Demo Data from VLDB 2026 / reviewers in the wild / expert
Zhimin Ren
dblp:58/3817
· DBLP profile ↗
10ranked-venue papers
6as first author
2since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 2 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
5 papers |
Audio and music processing · 68% Virtual and augmented reality · 11% Visualization and visual analytics · 10% | |
| Human-computer interaction and pervasive computing
1 paper |
Personal fabrication and tangible interfaces · 50% Immersive interaction · 50% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Audio and music processing
acoustic rendering |
0.2 | 1 | 2013 | Auditory Perception of Geometry-Invariant Material Properties · IEEE Trans. Vis. Comput. Graph. 2013 |
Audio and music processing
acoustic simulation |
0.2 | 1 | 2013 | Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013 |
Rendering › appearance acquisition › material acquisition
material parameter estimation |
0.2 | 1 | 2013 | Example-guided physically based modal sound synthesis · ACM Trans. Graph. 2013 |
Audio and music processing › sound synthesis › physical modeling synthesis
modal sound synthesis |
0.2 | 1 | 2013 | Example-guided physically based modal sound synthesis · ACM Trans. Graph. 2013 |
Virtual and augmented reality › auditory perception
psychoacoustics |
0.2 | 1 | 2013 | Auditory Perception of Geometry-Invariant Material Properties · IEEE Trans. Vis. Comput. Graph. 2013 |
Audio and music processing › acoustic simulation
sound propagation |
0.2 | 1 | 2013 | Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013 |
Audio and music processing
sound synthesis |
0.2 | 1 | 2013 | Example-guided physically based modal sound synthesis · ACM Trans. Graph. 2013 |
Immersive interaction
virtual reality interaction |
0.2 | 1 | 2013 | BodyAvatar: creating freeform 3D avatars using first-person body gestures · UIST 2013 |
Audio and music processing › sound synthesis
contact sound synthesis |
0.1 | 1 | 2010 | Synthesizing contact sounds between textured models · VR 2010 |
Audio and music processing › sound synthesis
physical modeling synthesis |
0.1 | 1 | 2010 | Synthesizing contact sounds between textured models · VR 2010 |
Visualization and visual analytics
scientific visualization |
0.1 | 1 | 2008 | AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2008 |
Audio and music processing › acoustic simulation
geometric acoustics |
0.0 | 1 | 2013 | Wave-ray coupling for interactive sound propagation in large complex scenes · ACM Trans. Graph. 2013 |
Multimedia analysis and retrieval › audio-visual analysis
audiovisual coherence |
0.0 | 1 | 2010 | Synthesizing contact sounds between textured models · VR 2010 |
Virtual and augmented reality
immersive interaction |
0.0 | 1 | 2010 | Synthesizing contact sounds between textured models · VR 2010 |
Visualization and visual analytics
interactive visualization |
0.0 | 1 | 2008 | AD-Frustum: Adaptive Frustum Tracing for Interactive Sound Propagation · IEEE Trans. Vis. Comput. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
wave-based numerical techniques · 0.2residual compensation · 0.2rayleigh damping model · 0.2psychoacoustic feature extraction · 0.2psychoacoustic experiment · 0.2pressure coupling · 0.2optimization framework · 0.2kinect · 0.2interpolation · 0.2geometric propagation · 0.2surface contact modeling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | 2D ViT and 1D CRNN-based Heart Sound Signals Detection ModelabstractHeart sounds reflect the function of heart valves and are important for the diagnosis of heart-related diseases. Automated heart sound diagnosis plays an key role in the early detection of cardiovascular diseases. In this paper, a new deep learning-based detection model (2D ViT-1D CRNN) for heart sound signals is designed, which combines one-dimensional time-domain and two-dimensional time-frequency domain features. In this model, a 1D CNN and a BiLSTM are combined into a 1D CRNN module to extract 1D temporal features from the original PCG signals, while 2D time-frequency features are extracted using a 2D ViT module. The classification results are calculated by softmax function after connecting the outputs of the two modules. To validate the effectiveness of the proposed 2D ViT-1D CRNN model, it is applied to two public datasets with different classification tasks. Compared with existing SOTA methods, our proposed method performs best on both datasets, which suggests that the method in this paper can be applied to assist diagnosis of cardiovascular diseases. Zihan Tao, Zhimin Ren, Yanchun Liang 0001, Xiaohu Shi |
BIBM | 2 |
| 2022 | Time and Time-Frequency Features Integrated CNN Model for Heart Sound Signals DetectionabstractAutomatic heart sound diagnosis plays an important role in the early detection of cardiovascular diseases. Phonocardiogram (PCG) signals are often used in this field f or its low cost and non-invasive advantages. In this paper, we design a new time and time-frequency features integrated CNN (TTFI-CNN) model for heart sound signals detection. In the model, a 1D CNN and a BiLSTM are combined into 1D CRNN module to extract temporal features from the original PCG signal, and a 2D CNN module is applied to capture high-level features from time-frequency domain MFCCs inputs. The outputs of the two modules are recalibrated by attention mechanism to selectively emphasize informative features and suppress less useful ones. To verify the proposed TTFI-CNN model, it is applied to two public datasets with different classification t asks (binary and multiclassification). The TTFI-CNN model has achieved 97.15% accuracy, 97.13% sensitivity, and 97.17% specificity on physionet/cinc database, and obtained 3.31 and 2.61 precision scores on the PASCAL database A and B, respectively. Compared with the previous state-of-the-art methods, the TTFI-CNN performs best on all the above metrics. https://github.com/XxxNnnSssWww/TTFI-CNN. Zhimin Ren, Yuheng Qiao, Yuping Yuan, You Zhou 0008, Yanchun Liang 0001, Xiaohu Shi |
