Zhongshi Jiang

dblp:209/5958 · DBLP profile ↗
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11ranked-venue papers
5as first author
5since 2021 · last 2025
0000-0002-9964-5946ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 5 first-author · 5 since 2021Artificial intelligence and machine learning · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
abstract
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the- arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
Fabian Prada, Zhongshi Jiang, Chengxiang Yin 0003, Shunsuke Saito, Igor Santesteban, Javier Romero 0002, Rohan Joshi, Hongdong Li, Jason M. Saragih, Yaser Sheikh
CVPR4
2024 Rethinking Video-Text Understanding: Retrieval from Counterfactually Augmented Data
Wufei Ma, Kai Li 0016, Zhongshi Jiang, Moustafa Meshry, Qihao Liu, Christian Häne, Alan L. Yuille
ECCV (13)3
2024 FaceMap: Distortion-Driven Perceptual Facial Saliency Maps
Zhongshi Jiang, Kishore Venkateshan, Giljoo Nam, Meixu Chen, Romain Bachy, Jean-Charles Bazin, Alexandre Chapiro
SIGGRAPH Asia1
2022 Declarative Specification for Unstructured Mesh Editing Algorithms
abstract
We introduce a novel approach to describe mesh generation, mesh adaptation, and geometric modeling algorithms relying on changing mesh connectivity using a high-level abstraction. The main motivation is to enable easy customization and development of these algorithms via a declarative specification consisting of a set of per-element invariants, operation scheduling, and attribute transfer for each editing operation. We demonstrate that widely used algorithms editing surfaces and volumes can be compactly expressed with our abstraction, and their implementation within our framework is simple, automatically parallelizable on shared-memory architectures, and with guaranteed satisfaction of the prescribed invariants. These algorithms are readable and easy to customize for specific use cases. We introduce a software library implementing this abstraction and providing automatic shared-memory parallelization.
Zhongshi Jiang, Jiacheng Dai, Yunfan Zhou, Jérémie Dumas, Qingnan Zhou, Gurkirat Singh Bajwa, Denis Zorin, Daniele Panozzo, Teseo Schneider
ACM Trans. Graph.1
2021 Bijective and coarse high-order tetrahedral meshes
abstract
We introduce a robust and automatic algorithm to convert linear triangle meshes with feature annotated into coarse tetrahedral meshes with curved elements. Our construction guarantees that the high-order meshes are free of element inversion or self-intersection. A user-specified maximal geometrical error from the input mesh controls the faithfulness of the curved approximation. The boundary of the output mesh is in bijective correspondence to the input, enabling attribute transfer between them, such as boundary conditions for simulations, making our curved mesh an ideal replacement or complement for the original input geometry. The availability of a bijective shell around the input surface is employed to ensure robust curving, prevent self-intersections, and compute a bijective map between the linear input and curved output surface. As necessary building blocks of our algorithm, we extend the bijective shell formulation to support features and propose a robust approach for boundary-preserving linear tetrahedral meshing. We demonstrate the robustness and effectiveness of our algorithm by generating high-order meshes for a large collection of complex 3D models.
Zhongshi Jiang, Teseo Schneider, Denis Zorin, Daniele Panozzo
ACM Trans. Graph.1
2020 Bijective projection in a shell
abstract
We introduce an algorithm to convert a self-intersection free, orientable, and manifold triangle mesh T into a generalized prismatic shell equipped with a bijective projection operator to map T to a class of discrete surfaces contained within the shell whose normals satisfy a simple local condition. Properties can be robustly and efficiently transferred between these surfaces using the prismatic layer as a common parametrization domain. The combination of the prismatic shell construction and corresponding projection operator is a robust building block readily usable in many downstream applications, including the solution of PDEs, displacement maps synthesis, Boolean operations, tetrahedral meshing, geometric textures, and nested cages.
Zhongshi Jiang, Teseo Schneider, Denis Zorin, Daniele Panozzo
ACM Trans. Graph.1
2020 A low-parametric rhombic microstructure family for irregular lattices
abstract
New fabrication technologies have significantly decreased the cost of fabrication of shapes with highly complex geometric structure. One important application of complex fine-scale geometric structures is to create variable effective elastic material properties in shapes manufactured from a single material. Modification of material properties has a variety of uses, from aerospace applications to soft robotics and prosthetic devices. Due to its scalability and effectiveness, an increasingly common approach to creating spatially varying materials is to partition a shape into cells and use a parametric family of small-scale geometric structures with known effective properties to fill the cells. We propose a new approach to solving this problem for extruded, planar microstructures. Differently from existing methods for two-scale optimization based on regular grids with square periodic cells, which cannot conform to an arbitrary boundary, we introduce cell decompositions consisting of (nearly) rhombic cells. These meshes have far greater flexibility than those with square cells in terms of approximating arbitrary shapes, and, at the same time, have a number of properties simplifying small-scale structure construction. Our main contributions include a new family of 2D cell geometry structures, explicitly parameterized by their effective Young's moduli E , Poisson's ratios v , and rhombic angle α with the geometry parameters expressed directly as smooth spline functions of E, v , and α. This family leads to smooth transitions between the tiles and can handle a broad range of rhombic cell shapes. We introduce a complete material design pipeline based on this microstructure family, composed of an algorithm to generate rhombic tessellation from quadrilateral meshes and an algorithm to synthesize the microstructure geometry. We fabricated a number of models and experimentally demonstrated how our method, in combination with material optimization, can be used to achieve the desired deformation behavior.
