VLDB 2026 Research / reviewers in the wild / expert
Changxi Zheng
dblp:92/5285
· DBLP profile ↗
72ranked-venue papers
6as first author
24since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 52 · 5 first-author · 14 since 2021Artificial intelligence and machine learning · 17 · 11 since 2021Computer networks · 5 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Systems, architecture and hardware · 2 · 1 since 2021Security and privacy · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Pixel Cube: Diffusion-based Portrait Video Relighting Through Realistic Lighting ReproductionabstractWe present a diffusion-based method for relighting dynamic portrait videos with photorealism and temporal consistency. Our method is fueled by a hybrid training dataset that consists of real-captured and rendered dynamic portrait videos with diverse subject appearances, facial motions, head poses, and known lighting conditions. Specifically, we construct an LED-based lighting system for realistic lighting emulation and high-speed video relighting data acquisition. By leveraging the image priors embedded in pre-trained video diffusion models, and using per-frame high dynamic range (HDR) environment map as lighting control, we train a high-performance generative model for realistic and identity-preserving dynamic portrait video relighting. In addition to the environment map control, our model uses a synthesized background image to enable control on the camera's exposure level and color tone. Our model can produce temporally consistent relit portrait video that looks realistic and harmonious under a provided new environment and faithfully preserve the subject's expression and fine facial features, including skin tone, wrinkles, and facial hair. Our model generalizes well to unseen data, in terms of the subject appearance, motion, and lighting condition. We perform extensive experiments on relighting in-the-wild videos with various environment maps and demonstrate practical applications on portrait photography. Results show that our method achieves state-of-the-art performance in photorealism, lighting harmony, and temporal consistency. Our project page: https://yufanzhang82.github.io/PixelCube/. Yufan Zhang 0001, Yu Ji 0001, Ayo Ajiboye, Rundi Wu, Yu Guo 0007, Changxi Zheng, Jinwei Ye |
ACM Trans. Graph. | 6 |
| 2025 | CAT4D: Create Anything in 4D with Multi-View Video Diffusion ModelsabstractWe present CAT4D, a method for creating 4D (dynamic 3D) scenes from monocular video. CAT4D leverages a multi-view video diffusion model trained on a diverse combination of datasets to enable novel view synthesis at any specified camera poses and timestamps. Combined with a novel sampling approach, this model can transform a single monocular video into a multi-view video, enabling robust 4D reconstruction via optimization of a deformable 3D Gaussian representation. We demonstrate competitive performance on novel view synthesis and dynamic scene reconstruction benchmarks, and highlight the creative capabilities for 4D scene generation from real or generated videos. See our project page for results and interactive demos: cat-4d.github.io. Rundi Wu, Ruiqi Gao, Ben Poole, Alex Trevithick, Changxi Zheng, Jonathan T. Barron, Aleksander Holynski |
CVPR | 5 |
| 2025 | VLMaterial: Procedural Material Generation with Large Vision-Language ModelsabstractProcedural materials, represented as functional node graphs, are ubiquitous in computer graphics for photorealistic material appearance design. They allow users to perform intuitive and precise editing to achieve desired visual appearances. However, creating a procedural material given an input image requires professional knowledge and significant effort. In this work, we leverage the ability to convert procedural materials into standard Python programs and fine-tune a large pre-trained vision-language model (VLM) to generate such programs from input images. To enable effective fine-tuning, we also contribute an open-source procedural material dataset and propose to perform program-level augmentation by prompting another pre-trained large language model (LLM). Through extensive evaluation, we show that our method outperforms previous methods on both synthetic and real-world examples. Beichen Li 0005, Rundi Wu, Armando Solar-Lezama, Changxi Zheng, Liang Shi 0003, Bernd Bickel, Wojciech Matusik |
ICLR | 4 |
