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Yitong Sun 0001

dblp:26/9557-1 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0002-9469-7157ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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.

Artificial intelligence
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
depth estimation
0.712023
DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery · ISMAR 2023
Computer vision › 3D vision › depth estimation › monocular depth estimation
metric depth estimation
0.712023
DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery · ISMAR 2023
Virtual and augmented reality › immersive display
VR headset
0.712023
DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery · ISMAR 2023

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

u-net · 2.0synthetic data generation · 2.0
YearPublicationVenuePosition
2024 Executing realistic earthquake simulations in unreal engine with material calibration
abstract
Earthquakes significantly impact societies and economies, underscoring the need for effective search and rescue strategies. As AI and robotics increasingly support these efforts, the demand for high-fidelity, real-time simulation environments for training has become pressing. Earthquake simulation can be considered as a complex system. Traditional simulation methods, which primarily focus on computing intricate factors for single buildings or simplified architectural agglomerations, often fall short in providing realistic visuals and real-time structural damage assessments for urban environments. To address this deficiency, we introduce a real-time, high visual fidelity earthquake simulation platform based on the Chaos Physics System in Unreal Engine, specifically designed to simulate the damage to urban buildings. Initially, we use a genetic algorithm to calibrate material simulation parameters from Ansys into the Unreal Engine’s fracture system , based on real-world test standards. This alignment ensures the similarity of results between the two systems while achieving real-time capabilities. Additionally, by integrating real earthquake waveform data, we improve the simulation’s authenticity, ensuring it accurately reflects historical events. All functionalities are integrated into a visual user interface, enabling zero-code operation, which facilitates testing and further development by cross-disciplinary users. We verify the platform’s effectiveness through three AI-based tasks: similarity detection, path planning , and image segmentation. This paper builds upon the preliminary earthquake simulation study we presented at IMET 2023, with significant enhancements, including improvements to the material calibration workflow and the method for binding building foundations.
Yitong Sun 0001, Hanchun Wang, Zhejun Zhang, Cyriel Diels, Ali Asadipour 0001
Comput. Graph.1
2023 DeepMetricEye: Metric Depth Estimation in Periocular VR Imagery
abstract
Despite the enhanced realism and immersion provided by VR headsets, users frequently encounter adverse effects such as digital eye strain (DES), dry eye, and potential long-term visual impairment due to excessive eye stimulation from VR displays and pressure from the mask. Recent VR headsets are increasingly equipped with eye-oriented monocular cameras to segment ocular feature maps. Yet, to compute the incident light stimulus and observe periocular condition alterations, it is imperative to transform these relative measurements into metric dimensions. To bridge this gap, we propose a lightweight framework derived from the U-Net 3 + deep learning backbone that we re-optimised, to estimate measurable periocular depth maps. Compatible with any VR headset equipped with an eye-oriented monocular camera, our method reconstructs three-dimensional periocular regions, providing a metric basis for related light stimulus calculation protocols and medical guidelines. Navigating the complexities of data collection, we introduce a Dynamic Periocular Data Generation (DPDG) environment based on UE MetaHuman, which synthesises thousands of training images from a small quantity of human facial scan data. Evaluated on a sample of 36 participants, our method exhibited notable efficacy in the periocular global precision evaluation experiment, and the pupil diameter measurement.
Yitong Sun 0001, Cyriel Diels, Ali Asadipour 0001
ISMAR1