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He Chen 0006

dblp:54/2335-6 · also Anka He Chen · DBLP profile ↗
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4ranked-venue papers
3as first author
4since 2021 · last 2026
0000-0002-5819-3453ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 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
4 papers
Computer animation and physical simulation · 78% Computational photography and imaging · 17% Geometric modeling and processing · 5%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
collision handling
1.522025
Offset Geometric Contact · ACM Trans. Graph. 2025
Shortest Path to Boundary for Self-Intersecting Meshes · ACM Trans. Graph. 2023
Computer animation and physical simulation
contact modeling
0.912025
Offset Geometric Contact · ACM Trans. Graph. 2025
Computer animation and physical simulation
particle-based simulation
0.812024
Vertex Block Descent · ACM Trans. Graph. 2024
Computer animation and physical simulation
rigid body simulation
0.812024
Vertex Block Descent · ACM Trans. Graph. 2024
Computer animation and physical simulation › collision handling
self-collision
0.712023
Shortest Path to Boundary for Self-Intersecting Meshes · ACM Trans. Graph. 2023

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

physics-based optimization · 1.0multi-view triangulation · 1.0offset geometric contact · 0.9displacement bounds · 0.9GPU parallelization · 0.9variational implicit euler · 0.8gauss-seidel iteration · 0.8block coordinate descent · 0.8exact shortest path algorithm · 0.7
YearPublicationVenuePosition
2026 High-Fidelity 4D Cloth Capture Pipeline with a Two-Level Pattern
abstract
Capturing cloth motion with high fidelity is challenging due to fine-scale wrinkles, large deformation, and frequent self-occlusion. We present a 4D (spatio-temporal) cloth capture system that achieves 1 mm spatial resolution using only 16 RGB cameras. Our approach uses a two-level marker pattern: sparse, colored L-shaped markers provide robust detection and orientation, while dense noise patterns within each marker enable both marker identification and precise keypoint localization. By unwarping detected markers to a canonical frame, we factor out perspective distortion and most of cloth deformation, allowing the localizer to achieve sub-pixel accuracy. The localized keypoints are triangulated across views to form an incomplete point cloud. A physics-based optimization then deforms a template mesh to match the captured geometry while maintaining penetration-free constraints and physical plausibility for occluded regions. Our method produces temporally coherent sequences that faithfully capture fine wrinkles and folds even during complex motions with self-contact.
He Chen 0006, Yin Yang 0002, Cem Yuksel, Jenny Lin
ACM Trans. Graph.2
2025 Offset Geometric Contact
abstract
We present a novel contact model, termed Offset Geometric Contact (OGC), for guaranteed penetration-free simulation of codimensional objects with minimal computational overhead. Our method is based on constructing a volumetric shape by offsetting each face along its normal direction, ensuring orthogonal contact forces, thus allows large contact radius without artifacts. We compute vertex-specific displacement bounds to guarantee penetration-free simulation, which improves convergence and avoids the need for expensive continuous collision detection. Our method relies solely on massively parallel local operations, avoiding global synchronization and enabling efficient GPU implementation. Experiments demonstrate real-time, large-scale simulations with performance more than two orders of magnitude faster than prior methods while maintaining consistent computational budgets.
He Chen 0006, Jerry Hsu, Miles Macklin, Yin Yang 0002, Cem Yuksel
ACM Trans. Graph.1
2024 Vertex Block Descent
abstract
We introduce vertex block descent, a block coordinate descent solution for the variational form of implicit Euler through vertex-level Gauss-Seidel iterations. It operates with local vertex position updates that achieve reductions in global variational energy with maximized parallelism. This forms a physics solver that can achieve numerical convergence with unconditional stability and exceptional computation performance. It can also fit in a given computation budget by simply limiting the iteration count while maintaining its stability and superior convergence rate. We present and evaluate our method in the context of elastic body dynamics, providing details of all essential components and showing that it outperforms alternative techniques. In addition, we discuss and show examples of how our method can be used for other simulation systems, including particle-based simulations and rigid bodies.
He Chen 0006, Yin Yang 0002, Cem Yuksel
ACM Trans. Graph.1
2023 Shortest Path to Boundary for Self-Intersecting Meshes
abstract
We introduce a method for efficiently computing the exact shortest path to the boundary of a mesh from a given internal point in the presence of self-intersections. We provide a formal definition of shortest boundary paths for self-intersecting objects and present a robust algorithm for computing the actual shortest boundary path. The resulting method offers an effective solution for collision and self-collision handling while simulating deformable volumetric objects, using fast simulation techniques that provide no guarantees on collision resolution. Our evaluation includes complex self-collision scenarios with a large number of active contacts, showing that our method can successfully handle them by introducing a relatively minor computational overhead.
He Chen 0006, Elie Diaz, Cem Yuksel
ACM Trans. Graph.1