| 2025 | Textureless Deformable Object Tracking With Invisible MarkersabstractTracking and reconstructing deformable objects with little texture is challenging due to the lack of features. Here we introduce "invisible markers" for accurate and robust correspondence matching and tracking. Our markers are visible only under ultraviolet (UV) light. We build a novel imaging system for capturing videos of deformed objects under their original untouched appearance (which may have little texture) and, simultaneously, with our markers. We develop an algorithm that first establishes accurate correspondences using video frames with markers, and then transfers them to the untouched views as ground-truth labels. In this way, we are able to generate high-quality labeled data for training learning-based algorithms. We contribute a large real-world dataset, DOT, for tracking deformable objects with little or no texture. Our dataset has about one million video frames of various types of deformable objects. We provide ground truth tracked correspondences in both 2D and 3D. We benchmark state-of-the-art methods on optical flow and deformable object reconstruction using our dataset, which poses great challenges. By training on DOT, their performance significantly improves, not only on our dataset, but also on other unseen data. Yu Guo 0007, Yubei Tu, Yu Ji 0001, Jinwei Ye, Changxi Zheng |
IEEE Trans. Pattern Anal. Mach. Intell. | 7 |
| 2024 | Generative Camera Dolly: Extreme Monocular Dynamic Novel View Synthesis
Basile Van Hoorick, Rundi Wu, Ege Ozguroglu, Kyle Sargent, Ruoshi Liu, Pavel Tokmakov, Achal Dave, Changxi Zheng, Carl Vondrick |
ECCV (24) | 8 |
| 2024 | PhysDreamer: Physics-Based Interaction with 3D Objects via Video Generation
Hong-Xing Yu, Rundi Wu, Brandon Yushan Feng, Changxi Zheng, Noah Snavely, Jiajun Wu 0001, William T. Freeman |
ECCV (2) | 5 |
| 2024 | Sin3DM: Learning a Diffusion Model from a Single 3D Textured ShapeabstractSynthesizing novel 3D models that resemble the input example as long been pursued by graphics artists and machine learning researchers. In this paper, we present Sin3DM, a diffusion model that learns the internal patch distribution from a single 3D textured shape
and generates high-quality variations with fine geometry and texture details. Training a diffusion model directly in 3D would induce large memory and computational cost. Therefore, we first compress the input into a lower-dimensional latent space and then train a diffusion model on it. Specifically, we encode the input 3D textured shape into triplane feature maps that represent the signed distance and texture fields of the input. The denoising network of our diffusion model has a limited receptive field to avoid overfitting, and uses triplane-aware 2D convolution blocks to improve the result quality. Aside from randomly generating new samples, our model also facilitates applications such as retargeting, outpainting and local editing. Through extensive qualitative and quantitative evaluation, we show that our method outperforms prior methods in generation quality of 3D shapes. Rundi Wu, Ruoshi Liu, Carl Vondrick, Changxi Zheng |
ICLR | 4 |
| 2024 | Pudica: Toward Near-Zero Queuing Delay in Congestion Control for Cloud Gaming
Shibo Wang 0002, Shusen Yang, Chenglei Wu, Longwei Jiang, Chenren Xu, Cong Zhao 0001, Xuesong Yang, Jianjun Xiao 0003, Changxi Zheng, Jing Wang 0077 |
NSDI | 11 |
| 2024 | Trust-Region Eigenvalue Filtering for Projected Newton
Hsueh-Ti Derek Liu, Alec Jacobson, David I. W. Levin, Changxi Zheng |
SIGGRAPH Asia | 5 |
| 2023 | Implicit Neural Spatial Representations for Time-dependent PDEsabstractImplicit Neural Spatial Representation (INSR) has emerged as an effective representation of spatially-dependent vector fields. This work explores solving time-dependent PDEs with INSR. Classical PDE solvers introduce both temporal and spatial discretizations. Common spatial discretizations include meshes and meshless point clouds, where each degree-of-freedom corresponds to a location in space. While these explicit spatial correspondences are intuitive to model and understand, these representations are not necessarily optimal for accuracy, memory usage, or adaptivity. Keeping the classical temporal discretization unchanged (e.g., explicit/implicit Euler), we explore INSR as an alternative spatial discretization, where spatial information is implicitly stored in the neural network weights. The network weights then evolve over time via time integration. Our approach does not require any