BIBM | 1 |
| 2015 | Interactive virtual percussion instruments on mobile devicesabstractWe present a multimodal virtual percussion instrument system on consumer mobile devices that allows users to design and configure customizable virtual percussion instruments and interact with them in real time. Users can create virtual instruments of different materials and shapes interactively, by editing and selecting the desired characteristics. Both the visual and auditory feedback are then computed on the fly to automatically correspond to the instrument properties and user interaction. We utilize efficient 3D input processing algorithms to approximate and represent real-time multi-touch input with key meta properties and adopt fast physical modeling to synthesize sounds. Despite the relatively limited computing resources on mobile devices, we are able to achieve rich and responsive multimodal feedback based on real-time user input. A pilot study is conducted to assess the effectiveness of the system. Zhimin Ren, Ming C. Lin |
VRST | 1 |
| 2013 | BodyAvatar: creating freeform 3D avatars using first-person body gesturesabstractBodyAvatar is a Kinect-based interactive system that allows users without professional skills to create freeform 3D avatars using body gestures. Unlike existing gesture-based 3D modeling tools, BodyAvatar centers around a first-person "you're the avatar" metaphor, where the user treats their own body as a physical proxy of the virtual avatar. Based on an intuitive body-centric mapping, the user performs gestures to their own body as if wanting to modify it, which in turn results in corresponding modifications to the avatar. BodyAvatar provides an intuitive, immersive, and playful creation experience for the user. We present a formative study that leads to the design of BodyAvatar, the system's interactions and underlying algorithms, and results from initial user trials. Teng Han, Zhimin Ren, Nobuyuki Umetani, Xin Tong 0001, Yang Liu 0014, Takaaki Shiratori |
UIST | 3 |
| 2013 | Example-guided physically based modal sound synthesisabstractLinear modal synthesis methods have often been used to generate sounds for rigid bodies. One of the key challenges in widely adopting such techniques is the lack of automatic determination of satisfactory material parameters that recreate realistic audio quality of sounding materials. We introduce a novel method using prerecorded audio clips to estimate material parameters that capture the inherent quality of recorded sounding materials. Our method extracts perceptually salient features from audio examples. Based on psychoacoustic principles, we design a parameter estimation algorithm using an optimization framework and these salient features to guide the search of the best material parameters for modal synthesis. We also present a method that compensates for the differences between the real-world recording and sound synthesized using solely linear modal synthesis models to create the final synthesized audio. The resulting audio generated from this sound synthesis pipeline well preserves the same sense of material as a recorded audio example. Moreover, both the estimated material parameters and the residual compensation naturally transfer to virtual objects of different sizes and shapes, while the synthesized sounds vary accordingly. A perceptual study shows the results of this system compare well with real-world recordings in terms of material perception. Zhimin Ren, Hengchin Yeh, Ming C. Lin |
ACM Trans. Graph. | 1 |
| 2013 | Wave-ray coupling for interactive sound propagation in large complex scenesabstractWe present a novel hybrid approach that couples geometric and numerical acoustic techniques for interactive sound propagation in complex environments. Our formulation is based on a combination of spatial and frequency decomposition of the sound field. We use numerical wave-based techniques to precompute the pressure field in the near-object regions and geometric propagation techniques in the far-field regions to model sound propagation. We present a novel two-way pressure coupling technique at the interface of near-object and far-field regions. At runtime, the impulse response at the listener position is computed at interactive rates based on the stored pressure field and interpolation techniques. Our system is able to simulate high-fidelity acoustic effects such as diffraction, scattering, low-pass filtering behind obstruction, reverberation, and high-order reflections in large, complex indoor and outdoor environments and Half-Life 2 game engine. The pressure computation requires orders of magnitude lower memory than standard wave-based numerical techniques. Hengchin Yeh, Ravish Mehra, Zhimin Ren, Lakulish Antani, Dinesh Manocha, Ming C. Lin |
ACM Trans. Graph. | 3 |
