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Zheng Fang 0008

dblp:77/4730-8 · DBLP profile ↗
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12ranked-venue papers
0as first author
6since 2021 · last 2024
0000-0003-2601-8148ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 4 since 2021Artificial intelligence and machine learning · 4 · 2 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
7 papers
Geometric modeling and processing · 67% Visual content generation and editing · 17% Image and video processing · 10%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 100%
Theoretical computer science
2 papers
Graph algorithms and graph theory · 77% Mathematical optimization · 23%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 10 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › surface processing
geodesic distance computation
1.632022
GeodesicEmbedding (GE): A High-Dimensional Embedding Approach for Fast Geodesic Distance Queries · IEEE Trans. Vis. Comput. Graph. 2022
An Accuracy Controllable and Memory Efficient Method for Computing High-Quality Geodesic Distances on Triangle Meshes · Comput. Aided Des. 2022
Parallel and Scalable Heat Methods for Geodesic Distance Computation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Geometric modeling and processing
mesh processing
1.132021
Parallel and Scalable Heat Methods for Geodesic Distance Computation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Fast Construction of Discrete Geodesic Graphs · ACM Trans. Graph. 2020
On the Vertex-oriented Triangle Propagation (VTP) Algorithm: Parallelization and Approximation · Comput. Aided Des. 2021
Geometric modeling and processing › shape representation › mesh representation
triangle mesh
0.612022
An Accuracy Controllable and Memory Efficient Method for Computing High-Quality Geodesic Distances on Triangle Meshes · Comput. Aided Des. 2022
Parallel and multicore computing
parallel computing
0.512021
Parallel and Scalable Heat Methods for Geodesic Distance Computation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Parallel and multicore computing › parallel computing › parallel rendering
parallel geometry processing
0.512021
Parallel and Scalable Heat Methods for Geodesic Distance Computation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Computer vision › Face, body and person analysis
person re-identification
0.412020
Long-Short Temporal-Spatial Clues Excited Network for Robust Person Re-identification · Int. J. Comput. Vis. 2020
Rendering
diffusion curves
0.412020
Poisson Vector Graphics (PVG) · IEEE Trans. Vis. Comput. Graph. 2020
Geometric modeling and processing › shape representation
vector graphics
0.412020
Poisson Vector Graphics (PVG) · IEEE Trans. Vis. Comput. Graph. 2020
Graph algorithms and graph theory › metric graph theory › graph distance
geodesic distance computation
0.412020
Fast Construction of Discrete Geodesic Graphs · ACM Trans. Graph. 2020
Graph algorithms and graph theory › graph algorithms
sparse graph construction
0.112020
Fast Construction of Discrete Geodesic Graphs · ACM Trans. Graph. 2020

