VLDB 2026 Research / reviewers in the wild / expert
Chao Peng 0003
dblp:85/6436-3
· DBLP profile ↗
19ranked-venue papers
8as first author
9since 2021 · last 2026
0000-0001-8838-2469ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 7 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorSecurity and privacy · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHDabstractProcessing speech in noisy environments is a core challenge for children with attention deficit hyperactivity disorder (ADHD), and few studies investigated evidence-based interventions. Disrupted visual attention and audiovisual integration are key contributors to these difficulties. Virtual reality (VR) games offer potential to support attention and audiovisual integration training, yet few are designed for this purpose. Current approaches using VR games emphasize either clinical fidelity or entertainment, creating an imbalance between neural engagement and sustained motivation. We developed a VR game through a co-design approach, informed by neural mechanisms and clinical expertise, and embedding child-centered interaction to sustain engagement. The game includes variations in interaction modes and difficulty levels, iteratively refined with neurodevelopmental specialists and children. We conducted an exploratory study with 11 participants, including neurotypical and ADHD children. Findings highlight task performance and insights from the target user group, while also suggesting implications for balancing clinical potential with user engagement. Nishant Joshi Dinesha, Ziming Li 0005, Roshan Lalintha Peiris, Emily Knight, Chao Peng 0003 |
CHI | 6 |
| 2025 | Exploring Large Language Model-Driven Agents for Environment-Aware Spatial Interactions and Conversations in Virtual Reality Role-Play ScenariosabstractRecent research has begun adopting Large Language Model (LLM) agents to enhance Virtual Reality (VR) interactions, creating immersive chatbot experiences. However, while current studies focus on generating dialogue from user speech inputs, their abilities to generate richer experiences based on the perception of LLM agents’ VR environments and interaction cues remain unexplored. Hence, in this work, we propose an approach that enables LLM agents to perceive virtual environments and generate environment-aware interactions and conversations for an embodied human-AI interaction experience in VR environments. Here, we define a schema for describing VR environments and their interactions through text prompts. We evaluate the performance of our method through five role-play scenarios created using our approach in a study with 14 participants. The findings discuss the opportunities and challenges of our proposed approach for developing environment-aware LLM agents that facilitate spatial interactions and conversations within VR role-play scenarios. Ziming Li 0005, Chao Peng 0003, Roshan Lalintha Peiris |
VR | 3 |
| 2025 | UltraMeshRenderer: Efficient Structure and Management of GPU Out-of-core Memory for Real-time Rendering of Gigantic 3D MeshesabstractGPUs can encounter memory capacity constraints, which pose challenges for achieving real-time rendering performance when processing large 3D models that exceed available memory. State-of-the-art out-of-core rendering frameworks have leveraged Level of Detail (LOD) and frame-to-frame coherence data management techniques to optimize memory usage and minimize CPU-to-GPU data transfer costs. However, the size of view-dependently selected data may still exceed GPU memory capacity, and data transfer remains the most significant bottleneck in overall performance costs. To address these, we introduce a new GPU out-of-core rendering approach that includes a LOD selection method that takes into account both memory and coherence constraints and a parallel in-place GPU memory management algorithm that efficiently assembles the data of the current frame with GPU-resident data from the previous frame and transferred data. Our approach bounds memory usage and data transfer costs, prioritizes and schedules the transfer of essential data, incrementally refining the LOD over subsequent frames to converge toward the desired visual fidelity. Our parallel memory management algorithm consolidates frame-different and reusable data, dynamically reallocating GPU memory slots for efficient in-place operations. Hierarchical LOD representations remain a core component, and we emphasize their role in supporting adaptive data transfer and coherence management, characterized by a uniform depth and near-equal patch size at all levels. Our approach adapts seamlessly to scenarios with varying levels of coherence by balancing real-time performance with visual consistency. Experimental results demonstrate that our system achieves significant performance improvements, rendering scenes with billions of triangles in real-time, outperforming existing methods while maintaining consistent visual quality during dynamic interactions. Lizhou Cao, Chao Peng 0003 |
ACM Trans. Graph. | 3 |