training data generated by existing solvers because our approach is the solver itself. We validate our approach on various PDEs with examples involving large elastic deformations, turbulent fluids, and multi-scale phenomena. While slower to compute than traditional representations, our approach exhibits higher accuracy and lower memory consumption. Whereas classical solvers can dynamically adapt their spatial representation only by resorting to complex remeshing algorithms, our INSR approach is intrinsically adaptive. By tapping into the rich literature of classic time integrators, e.g., operator-splitting schemes, our method enables challenging simulations in contact mechanics and turbulent flows where previous neural-physics approaches struggle. Videos and codes are available on the project page: http://www.cs.columbia.edu/cg/INSR-PDE/ Rundi Wu, Eitan Grinspun, Changxi Zheng, Peter Yichen Chen |
ICML | 4 |
| 2023 | Personalized Dereverberation of Speech
Ruilin Xu 0001, Gurunandan Krishnan, Changxi Zheng, Shree K. Nayar |
INTERSPEECH | 3 |
| 2023 | Demo Abstract: Seamless High-Speed Optical Communication for Mobile Wide-Area Using Diffused Infrared LaserabstractWe present a demo showcasing the capabilities of an infrared (IR)-based light communication system with a movable receiver. The system employs IR laser (VCSEL) together with scattering lens as the transmitter and an avalanche photo-diode (APD) with collimator as the receiver, using the reflection cross section existing in the environment (ceilings, walls, etc.) to spread the coverage of the communication system. The demonstration involves transmitting messages encoded as binary data through modulated IR light signals to the movable receiver. The receiver captures the signals using the APD, which are then decoded to retrieve the original message. The demonstration aims to showcase the robustness of the system against various sources of interference and the flexibility of the movable receiver to capture signals from different angles and positions. We believe that our demonstration will be useful for showcasing the potential of IR-based light communication in various applications (e.g., wireless VR/AR and high speed reliable data link) over more traditional communication methods that have limitations such as privacy and bandwidth. Yu Ji 0001, Xiaofan Jiang 0001, Changxi Zheng |
IPSN | 6 |
| 2023 | Neural Impostor: Editing Neural Radiance Fields with Explicit Shape ManipulationabstractAbstract Neural Radiance Fields (NeRF) have significantly advanced the generation of highly realistic and expressive 3D scenes. However, the task of editing NeRF, particularly in terms of geometry modification, poses a significant challenge. This issue has obstructed NeRF's wider adoption across various applications. To tackle the problem of efficiently editing neural implicit fields, we introduceNeural Impostor, a hybrid representation incorporating an explicit tetrahedral mesh alongside a multigrid implicit field designated for each tetrahedron within the explicit mesh. Our framework bridges the explicit shape manipulation and the geometric editing of implicit fields by utilizing multigrid barycentric coordinate encoding, thus offering a pragmatic solution to deform, composite, and generate neural implicit fields while maintaining a complex volumetric appearance. Furthermore, we propose a comprehensive pipeline for editing neural implicit fields based on a set of explicit geometric editing operations. We show the robustness and adaptability of our system through diverse examples and experiments, including the editing of both synthetic objects and real captured data. Finally, we demonstrate the authoring process of a hybrid synthetic‐captured object utilizing a variety of editing operations, underlining the transformative potential ofNeural Impostorin the field of 3D content creation and manipulation. Ruiyang Liu, Jinxu Xiang, Ran Zhang 0007, Jingyi Yu 0001, Changxi Zheng |
Comput. Graph. Forum | 6 |
