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Kuixin Zhu

dblp:284/4760 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
0009-0002-7679-2174ORCID · reported

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 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
2 papers
Geometric modeling and processing · 73% Computer animation and physical simulation · 21% Visual content generation and editing · 6%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh processing
0.912025
Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes · SIGGRAPH Asia 2025
Geometric modeling and processing › shape representation
shape abstraction
0.912025
Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes · SIGGRAPH Asia 2025
Geometric modeling and processing
shape decomposition
0.912025
Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes · SIGGRAPH Asia 2025
Geometric modeling and processing › surface fitting
superquadric fitting
0.912025
Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes · SIGGRAPH Asia 2025
Computer animation and physical simulation › natural phenomena simulation
granular material simulation
0.512021
Shallow Sand Equations: Real-Time Height Field Simulation of Dry Granular Flows · IEEE Trans. Vis. Comput. Graph. 2021
Computer animation and physical simulation › natural phenomena simulation
height-field simulation
0.512021
Shallow Sand Equations: Real-Time Height Field Simulation of Dry Granular Flows · IEEE Trans. Vis. Comput. Graph. 2021
Visual content generation and editing
3d content creation
0.312025
Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes · SIGGRAPH Asia 2025

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

volumetric decomposition · 0.9signed distance field carving · 0.9residual pruning · 0.9optimization · 0.9shallow sand equations · 0.5ray casting · 0.5particle tracking · 0.5depth integration · 0.5
YearPublicationVenuePosition
2025 Light-SQ: Structure-aware Shape Abstraction with Superquadrics for Generated Meshes
abstract
In user-generated-content (UGC) applications, non-expert users often rely on image-to-3D generative models to create 3D assets. In this context, primitive-based shape abstraction offers a promising solution for UGC scenarios by compressing high-resolution meshes into compact, editable representations. Towards this end, effective shape abstraction must therefore be structure-aware, characterized by low overlap between primitives, part-aware alignment, and primitive compactness. We present Light-SQ, a novel superquadric-based optimization framework that explicitly emphasizes structure-awareness from three aspects. (a) We introduce SDF carving to iteratively udpate the target signed distance field, discouraging overlap between primitives. (b) We propose a block-regrow-fill strategy guided by structure-aware volumetric decomposition, enabling structural partitioning to drive primitive placement. (c) We implement adaptive residual pruning based on SDF update history to surpress over-segmentation and ensure compact results. In addition, Light-SQ supports multiscale fitting, enabling localized refinement to preserve fine geometric details. To evaluate our method, we introduce 3DGen-Prim, a benchmark extending 3DGen-Bench with new metrics for both reconstruction quality and primitive-level editability. Extensive experiments demonstrate that Light-SQ enables efficient, high-fidelity, and editable shape abstraction with superquadrics for complex generated geometry, advancing the feasibility of 3D UGC creation. Project Page: https://johann.wang/Light-SQ/ .
Yuhan Wang 0002, Weikai Chen 0001, Zeyu Hu, Yingda Yin, Keyang Luo, Shengju Qian, Yiyan Ma, Yuhuan Zhou, Hao Luo 0001, Wan Wang, Xiaobin Shen 0004, Kuixin Zhu, Chuanlang Hong, Lijie Feng, Xin Wang 0178, Chen Change Loy
SIGGRAPH Asia17
2021 Shallow Sand Equations: Real-Time Height Field Simulation of Dry Granular Flows
abstract
Granular media is the second-most-manipulated substance on Earth, second only to water. However, simulation of granular media is still challenging due to the complexity of granular materials and the large number of discrete solid particles. As we know, dry granular materials could form a hybrid state between a fluid and a solid, therefore we propose a two-layer model and divide the simulation domain into a dilute layer, where granules can move freely as a fluid, and a dense layer, where granules act more like a solid. Motivated by the shallow water equations, we derive a set of shallow sand equations for modeling dry granular flows by depth-integrating three-dimensional governing equations along its vertical direction. Unlike previous methods for simulating a 2D granular media, our model does not restrict the depth of the granular media to be shallow anymore. To allow efficient fluid-solid interactions, we also present a ray casting algorithm for one-way solid-fluid coupling. Finally, we introduce a particle-tracking method to improve the visual representation. Our method can be efficiently implemented based on a height field and is fully compatible with modern GPUs, therefore allows us to simulate large-scale dry granular flows in real time.
Kuixin Zhu, Xiaowei He 0004, Sheng Li 0008, Hongan Wang
IEEE Trans. Vis. Comput. Graph.1