| 2024 | Hierarchical Spherical Cross-Parameterization for Deforming CharactersabstractAbstract The demand for immersive technology and realistic virtual environments has created a need for automated solutions to generate characters with morphological variations. However, existing approaches either rely on manual labour or oversimplify the problem by limiting it to static meshes or deformation transfers without shape morphing. In this paper, we propose a new cross‐parameterization approach that semi‐automates the generation of morphologically diverse characters with synthesized articulations and animations. The main contribution of this work is that our approach parameterizes deforming characters into a novel hierarchical multi‐sphere domain, while considering the attributes of mesh topology, deformation and animation. With such a multi‐sphere domain, our approach minimizes parametric distortion rates, enhances the bijectivity of parameterization and aligns deforming feature correspondences. The alignment process we propose allows users to focus only on major joint pairs, which is much simpler and more intuitive than the existing alignment solutions that involve a manual process of identifying feature points on mesh surfaces. Compared to recent works, our approach achieves high‐quality results in the applications of 3D morphing, texture transfer, character synthesis and deformation transfer. Lizhou Cao, Chao Peng 0003 |
Comput. Graph. Forum | 2 |
| 2023 | Real-time multimodal interaction in virtual reality - a case study with a large virtual interface
Lizhou Cao, Chao Peng 0003, Jeffrey T. Hansberger |
Multim. Tools Appl. | 3 |
| 2023 | Multi-GPU multi-display rendering of extremely large 3D environments
Yangzi Dong, Chao Peng 0003 |
Vis. Comput. | 2 |
| 2022 | Older Adults' Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR GamesabstractAbstract While virtual reality (VR) games are beneficial for older adults to improve their physical functions and cognitive abilities, VR research often does not include older adults. Our review of the proceedings of major HCI conferences (i.e. ASSETS, CHI, CHI PLAY, CSCW and DIS) between 2016 and 2020 shows that only three out of 352 VR-related papers involved older adults. Consequently, older adults tend to encounter user experience (UX) problems with VR. One common way to identify UX problems is to conduct usability testing with think-aloud (TA) protocols. As VR games tend to be perceptually and physically demanding, older adults might need to allocate more resources to VR content and interaction and thus have fewer resources for thinking aloud. This raises the question of whether TA protocols are still a viable approach to detecting UX problems of VR games for older adult participants. To answer this question, we conducted usability testing with older adults who played two common types of VR games (i.e. the exergame and experience game) using concurrent and retrospective TA protocols (i.e. CTA and RTA), which are widely used in the industry. We analyzed participants’ TA verbalizations and uncovered how different categories of verbalizations indicate UX problems. We further show how older adults perceived the effects of thinking aloud on their game experiences in two TA protocols and offer design implications. Mingming Fan 0001, Vinita Tibdewal, Qiwen Zhao, Lizhou Cao, Chao Peng 0003, Runxuan Shu, Yujia Shan |
Interact. Comput. | 5 |
| 2021 | Freehand Interaction in Virtual Reality: Bimanual Gestures for Cross-Workspace InteractionabstractThis work presents the design and evaluation of three bimanual interaction modalities for cross-workspace interaction in virtual reality (VR), in which the user can move items between a personal workspace and a shared workspace. We conducted an empirical study to understand three modalities and their suitability for cross-workspace interaction in VR. Chao Peng 0003, Yangzi Dong, Lizhou Cao |
VRST | 1 |
| 2021 | A survey of immersive technologies and applications for industrial product development
Chao Peng 0003, Hannah Husarek, Qi Yu 0001 |
Comput. Graph. | 2 |
| 2020 | Visualization for Spectators in Cybersecurity CompetitionsabstractThe goal is to raise awareness and encourage learning cybersecurity principles by making competitions appealing to a wider audience. In an effort to make events compelling, attractive, and watchable, the researchers will develop systems to support visualizations and make the transactions between teams in different cybersecurity competitions easy to comprehend. In informing and educating the audience on the intricacies of the competition through engaging visualizations, cybersecurity competitions will be opened up to a world beyond just participants. In doing so, we can potentially attract new talent into the field. Our team seeks to make prototype visualizations for key actions in various student cybersecurity competitions and assess spectator understanding of key principles of the competition. Chao Peng 0003, David I. Schwartz, Daryl Johnson, Bill Stackpole, Chad Weeden, Jacob Marcovecchio, Drake Richards, Chris Fogle, Victoria Walrond |
VizSec | 1 |
| 2020 | Design and evaluation of a hand gesture recognition approach for real-time interactions
Vaidyanath Areyur Shanthakumar, Chao Peng 0003, Jeffrey T. Hansberger, Lizhou Cao, Sarah C. Meacham, Victoria R. Blakely |
Multim. Tools Appl. | 2 |