| 2023 | Building a Virtual Weakly-Compressible Wind Tunnel Testing FacilityabstractVirtual wind tunnel testing is a key ingredient in the engineering design process for the automotive and aeronautical industries as well as for urban planning: through visualization and analysis of the simulation data, it helps optimize lift and drag coefficients, increase peak speed, detect high pressure zones, and reduce wind noise at low cost prior to manufacturing. In this paper, we develop an efficient and accurate virtual wind tunnel system based on recent contributions from both computer graphics and computational fluid dynamics in high-performance kinetic solvers. Running on one or multiple GPUs, our massively-parallel lattice Boltzmann model meets industry standards for accuracy and consistency while exceeding current mainstream industrial solutions in terms of efficiency --- especially for unsteady turbulent flow simulation at very high Reynolds number (on the order of 10 7 ) --- due to key contributions in improved collision modeling and boundary treatment, automatic construction of multiresolution grids for complex models, as well as performance optimization. We demonstrate the efficacy and reliability of our virtual wind tunnel testing facility through comparisons of our results to multiple benchmark tests, showing an increase in both accuracy and efficiency compared to state-of-the-art industrial solutions. We also illustrate the fine turbulence structures that our system can capture, indicating the relevance of our solver for both VFX and industrial product design. Chaoyang Lyu, Kai Bai, Yiheng Wu, Mathieu Desbrun, Changxi Zheng, Xiaopei Liu |
ACM Trans. Graph. | 5 |
| 2022 | Dynamic Sliding Window for Realtime Denoising NetworksabstractRealtime speech denoising has been long studied. Almost all existing methods process the incoming data stream using a sliding window of fixed-size. Yet, we show that the use of fixed-size sliding window may lead to an accumulating lag, especially in presence of other background computing processes that may occupy CPU resources. In response, we propose a new sliding window strategy and a lightweight neural network to leverage it. Our experiments show that the proposed approach achieves denoising quality on a par with the stateof-the-art realtime denoising models. More importantly, our approach is faster, maintaining a stable realtime performance even when the available computing power fluctuates. Jinxu Xiang, Yuyang Zhu, Rundi Wu, Ruilin Xu 0001, Yuko Ishiwaka, Changxi Zheng |
ICASSP | 6 |
| 2022 | FishGym: A High-Performance Physics-based Simulation Framework for Underwater Robot LearningabstractBionic underwater robots have demonstrated their superiority in many applications. Yet, training their intelligence for a variety of tasks that mimic the behavior of underwater creatures poses a number of challenges in practice, mainly due to lack of a large amount of available training data as well as the high cost in real physical environment. Alternatively, simulation has been considered as a viable and important tool for acquiring datasets in different environments, but it mostly targeted rigid and soft body systems. There is currently dearth of work for more complex fluid systems interacting with immersed solids that can be efficiently and accurately simulated for robot training purposes. In this paper, we propose a new platform called “FishGym”, which can be used to train fish-like underwater robots. The framework consists of a robotic fish modeling module using articulated body with skinning, a GPU-based high-performance localized two-way coupled fluid-structure interaction simulation module that handles both finite and infinitely large domains, as well as a reinforcement learning module. We leveraged existing training methods with adaptations to underwater fish-like robots and obtained learned control policies for multiple benchmark tasks. The training results are demonstrated with reasonable motion trajectories, with comparisons and analyses to empirical models as well as known real fish swimming behaviors to highlight the advantages of the proposed platform. Wenji Liu, Kai Bai, Xuming He 0001, Shuran Song, Changxi Zheng, Xiaopei Liu |
ICRA | 5 |
| 2022 | Can one hear the shape of a neural network?: Snooping the GPU via Magnetic Side Channel
Henrique Teles Maia, Chang Xiao 0003, Dingzeyu Li, Eitan Grinspun, Changxi Zheng |
USENIX Security Symposium | 5 |