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

saddle vertex embedding · 1.1local embedding · 1.1cascaded optimization · 1.1heat method · 1.0gauss-seidel solver · 1.0breadth-first integration · 1.0video fusion · 0.8color transfer · 0.8parallelization · 0.5approximation · 0.5temporal-spatial network · 0.4accuracy-aware window propagation · 0.4
YearPublicationVenuePosition
2024 MovingColor: Seamless Fusion of Fine-grained Video Color Enhancement
Zheng Fang 0008, Wenqi Ouyang, Xianhui Lin, Zhiqi Shen 0001, Peiran Ren, Xuansong Xie, Qingming Huang
ACM Multimedia3
2022 An Accuracy Controllable and Memory Efficient Method for Computing High-Quality Geodesic Distances on Triangle Meshes
Yohanes Yudhi Adikusuma, Zheng Fang 0008, Ying He 0001
Comput. Aided Des.3
2022 GeodesicEmbedding (GE): A High-Dimensional Embedding Approach for Fast Geodesic Distance Queries
abstract
In this article, we develop a novel method for fast geodesic distance queries. The key idea is to embed the mesh into a high-dimensional space, such that the euclidean distance in the high-dimensional space can induce the geodesic distance in the original manifold surface. However, directly solving the high-dimensional embedding problem is not feasible due to the large number of variables and the fact that the embedding problem is highly nonlinear. We overcome the challenges with two novel ideas. First, instead of taking all vertices as variables, we embed only the saddle vertices, which greatly reduces the problem complexity. We then compute a local embedding for each non-saddle vertex. Second, to reduce the large approximation error resulting from the purely euclidean embedding, we propose a cascaded optimization approach that repeatedly introduces additional embedding coordinates with a non-euclidean function to reduce the approximation residual. Using the precomputation data, our approach can determine the geodesic distance between any two vertices in near-constant time. Computational testing results show that our method is more desirable than previous geodesic distance queries methods.
Qianwei Xia, Juyong Zhang, Zheng Fang 0008, Bailin Deng, Ying He 0001
IEEE Trans. Vis. Comput. Graph.3
2021 On the Vertex-oriented Triangle Propagation (VTP) Algorithm: Parallelization and Approximation
Ying He 0001, Zheng Fang 0008, Wenlong Meng, Shi-Qing Xin
Comput. Aided Des.3
2021 Correction to: Long-Short Temporal-Spatial Clues Excited Network for Robust Person Re-identification
Shuai Li 0001, Wenfeng Song, Zheng Fang 0008, Jiaying Shi, Aimin Hao, Qinping Zhao, Hong Qin 0001
Int. J. Comput. Vis.3
2021 Parallel and Scalable Heat Methods for Geodesic Distance Computation
abstract
In this paper, we propose a parallel and scalable approach for geodesic distance computation on triangle meshes. Our key observation is that the recovery of geodesic distance with the heat method [1] can be reformulated as optimization of its gradients subject to integrability, which can be solved using an efficient first-order method that requires no linear system solving and converges quickly. Afterward, the geodesic distance is efficiently recovered by parallel integration of the optimized gradients in breadth-first order. Moreover, we employ a similar breadth-first strategy to derive a parallel Gauss-Seidel solver for the diffusion step in the heat method. To further lower the memory consumption from gradient optimization on faces, we also propose a formulation that optimizes the projected gradients on edges, which reduces the memory footprint by about 50 percent. Our approach is trivially parallelizable, with a low memory footprint that grows linearly with respect to the model size. This makes it particularly suitable for handling large models. Experimental results show that it can efficiently compute geodesic distance on meshes with more than 200 million vertices on a desktop PC with 128 GB RAM, outperforming the original heat method and other state-of-the-art geodesic distance solvers.
Jiong Tao, Juyong Zhang, Bailin Deng, Zheng Fang 0008, Ying He 0001
IEEE Trans. Pattern Anal. Mach. Intell.4
2020 Deep Patch-Based Human Segmentation
Dongbo Zhang 0004, Zheng Fang 0008, Xuequan Lu, Hong Qin 0001, Antonio Robles-Kelly, Chao Zhang 0030, Ying He 0001
ICONIP (1)2
2020 Long-Short Temporal-Spatial Clues Excited Network for Robust Person Re-identification
Shuai Li 0001, Wenfeng Song, Zheng Fang 0008, Jiaying Shi, Aimin Hao, Qinping Zhao, Hong Qin 0001
Int. J. Comput. Vis.3
2020 Fast Construction of Discrete Geodesic Graphs
abstract
This paper develops a new method for constructing Discrete Geodesic Graph (DGG)—an undirected, sparse graph for computing discrete geodesic distances and paths on triangle meshes. Based on a novel accuracy aware window propagation scheme, our method is able to compute the graph edges in a direct and efficient manner. Given a triangle mesh with n vertices and a user-specified accuracy parameter ɛ, our method produces a DGG with O ( n \√ɛ) edges in empirical O ( n \ɛ 0.75 log 1\ɛ) time, which greatly improves the time complexity O ( n \ɛ log 1\ɛ) of the existing method. Extensive evaluation on a large-scale 3D shape repository shows that our method is efficient and can produce high-quality geodesic distances with predictable accuracy and guaranteed true distance metric. In particular, our method has a great advantage over the existing approximate methods on meshes with high degree of anisotropy. The source code is available at https://github.com/GeodesicGraph.
Yohanes Yudhi Adikusuma, Zheng Fang 0008, Ying He 0001
ACM Trans. Graph.2
2020 Poisson Vector Graphics (PVG)
abstract
This paper presents Poisson vector graphics (PVG), an extension of the popular diffusion curves (DC), for generating smooth-shaded images. Armed with two new types of primitives, called Poisson curves and Poisson regions, PVG can easily produce photorealistic effects such as specular highlights, core shadows, translucency and halos. Within the PVG framework, the users specify color as the Dirichlet boundary condition of diffusion curves and control tone by offsetting the Laplacian of colors, where both controls are simply done by mouse click and slider dragging. PVG distinguishes itself from other diffusion based vector graphics for 3 unique features: 1) explicit separation of colors and tones, which follows the basic drawing principle and eases editing; 2) native support of seamless cloning in the sense that PCs and PRs can automatically fit into the target background; and 3) allowed intersecting primitives (except for DC-DC intersection) so that users can create layers. Through extensive experiments and a preliminary user study, we demonstrate that PVG is a simple yet powerful authoring tool that can produce photo-realistic vector graphics from scratch.
Fei Hou 0001, Qian Sun 0003, Zheng Fang 0008, Yong-Jin Liu 0001, Shi-Min Hu 0001, Hong Qin 0001, Aimin Hao, Ying He 0001
IEEE Trans. Vis. Comput. Graph.3
2019 Bidirectional Optimization Coupled Lightweight Networks for Efficient and Robust Multi-Person 2D Pose Estimation
Shuai Li 0001, Zheng Fang 0008, Wenfeng Song, Aimin Hao, Hong Qin 0001
J. Comput. Sci. Technol.2
2017 Discrete geodesic graph (DGG) for computing geodesic distances on polyhedral surfaces
abstract
We present a new graph-based method, called discrete geodesic graph (DGG), to compute discrete geodesics in a divide-and-conquer manner. Let M be a manifold triangle mesh with n vertices and 𝜀 > 0 the given accuracy parameter. Assume the vertices are uniformly distributed on the input mesh. We show that the DGG associated to M has 𝑂 ⁡ ( 𝑛 √ 𝜀 ) edges and the shortest path distances on the graph approximate geodesic distances on M with relative error 𝑂 ⁡ ( 𝜀 ) . Computational results show that the actual error is less than 0.6 ε on common models. Taking advantage of DGG's unique features, we develop a DGG-tailored label-correcting algorithm that computes geodesic distances in empirically linear time. With DGG, we can guarantee the computed distances are true distance metrics, which is highly desired in many applications. We observe that DGG significantly outperforms saddle vertex graph (SVG) – another graph based method for discrete geodesics – in terms of graph size, accuracy control and runtime performance.
Zheng Fang 0008, Jiajun Wu 0003, Shi-Qing Xin, Ying He 0001
Comput. Aided Geom. Des.2