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Han Liu 0003

dblp:35/2899-3 · DBLP profile ↗
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8ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0003-0647-6627ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 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
3 papers
Geometric modeling and processing · 46% Computational fabrication · 29% Visual content generation and editing · 25%
Artificial intelligence
1 paper
Segmentation and scene understanding · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d shape generation
0.612022
FAME: 3D Shape Generation via Functionality-Aware Model Evolution · IEEE Trans. Vis. Comput. Graph. 2022
Computational fabrication
additive manufacturing
0.312018
Construction and fabrication of reversible shape transforms · ACM Trans. Graph. 2018
Geometric modeling and processing
shape deformation
0.212016
Ergonomics-Inspired Reshaping and Exploration of Collections of Models · IEEE Trans. Vis. Comput. Graph. 2016
Computer vision › Segmentation and scene understanding
data augmentation for segmentation
0.212022
FAME: 3D Shape Generation via Functionality-Aware Model Evolution · IEEE Trans. Vis. Comput. Graph. 2022

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

partial matching · 1.1functionality analysis · 1.1evolutionary algorithm · 1.1multi-contact geometric constraints · 0.5fuzzy shape-to-body mapping · 0.5filtering mechanism · 0.3RIOT construction algorithm · 0.3
YearPublicationVenuePosition
2022 FAME: 3D Shape Generation via Functionality-Aware Model Evolution
abstract
We introduce a modeling tool which can evolve a set of 3D objects in a functionality-aware manner. Our goal is for the evolution to generate large and diverse sets of plausible 3D objects for data augmentation, constrained modeling, as well as open-ended exploration to possibly inspire new designs. Starting with an initial population of 3D objects belonging to one or more functional categories, we evolve the shapes through part recombination to produce generations of hybrids or crossbreeds between parents from the heterogeneous shape collection. Evolutionary selection of offsprings is guided both by a functional plausibility score derived from functionality analysis of shapes in the initial population and user preference, as in a design gallery. Since cross-category hybridization may result in offsprings not belonging to any of the known functional categories, we develop a means for functionality partial matching to evaluate functional plausibility on partial shapes. We show a variety of plausible hybrid shapes generated by our functionality-aware model evolution, which can complement existing datasets as training data and boost the performance of contemporary data-driven segmentation schemes, especially in challenging cases. Our tool supports constrained modeling, allowing users to restrict or steer the model evolution with functionality labels. At the same time, unexpected yet functional object prototypes can emerge during open-ended exploration owing to structure breaking when evolving a heterogeneous collection.
Yanran Guan, Han Liu 0003, Kun Liu 0021, Kangxue Yin, Ruizhen Hu, Oliver van Kaick, Yan Zhang 0057, Ersin Yumer, Nathan Carr 0001, Radomír Mech, Hao (Richard) Zhang
IEEE Trans. Vis. Comput. Graph.2
2018 Construction and fabrication of reversible shape transforms
abstract
We study a new and elegant instance of geometric dissection of 2D shapes: reversible hinged dissection, which corresponds to a dual transform between two shapes where one of them can be dissected in its interior and then inverted inside-out , with hinges on the shape boundary, to reproduce the other shape, and vice versa. We call such a transform reversible inside-out transform or RIOT. Since it is rare for two shapes to possess even a rough RIOT, let alone an exact one, we develop both a RIOT construction algorithm and a quick filtering mechanism to pick, from a shape collection, potential shape pairs that are likely to possess the transform. Our construction algorithm is fully automatic. It computes an approximate RIOT between two given input 2D shapes, whose boundaries can undergo slight deformations, while the filtering scheme picks good inputs for the construction. Furthermore, we add properly designed hinges and connectors to the shape pieces and fabricate them using a 3D printer so that they can be played as an assembly puzzle. With many interesting and fun RIOT pairs constructed from shapes found online, we demonstrate that our method significantly expands the range of shapes to be considered for RIOT, a seemingly impossible shape transform, and offers a practical way to construct and physically realize these transforms.
Ali Mahdavi-Amiri, Ruizhen Hu, Han Liu 0003, Changqing Zou, Oliver van Kaick, Xiuping Liu, Hui Huang 0004, Hao (Richard) Zhang
ACM Trans. Graph.4
2017 How2Sketch: generating easy-to-follow tutorials for sketching 3D objects
abstract
Accurately drawing 3D objects is difficult for untrained individuals, as it requires an understanding of perspective and its effects on geometry and proportions. Step-by-step tutorials break the complex task of sketching an entire object down into easy-to-follow steps that even a novice can follow. However, creating such tutorials requires expert knowledge and is time-consuming. As a result, the availability of tutorials for a given object or viewpoint is limited. How2Sketch (H2S) addresses this problem by automatically generating easy-to-follow tutorials for arbitrary 3D objects. Given a segmented 3D model and a camera viewpoint, H2S computes a sequence of steps for constructing a drawing scaffold comprised of geometric primitives, which helps the user draw the final contours in correct perspective and proportion. To make the drawing scaffold easy to construct, the algorithm solves for an ordering among the scaffolding primitives and explicitly makes small geometric modifications to the size and location of the object parts to simplify relative positioning. Technically, we formulate this scaffold construction as a single selection problem that simultaneously solves for the ordering and geometric changes of the primitives. We generate different tutorials on man-made objects using our method and evaluate how easily the tutorials can be followed with a user study.
