Demo Data from VLDB 2026 / reviewers in the wild / expert
Hao Zhang 0042
dblp:55/2270-42
· DBLP profile ↗
4ranked-venue papers
3as first author
2since 2021 · last 2022
0000-0003-3416-1171ORCID · conflict
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 · 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.
| Artificial intelligence
3 papers |
3D vision · 90% Face, body and person analysis · 8% Segmentation and scene understanding · 2% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 100% |
Topics — the 15 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
1.0 | 2 | 2022 | Physical Interaction: Reconstructing Hand-object Interactions with Physics · SIGGRAPH Asia 2022 InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactions · ACM Trans. Graph. 2019 |
Computer vision › 3D vision
hand-object interaction |
0.9 | 2 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactions · ACM Trans. Graph. 2019 |
Computer vision › 3D vision › 3d human reconstruction
hand-object interaction reconstruction |
0.6 | 1 | 2022 | Physical Interaction: Reconstructing Hand-object Interactions with Physics · SIGGRAPH Asia 2022 |
Computer vision › 3D vision › 3d motion analysis
physics-based motion reconstruction |
0.6 | 1 | 2022 | Physical Interaction: Reconstructing Hand-object Interactions with Physics · SIGGRAPH Asia 2022 |
Computer vision › 3D vision › pose estimation › 3d hand pose estimation
depth-based hand pose estimation |
0.5 | 1 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 |
Computer vision › 3D vision › 3d reconstruction › object reconstruction
hand-object reconstruction |
0.5 | 1 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 |
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation |
0.5 | 1 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 |
Computer vision › 3D vision › 3d reconstruction
real-time reconstruction |
0.5 | 1 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 |
Computer vision › 3D vision › depth estimation
depth map fusion |
0.4 | 1 | 2019 | InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactions · ACM Trans. Graph. 2019 |
Computer vision › 3D vision › pose estimation
hand tracking |
0.4 | 1 | 2019 | InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactions · ACM Trans. Graph. 2019 |
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction |
0.4 | 1 | 2019 | InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactions · ACM Trans. Graph. 2019 |
Geometric modeling and processing
3d reconstruction |
0.3 | 1 | 2018 | MixedFusion: Real-Time Reconstruction of an Indoor Scene with Dynamic Objects · IEEE Trans. Vis. Comput. Graph. 2018 |
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction |
0.3 | 1 | 2018 | MixedFusion: Real-Time Reconstruction of an Indoor Scene with Dynamic Objects · IEEE Trans. Vis. Comput. Graph. 2018 |
Geometric modeling and processing › 3d reconstruction
indoor scene reconstruction |
0.3 | 1 | 2018 | MixedFusion: Real-Time Reconstruction of an Indoor Scene with Dynamic Objects · IEEE Trans. Vis. Comput. Graph. 2018 |
Computer vision › Segmentation and scene understanding › 3d segmentation
depth map segmentation |
0.1 | 1 | 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions · ACM Trans. Graph. 2021 |
Methods — techniques the papers use, named apart from their topics
force-based dynamic model · 0.6confidence-based slide prevention · 0.6RGB-D sensor · 0.6uniform optimization · 0.5tangential contact constraint · 0.5joint learning network · 0.5unified optimization · 0.4spatial-temporal rigidity regularizer · 0.4LSTM · 0.4DNN · 0.4sigmoid-based iterative closest point · 0.3mixed voxel allocation · 0.3graph node-based motion representation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Physical Interaction: Reconstructing Hand-object Interactions with PhysicsabstractSingle view-based reconstruction of hand-object interaction is challenging due to the severe observation missing caused by occlusions. This paper proposes a physics-based method to better solve the ambiguities in the reconstruction. It first proposes a force-based dynamic model of the in-hand object, which not only recovers the unobserved contacts but also solves for plausible contact forces. Next, a confidence-based slide prevention scheme is proposed, which combines both the kinematic confidences and the contact forces to jointly model static and sliding contact motion. Qualitative and quantitative experiments show that the proposed technique reconstructs both physically plausible and more accurate hand-object interaction and estimates plausible contact forces in real-time with a single RGBD sensor. Xinyu Yi, Hao Zhang 0042, Jun-Hai Yong, Feng Xu 0005 |
