches are mapped and assembled one by one to obtain a complete map. Finally, a global optimization is adopted to further reduce the distortion throughout the entire map. Our method easily handles teleportation technique by computing maps of individual regions and assembling them with teleporter conformity constraints. A large number of experiments, including formative user studies and comparisons, have shown that our method succeeds in generating high-quality real walking maps from large-scale virtual scenes to small real workspaces and is demonstrably superior to state-of-the-art methods. Zhichao Dong 0001, Xiao-Ming Fu 0001, Ligang Liu 0001 |
ACM Trans. Graph. | 1 |
| 2016 | CofiFab: coarse-to-fine fabrication of large 3D objectsabstractThis paper presents CofiFab, a coarse-to-fine 3D fabrication solution, combining 3D printing and 2D laser cutting for cost-effective fabrication of large objects at lower cost and higher speed. Our key approach is to first build coarse internal base structures within the given 3D object using laser cutting, and then attach thin 3D-printed parts, as an external shell, onto the base to recover the fine surface details. CofiFab achieves this with three novel algorithmic components. First, we formulate an optimization model to compute fabricatable polyhedrons of maximized volume, as the geometry of the internal base. Second, we devise a new interlocking scheme to tightly connect the laser-cut parts into a strong internal base, by iteratively building a network of nonorthogonal joints and interlocking parts around polyhedral corners. Lastly, we optimize the partitioning of the external object shell into 3D-printable parts, while saving support material and avoiding overhangs. Besides cost saving, these components also consider aesthetics, stability and balancing. Hence, CofiFab can efficiently produce large objects by assembly. To evaluate CofiFab, we fabricate objects of varying shapes and sizes, and show that CofiFab can significantly outperform previous methods. Peng Song 0001, Bailin Deng, Ziqi Wang 0006, Zhichao Dong 0001, Chi-Wing Fu, Ligang Liu 0001 |
ACM Trans. Graph. | 4 |