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Zangyueyang Xian

dblp:227/0761 · DBLP profile ↗
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3ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1

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
2 papers
Computer animation and physical simulation · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.612022
A moving eulerian-lagrangian particle method for thin film and foam simulation · ACM Trans. Graph. 2022
Computer animation and physical simulation › fluid simulation › multiphase fluid simulation
foam simulation
0.612022
A moving eulerian-lagrangian particle method for thin film and foam simulation · ACM Trans. Graph. 2022
Computer animation and physical simulation › fluid simulation › free-surface flow
thin film simulation
0.612022
A moving eulerian-lagrangian particle method for thin film and foam simulation · ACM Trans. Graph. 2022
Computer animation and physical simulation
deformable body simulation
0.412019
A scalable galerkin multigrid method for real-time simulation of deformable objects · ACM Trans. Graph. 2019
Computer animation and physical simulation
real-time simulation
0.412019
A scalable galerkin multigrid method for real-time simulation of deformable objects · ACM Trans. Graph. 2019

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

moving eulerian-lagrangian particle method · 0.6bi-layer particle structure · 0.6projective dynamics · 0.4newton's method · 0.4galerkin projection · 0.4
YearPublicationVenuePosition
2022 A moving eulerian-lagrangian particle method for thin film and foam simulation
abstract
We present the Moving Eulerian-Lagrangian Particles (MELP), a novel mesh-free method for simulating incompressible fluid on thin films and foams. Employing a bi-layer particle structure, MELP jointly simulates detailed, vigorous flow and large surface deformation at high stability and efficiency. In addition, we design multi-MELP: a mechanism that facilitates the physically-based interaction between multiple MELP systems, to simulate bubble clusters and foams with non-manifold topological evolution. We showcase the efficacy of our method with a broad range of challenging thin film phenomena, including the Rayleigh-Taylor instability across double-bubbles, foam fragmentation with rim surface tension, recovery of the Plateau borders, Newton black films, as well as cyclones on bubble clusters.
Yitong Deng, Mengdi Wang 0003, Xiangxin Kong, Shiying Xiong, Zangyueyang Xian, Bo Zhu 0002
ACM Trans. Graph.5
2019 A scalable galerkin multigrid method for real-time simulation of deformable objects
abstract
We propose a simple yet efficient multigrid scheme to simulate high-resolution deformable objects in their full spaces at interactive frame rates. The point of departure of our method is the Galerkin projection which is simple to construct. However, a naïve Galerkin multigrid does not scale well for large and irregular grids because it trades-off matrix sparsity for smaller sized linear systems which eventually stops improving the performance. Given that observation, we design our special projection criterion which is based on skinning space coordinates with piecewise constant weights, to make our Galerkin multigrid method scale for high-resolution meshes without suffering from dense linear solves. The usage of skinning space coordinates enables us to reduce the resolution of grids more aggressively, and our piecewise constant weights further ensure us to always deal with reasonably-sparse linear solves. Our projection matrices also help us to manage multi-level linear systems efficiently. Therefore, our method can be applied to different optimization schemes such as Newton's method and Projective Dynamics, pushing the resolution of a real-time simulation to orders of magnitudes higher. Our final GPU implementation outperforms the other state-of-the-art GPU deformable body simulators, enabling us to simulate large deformable objects with hundred thousands of degrees of freedom in real-time.
Zangyueyang Xian, Xin Tong 0001, Tiantian Liu 0002
ACM Trans. Graph.1
2018 Untethered: Deployable Blockchains for IoT Environments
abstract
No abstract available.
Kolbeinn Karlsson, Danny Adams, Gloire Rubambiza, Zangyueyang Xian, Robbert van Renesse, Hakim Weatherspoon, Stephen B. Wicker
SoCC4