SIGGRAPH Asia | 3 |
| 2021 | Single Depth View Based Real-Time Reconstruction of Hand-Object InteractionsabstractReconstructing hand-object interactions is a challenging task due to strong occlusions and complex motions. This article proposes a real-time system that uses a single depth stream to simultaneously reconstruct hand poses, object shape, and rigid/non-rigid motions. To achieve this, we first train a joint learning network to segment the hand and object in a depth image, and to predict the 3D keypoints of the hand. With most layers shared by the two tasks, computation cost is saved for the real-time performance. A hybrid dataset is constructed here to train the network with real data (to learn real-world distributions) and synthetic data (to cover variations of objects, motions, and viewpoints). Next, the depth of the two targets and the keypoints are used in a uniform optimization to reconstruct the interacting motions. Benefitting from a novel tangential contact constraint, the system not only solves the remaining ambiguities but also keeps the real-time performance. Experiments show that our system handles different hand and object shapes, various interactive motions, and moving cameras. Hao Zhang 0042, Yuxiao Zhou 0001, Yifei Tian, Jun-Hai Yong, Feng Xu 0005 |
ACM Trans. Graph. | 1 |
| 2019 | InteractionFusion: real-time reconstruction of hand poses and deformable objects in hand-object interactionsabstractHand-object interaction is challenging to reconstruct but important for many applications like HCI, robotics and so on. Previous works focus on either the hand or the object while we jointly track the hand poses, fuse the 3D object model and reconstruct its rigid and nonrigid motions, and perform all these tasks in real time. To achieve this, we first use a DNN to segment the hand and object in the two input depth streams and predict the current hand pose based on the previous poses by a pre-trained LSTM network. With this information, a unified optimization framework is proposed to jointly track the hand poses and object motions. The optimization integrates the segmented depth maps, the predicted motion, a spatial-temporal varying rigidity regularizer and a real-time contact constraint. A nonrigid fusion technique is further involved to reconstruct the object model. Experiments demonstrate that our method can solve the ambiguity caused by heavy occlusions between hand and object, and generate accurate results for various objects and interacting motions. Hao Zhang 0042, Zihao Bo, Jun-Hai Yong, Feng Xu 0005 |
ACM Trans. Graph. | 1 |
| 2018 | MixedFusion: Real-Time Reconstruction of an Indoor Scene with Dynamic ObjectsabstractReal-time indoor scene reconstruction aims to recover the 3D geometry of an indoor scene in real time with a sensor scanning the scene. Previous works of this topic consider pure static scenes, but in this paper, we focus on more challenging cases that the scene contains dynamic objects, for example, moving people and floating curtains, which are quite common in reality and thus are eagerly required to be handled. We develop an end-to-end system using a depth sensor to scan a scene on the fly. By proposing a Sigmoid-based Iterative Closest Point (S-ICP) method, we decouple the camera motion and the scene motion from the input sequence and segment the scene into static and dynamic parts accordingly. The static part is used to estimate the camera rigid motion, while for the dynamic part, graph node-based motion representation and model-to-depth fitting are applied to reconstruct the scene motions. With the camera and scene motions reconstructed, we further propose a novel mixed voxel allocation scheme to handle static and dynamic scene parts with different mechanisms, which helps to gradually fuse a large scene with both static and dynamic objects. Experiments show that our technique successfully fuses the geometry of both the static and dynamic objects in a scene in real time, which extends the usage of the current techniques for indoor scene reconstruction. Hao Zhang 0042, Feng Xu 0005 |
IEEE Trans. Vis. Comput. Graph. | 1 |