Davi C. Tozoni, Jérémie Dumas, Zhongshi Jiang, Julian Panetta, Daniele Panozzo, Denis Zorin
ACM Trans. Graph.3
2019 ABC: A Big CAD Model Dataset for Geometric Deep Learning
abstract
We introduce ABC-Dataset, a collection of one million Computer-Aided Design (CAD) models for research of geometric deep learning methods and applications. Each model is a collection of explicitly parametrized curves and surfaces, providing ground truth for differential quantities, patch segmentation, geometric feature detection, and shape reconstruction. Sampling the parametric descriptions of surfaces and curves allows generating data in different formats and resolutions, enabling fair comparisons for a wide range of geometric learning algorithms. As a use case for our dataset, we perform a large-scale benchmark for estimation of surface normals, comparing existing data driven methods and evaluating their performance against both the ground truth and traditional normal estimation methods.
Albert Matveev, Zhongshi Jiang, Francis Williams, Alexey Artemov, Evgeny Burnaev, Marc Alexa, Denis Zorin, Daniele Panozzo
CVPR3
2019 Progressive embedding
abstract
Tutte embedding is one of the most common building blocks in geometry processing algorithms due to its simplicity and provable guarantees. Although provably correct in infinite precision arithmetic, it fails in challenging cases when implemented using floating point arithmetic, largely due to the induced exponential area changes. We propose Progressive Embedding , with similar theoretical guarantees to Tutte embedding, but more resilient to the rounding error of floating point arithmetic. Inspired by progressive meshes, we collapse edges on an invalid embedding to a valid, simplified mesh, then insert points back while maintaining validity. We demonstrate the robustness of our method by computing embeddings for a large collection of disk topology meshes. By combining our robust embedding with a variant of the matchmaker algorithm, we propose a general algorithm for the problem of mapping multiply connected domains with arbitrary hard constraints to the plane, with applications in texture mapping and remeshing.
Hanxiao Shen, Zhongshi Jiang, Denis Zorin, Daniele Panozzo
ACM Trans. Graph.2
2018 Surface Networks
abstract
We study data-driven representations for three-dimensional triangle meshes, which are one of the prevalent objects used to represent 3D geometry. Recent works have developed models that exploit the intrinsic geometry of manifolds and graphs, namely the Graph Neural Networks (GNNs) and its spectral variants, which learn from the local metric tensor via the Laplacian operator. Despite offering excellent sample complexity and built-in invariances, intrinsic geometry alone is invariant to isometric deformations, making it unsuitable for many applications. To overcome this limitation, we propose several upgrades to GNNs to leverage extrinsic differential geometry properties of three-dimensional surfaces, increasing its modeling power. In particular, we propose to exploit the Dirac operator, whose spectrum detects principal curvature directions - this is in stark contrast with the classical Laplace operator, which directly measures mean curvature. We coin the resulting models Surface Networks (SN). We prove that these models define shape representations that are stable to deformation and to discretization, and we demonstrate the efficiency and versatility of SNs on two challenging tasks: temporal prediction of mesh deformations under non-linear dynamics and generative models using a variational autoencoder framework with encoders/decoders given by SNs.
Ilya Kostrikov, Zhongshi Jiang, Daniele Panozzo, Denis Zorin, Joan Bruna
CVPR2
2017 Simplicial complex augmentation framework for bijective maps
abstract
Bijective maps are commonly used in many computer graphics and scientific computing applications, including texture, displacement, and bump mapping. However, their computation is numerically challenging due to the global nature of the problem, which makes standard smooth optimization techniques prohibitively expensive. We propose to use a scaffold structure to reduce this challenging and global problem to a local injectivity condition. This construction allows us to benefit from the recent advancements in locally injective maps optimization to efficiently compute large scale bijective maps (both in 2D and 3D), sidestepping the need to explicitly detect and avoid collisions. Our algorithm is guaranteed to robustly compute a globally bijective map, both in 2D and 3D. To demonstrate the practical applicability, we use it to compute globally bijective single patch parametrizations, to pack multiple charts into a single UV domain, to remove self-intersections from existing models, and to deform 3D objects while preventing self-intersections. Our approach is simple to implement, efficient (two orders of magnitude faster than competing methods), and robust, as we demonstrate in a stress test on a parametrization dataset with over a hundred meshes.
Zhongshi Jiang, Scott Schaefer, Daniele Panozzo
ACM Trans. Graph.1