| 2013 | Auditory Perception of Geometry-Invariant Material PropertiesabstractAccurately modeling the intrinsic material-dependent damping property for interactive sound rendering is a challenging problem. The Rayleigh damping model is commonly regarded as an adequate engineering model for interactive sound synthesis in virtual environment applications, but this assumption has never been rigorously analyzed. In this paper, we conduct a formal evaluation of this model. Our goal is to determine if auditory perception of material under Rayleigh damping assumption is 'geometry-invariant', i.e. if this approximation model is transferable across different shapes and sizes. First, audio recordings of same-material objects in various shapes and sizes are analyzed to determine if they can be approximated by the Rayleigh damping model with a single set of parameters. Next, we design and conduct a series of psychoacoustic experiments, in subjects evaluate if audio clips synthesized using the Rayleigh damping model are from the same material, when we alter the material, shape, and size parameters. Through both quantitative and qualitative evaluation, we show that the acoustic properties of the Rayleigh damping model for a single material is generally preserved across different geometries of objects consisting of homogeneous materials and is therefore a suitable, geometry-invariant sound model. Our study results also show that consistent with prior crossmodal expectations, visual perception of geometry can affect the auditory perception of materials. These findings facilitate the wide adoption of Rayleigh damping for interactive auditory systems and enable reuse of material parameters under this approximation model across different shapes and sizes, without laborious per-object parameter tuning. Zhimin Ren, Hengchin Yeh, Roberta L. Klatzky, Ming C. Lin |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | Tabletop Ensemble: touch-enabled virtual percussion instrumentsabstractWe present an interactive virtual percussion instrument system, Tabletop Ensemble, that can be used by a group of collaborative users simultaneously to emulate playing music in real world while providing them with flexibility of virtual simulations. An optical multi-touch tabletop serves as the input device. A novel touch handling algorithm for such devices is presented to translate users' interactions into percussive control signals appropriate for music playing. These signals activate the proposed sound simulation system for generating realistic user-controlled musical sounds. A fast physically-based sound synthesis technique, modal synthesis, is adopted to enable users to directly produce rich, varying musical tones, as they would with the real percussion instruments. In addition, we propose a simple coupling scheme for modulating the synthesized sounds by an accurate numerical acoustic simulator to create believable acoustic effects due to cavity in music instruments. This paradigm allows creating new virtual percussion instruments of various materials, shapes, and sizes with little overhead. We believe such an interactive, multi-modal system would offer capabilities for expressive music playing, rapid prototyping of virtual instruments, and active exploration of sound effects determined by various physical parameters in a classroom, museum, or other educational settings. Virtual xylophones and drums with various physics properties are shown in the presented system. Zhimin Ren, Ravish Mehra, Jason Coposky, Ming C. Lin |
I3D | 1 |
| 2010 | Synthesizing contact sounds between textured modelsabstractWe present a new interaction handling model for physics-based sound synthesis in virtual environments. A new three-level surface representation for describing object shapes, visible surface bumpiness, and microscopic roughness (e.g. friction) is proposed to model surface contacts at varying resolutions for automatically simulating rich, complex contact sounds. This new model can capture various types of surface interaction, including sliding, rolling, and impact with a combination of three levels of spatial resolutions. We demonstrate our method by synthesizing complex, varying sounds in several interactive scenarios and a game-like virtual environment. The three-level interaction model for sound synthesis enhances the perceived coherence between audio and visual cues in virtual reality applications. Zhimin Ren, Hengchin Yeh, Ming C. Lin |
VR | 1 |
| 2008 | AD-Frustum: Adaptive Frustum Tracing for Interactive Sound PropagationabstractWe present an interactive algorithm to compute sound propagation paths for transmission, specular reflection and edge diffraction in complex scenes. Our formulation uses an adaptive frustum representation that is automatically sub-divided to accurately compute intersections with the scene primitives. We describe a simple and fast algorithm to approximate the visible surface for each frustum and generate new frusta based on specular reflection and edge diffraction. Our approach is applicable to all triangulated models and we demonstrate its performance on architectural and outdoor models with tens or hundreds of thousands of triangles and moving objects. In practice, our algorithm can perform geometric sound propagation in complex scenes at 4-20 frames per second on a multi-core PC. Anish Chandak, Christian Lauterbach, Micah T. Taylor, Zhimin Ren, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 4 |