Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Yutao Feng

dblp:63/6423 · DBLP profile ↗
← Back
5ranked-venue papers
3as first author
4since 2021 · last 2026
0009-0003-3700-8102ORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 3 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 4 since 2021Applied, interdisciplinary, general and emerging 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
4 papers
Computer animation and physical simulation · 67% Rendering · 33%
Artificial intelligence
2 papers
3D vision · 72% Deep learning architectures and training · 28%

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › deformable body simulation
elastodynamics simulation
1.822026
ElastoGen: 4D Generative Elastodynamics · AAAI 2026
PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRF · CVPR 2024
Rendering › gaussian splatting
3d gaussian splatting
1.622025
Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering · CVPR 2025
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024
Computer animation and physical simulation › deformable body simulation
hyperelastic material simulation
1.012026
ElastoGen: 4D Generative Elastodynamics · AAAI 2026
Computer animation and physical simulation
physically-based modeling
1.012026
ElastoGen: 4D Generative Elastodynamics · AAAI 2026
Rendering › temporal rendering
dynamic scene rendering
0.912025
Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering · CVPR 2025
Computer animation and physical simulation
fluid simulation
0.912025
Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering · CVPR 2025
Computer animation and physical simulation › physically-based modeling
position-based dynamics
0.912025
Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering · CVPR 2025
Computer vision › 3D vision
neural radiance field
0.812024
PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRF · CVPR 2024
Computer animation and physical simulation › particle-based simulation
material point method
0.812024
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024
Rendering
neural rendering
0.812024
PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024
Machine learning › Deep learning architectures and training
physics-informed neural network
0.312026
ElastoGen: 4D Generative Elastodynamics · AAAI 2026
Computer animation and physical simulation
meshless simulation
0.212024
PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRF · CVPR 2024
Medical and health informatics › medical imaging › medical image analysis
lesion detection
0.011996
Neural network methods for volumetric magnetic resonance imaging of the human brain · Proc. IEEE 1996
Medical and health informatics › medical imaging
medical image analysis
0.011996
Neural network methods for volumetric magnetic resonance imaging of the human brain · Proc. IEEE 1996
Medical and health informatics › neuroimaging
morphometric analysis
0.011996
Neural network methods for volumetric magnetic resonance imaging of the human brain · Proc. IEEE 1996
Medical and health informatics › neuroimaging
neuroimaging analysis
0.011996
Neural network methods for volumetric magnetic resonance imaging of the human brain · Proc. IEEE 1996

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

physics-based optimization · 2.0iterative convolution-like operations · 2.0neural radiance field · 1.5generalized moving least squares · 1.5position-based dynamics · 0.9physically-based rendering · 0.9material point method · 0.8continuum mechanics · 0.8recurrent neural network · 0.0artificial neural network · 0.0
YearPublicationVenuePosition
2026 ElastoGen: 4D Generative Elastodynamics
abstract
We present ElastoGen, a knowledge-driven AI model that generates physically accurate 4D elastodynamics. Unlike deep models that learn from video- or image-based observations, ElastoGen leverages the principles of physics and learns from established mathematical and optimization procedures. The core idea of ElastoGen is converting the differential equation, corresponding to the nonlinear force equilibrium, into a series of iterative local convolution-like operations, which naturally fit deep architectures. We carefully build our network module following this overarching design philosophy. ElastoGen is much more lightweight in terms of both training requirements and network scale than deep generative models. Because of its alignment with actual physical procedures, ElastoGen efficiently generates accurate dynamics for a wide range of hyperelastic materials and can be easily integrated with upstream and downstream deep modules to enable end-to-end 4D generation.
Yutao Feng, Yintong Shang, Xiang Feng 0004, Lei Lan, Shandian Zhe, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002
AAAI1
2025 Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and Rendering
abstract
We demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views.
Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002
CVPR1
2024 PIE-NeRF: Physics-Based Interactive Elastodynamics with NeRF
abstract
We show that physics-based simulations can be seamlessly integrated with NeRF to generate high-quality elastodynamics of real-world objects. Unlike existing methods, we discretize nonlinear hyperelasticity in a meshless way, obviating the necessity for intermediate auxiliary shape proxies like a tetrahedral mesh or voxel grid. A quadratic generalized moving least square is employed to capture nonlinear dynamics and large deformation on the implicit model. Such meshless integration enables versatile simulations of complex and codimensional shapes. We adaptively place the least-square kernels according to the NeRF density field to significantly reduce the complexity of the nonlinear simulation. As a result, physically realistic animations can be conveniently synthesized using our method for a wide range of hyperelastic materials at an interactive rate. For more information, please visit our project page.
Yutao Feng, Yintong Shang, Xuan Li 0015, Tianjia Shao, Chenfanfu Jiang, Yin Yang 0002
CVPR1
2024 PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics
abstract
We introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthe-sis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, “cage meshes,” or any other geometry embedding, highlighting the principle of “what you see is what you simulate (WS2).” Our method demonstrates exceptional versatility across a wide variety of materials-including elastic entities, plastic metals, non-Newtonian fluids, and granular materials-showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/
Tianyi Xie, Zeshun Zong, Yuxing Qiu, Xuan Li 0015, Yutao Feng, Yin Yang 0002, Chenfanfu Jiang
CVPR5
1996 Neural network methods for volumetric magnetic resonance imaging of the human brain
abstract
Brain magnetic resonance (MR) images contain massive information requiring lengthy and complex interpretation (as in the identification of significant portions of the image), quantitative evaluation (as in the determination of the size of certain significant regions), and sophisticated interpretation (as in determining any image portions which indicate signs of lesions or of disease). In this paper we first survey the clinical and research needs for brain imaging. We present the state-of-the-art in relevant image analysis techniques. We then discuss our recent work on the use of novel artificial neural networks which have a recurrent structure to extract precise morphometric information from MRI scans of the human brain. Finally, experimental data using our novel approach is presented and suggestions are made for future research.
Erol Gelenbe, Yutao Feng, K. Ranga R. Krishnan
Proc. IEEE2