James W. Hennessey, Han Liu 0003, Holger Winnemöller, Mira Dontcheva, Niloy J. Mitra
I3D2
2016 SmartCanvas: Context-inferred Interpretation of Sketches for Preparatory Design Studies
abstract
Abstract In early or preparatory design stages, an architect or designer sketches out rough ideas, not only about the object or structure being considered, but its relation to its spatial context. This is an iterative process, where the sketches are not only the primary means for testing and refining ideas, but also for communicating among a design team and to clients. Hence, sketching is the preferred media for artists and designers during the early stages of design, albeit with a major drawback: sketches are 2D and effects such as view perturbations or object movement are not supported, thereby inhibiting the design process. We present an interactive system that allows for the creation of a 3D abstraction of a designed space, built primarily by sketching in 2D within the context of an anchoring design or photograph. The system is progressive in the sense that the interpretations are refined as the user continues sketching. As a key technical enabler, we reformulate the sketch interpretation process as a selection optimization from a set of context‐generated canvas planes in order to retrieve a regular arrangement of planes. We demonstrate our system (available at http:/geometry.cs.ucl.ac.uk/projects/2016/smartcanvas/ ) with a wide range of sketches and design studies.
Youyi Zheng, Han Liu 0003, Julie Dorsey, Niloy J. Mitra
Comput. Graph. Forum2
2016 Ergonomics-Inspired Reshaping and Exploration of Collections of Models
abstract
This paper examines the following question: given a collection of man-made shapes, e.g., chairs, can we effectively explore and rank the shapes with respect to a given human body-in terms of how well a candidate shape fits the specified human body? Answering this question requires identifying which shapes are more suitable for a prescribed body, and how to alter the input geometry to better fit the shapes to a given human body. The problem links physical proportions of the human body and its interaction with object geometry, which is often expressed as ergonomics guidelines. We present an interactive system that allows users to explore shapes using different avatar poses, while, at the same time providing interactive previews of how to alter the shapes to fit the user-specified body and pose. We achieve this by first constructing a fuzzy shape-to-body map from the ergonomic guidelines to multi-contacts geometric constraints; and then, proposing a novel contact-preserving deformation paradigm to realize a reshaping to adapt the input shape. We evaluate our method on collections of models from different categories and validate the results through a user study.
Youyi Zheng, Han Liu 0003, Julie Dorsey, Niloy J. Mitra
IEEE Trans. Vis. Comput. Graph.2
2015 Replaceable Substructures for Efficient Part-Based Modeling
abstract
Abstract A popular mode of shape synthesis involves mixing and matching parts from different objects to form a coherent whole. The key challenge is to efficiently synthesize shape variations that are plausible, both locally and globally. A major obstacle is to assemble the objects with local consistency, i.e., all the connections between parts are valid with no dangling open connections. The combinatorial complexity of this problem limits existing methods in geometric and/or topological variations of the synthesized models. In this work, we introducereplaceable substructuresas arrangements of parts that can be interchanged while ensuring boundary consistency. The consistency information is extracted from part labels and connections in the original source models. We present a polynomial time algorithm that discovers such substructures by working on a dual of the original shape graph that encodes inter‐part connectivity. We demonstrate the algorithm on a range of test examples producing plausible shape variations, both from a geometric and from a topological viewpoint.
Han Liu 0003, Ulysse Vimont, Michael Wand 0001, Marie-Paule Cani, Stefanie Hahmann, Damien Rohmer, Niloy J. Mitra
Comput. Graph. Forum1
2013 Interactive Facades Analysis and Synthesis of Semi-Regular Facades
abstract
Abstract Urban facades regularly contain interesting variations due to allowed deformations of repeated elements (e.g., windows in different open or close positions) posing challenges to state‐of‐the‐art facade analysis algorithms. We propose a semi‐automatic framework to recover both repetition patterns of the elements and their individual deformation parameters to produce a factored facade representation. Such a representation enables a range of applications including interactive facade images, improved multi‐view stereo reconstruction, facade‐level change detection, and novel image editing possibilities.
Sawsan AlHalawani, Han Liu 0003, Niloy J. Mitra
Comput. Graph. Forum3
2013 Constraint-aware interior layout exploration for pre-cast concrete-based buildings
Han Liu 0003, Sawsan AlHalawani, Niloy J. Mitra
Vis. Comput.1