| 2019 | Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural NetworkabstractIn this work, we propose an end-to-end system that provides both hardware and software support for real-time gesture recognition. We apply a convolutional neural network over 3D rotation data of finger joints rather than over vision-based data, in order to extract high-level intentions (features) users are trying to convey. A pair of customized motion capturing gloves are designed with inertial measurement unit (IMU) sensors to obtain gestural datasets for network training and real-time recognition. A network reduction strategy has been developed to appropriately reduce a network's complexity in both depth and width dimensions while maintaining a high recognition accuracy with the classification model produced by the network. The classification model is able to classify new data samples by scanning a real-time stream of joint rotations during the use of the gloves. Our evaluation results expose the relationships between the network reduction hyperparameters and the change of recognition accuracy. Based on the evaluation, we are able to determine an appropriate version of the light network and achieve 98% accuracy. Nicholas Diliberti, Chao Peng 0003, Christopher Kaufman, Yangzi Dong, Jeffrey T. Hansberger |
ACM Multimedia | 2 |
| 2017 | Hand gesture controls for image categorization in immersive virtual environmentsabstractIn a situation where a large and chaotic collection of digital images must be manually sorted or categorized, there are two challenges: (1) unnatural actions during a prolonged human-computer interaction and (2) limited display space for image browsing. An immersive 3D interface is prototyped, where a person sorts a large collection of digital images with his or her bare hands in a virtual environment, and performs hand motions matching characteristics of sorting gestures in the real world. The virtual reality environment provides extra levels of immersion for displaying images. Chao Peng 0003, Jeffrey T. Hansberger, Lizhou Cao, Vaidyanath Areyur Shanthakumar |
VR | 1 |
| 2017 | A GPU-Accelerated Approach for Feature Tracking in Time-Varying Imagery DatasetsabstractWe propose a novel parallel connected component labeling (CCL) algorithm along with efficient out-of-core data management to detect and track feature regions of large time-varying imagery datasets. Our approach contributes to the big data field with parallel algorithms tailored for GPU architectures. We remove the data dependency between frames and achieve pixel-level parallelism. Due to the large size, the entire dataset cannot fit into cached memory. Frames have to be streamed through the memory hierarchy (disk to CPU main memory and then to GPU memory), partitioned, and processed as batches, where each batch is small enough to fit into the GPU. To reconnect the feature regions that are separated due to data partitioning, we present a novel batch merging algorithm to extract the region connection information across multiple batches in a parallel fashion. The information is organized in a memory-efficient structure and supports fast indexing on the GPU. Our experiment uses a commodity workstation equipped with a single GPU. The results show that our approach can efficiently process a weather dataset composed of terabytes of time-varying radar images. The advantages of our approach are demonstrated by comparing to the performance of an efficient CPU cluster implementation which is being used by the weather scientists. Chao Peng 0003, Sandip Sahani, John A. Rushing |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2016 | Fast mapping and morphing for genus-zero meshes with cross spherical parameterization
Chao Peng 0003, Sabin Timalsena |
Comput. Graph. | 1 |
| 2013 | Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPUabstractIn many research domains, such as mechanical engineering, game development and virtual reality, a typical output model is usually produced in a multi-object manner for efficient data management. To have a complete description of the whole model, tens of thousands of, or even millions of, such objects are created, which makes the entire dataset exceptionally complex. Consequently, visualizing the model becomes a computationally intensive process that impedes a real-time rendering and interaction. Chao Peng 0003, Yong Cao 0003 |
I3D | 1 |
| 2012 | A Crowd Modeling Framework for Socially Plausible Animation Behaviors
Seung In Park, Chao Peng 0003, Francis K. H. Quek, Yong Cao 0003 |
MIG | 2 |
| 2012 | A GPU-based Approach for Massive Model Rendering with Frame-to-Frame CoherenceabstractAbstract Rendering massive 3D models in real‐time has long been recognized as a very challenging problem because of the limited computational power and memory space available in a workstation. Most existing rendering techniques, especially level of detail (LOD) processing, have suffered from their sequential execution natures. We present a GPU‐based approach which enables interactive rendering of large 3D models with hundreds of millions of triangles. Our work contributes to the massive rendering research in two ways. First, we present a simple and efficient mesh simplification algorithm towards GPU architecture. Second, we propose a novel GPU out‐of‐core approach that adopts a frame‐to‐frame coherence scheme in order to minimize the high communication cost between CPU and GPU. Our results show that the parallel algorithm of mesh simplification and the GPU out‐of‐core approach significantly improve the overall rendering performance. Chao Peng 0003, Yong Cao 0003 |
Comput. Graph. Forum | 1 |
| 2011 | A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
Chao Peng 0003, Seung In Park, Yong Cao 0003, Jie Tian 0001 |
MIG | 1 |