| 2022 | Penetration-free projective dynamics on the GPUabstractWe present a GPU algorithm for deformable simulation. Our method offers good computational efficiency and penetration-free guarantee at the same time, which are not common with existing techniques. The main idea is an algorithmic integration of projective dynamics (PD) and incremental potential contact (IPC). PD is a position-based simulation framework, favored for its robust convergence and convenient implementation. We show that PD can be employed to handle the variational optimization with the interior point method e.g., IPC. While conceptually straightforward, this requires a dedicated rework over the collision resolution and the iteration modality to avoid incorrect collision projection with improved numerical convergence. IPC exploits a barrier-based formulation, which yields an infinitely large penalty when the constraint is on the verge of being violated. This mechanism guarantees intersection-free trajectories of deformable bodies during the simulation, as long as they are apart at the rest configuration. On the downside, IPC brings a large amount of nonlinearity to the system, making PD slower to converge. To mitigate this issue, we propose a novel GPU algorithm named A-Jacobi for faster linear solve at the global step of PD. A-Jacobi is based on Jacobi iteration, but it better harvests the computation capacity on modern GPUs by lumping several Jacobi steps into a single iteration. In addition, we also re-design the CCD root finding procedure by using a new minimum-gradient Newton algorithm. Those saved time budgets allow more iterations to accommodate stiff IPC barriers so that the result is both realistic and collision-free. Putting together, our algorithm simulates complicated models of both solids and shells on the GPU at an interactive rate or even in real time. Lei Lan, Guanqun Ma, Yin Yang 0002, Changxi Zheng, Minchen Li, Chenfanfu Jiang |
ACM Trans. Graph. | 4 |
| 2022 | Learning to Generate 3D Shapes from a Single ExampleabstractExisting generative models for 3D shapes are typically trained on a large 3D dataset, often of a specific object category. In this paper, we investigate the deep generative model that learns from only a single reference 3D shape. Specifically, we present a multi-scale GAN-based model designed to capture the input shape's geometric features across a range of spatial scales. To avoid large memory and computational cost induced by operating on the 3D volume, we build our generator atop the tri-plane hybrid representation, which requires only 2D convolutions. We train our generative model on a voxel pyramid of the reference shape, without the need of any external supervision or manual annotation. Once trained, our model can generate diverse and high-quality 3D shapes possibly of different sizes and aspect ratios. The resulting shapes present variations across different scales, and at the same time retain the global structure of the reference shape. Through extensive evaluation, both qualitative and quantitative, we demonstrate that our model can generate 3D shapes of various types. 1 Rundi Wu, Changxi Zheng |
ACM Trans. Graph. | 2 |
| 2021 | BackTrack: 2D Back-of-device Interaction Through Front TouchscreenabstractWe present BackTrack, a trackpad placed on the back of a smartphone to track fine-grained finger motions. Our system has a small form factor, with all the circuits encapsulated in a thin layer attached to a phone case. It can be used with any off-the-shelf smartphone, requiring no power supply or modification of the operating systems. BackTrack simply extends the finger tracking area of the front screen, without interrupting the use of the front screen. It also provides a switch to prevent unintentional touch on the trackpad. All these features are enabled by a battery-free capacitive circuit, part of which is a transparent, thin-film conductor coated on a thin glass and attached to the front screen. To ensure accurate and robust tracking, the capacitive circuits are carefully designed. Our design is based on a circuit model of capacitive touchscreens, justified through both physics-based finite-element simulation and controlled laboratory experiments. We conduct user studies to evaluate the performance of using BackTrack. We also demonstrate its use in a number of smartphone applications. Chang Xiao 0003, Karl Bayer, Changxi Zheng, Shree K. Nayar |
CHI | 3 |
| 2021 | Linear Semantics in Generative Adversarial NetworksabstractGenerative Adversarial Networks (GANs) are able to generate high-quality images, but it remains difficult to explicitly specify the semantics of synthesized images. In this work, we aim to better understand the semantic representation of GANs, and thereby enable semantic control in GAN’s generation process. Interestingly, we find that a well-trained GAN encodes image semantics in its internal feature maps in a surprisingly simple way: a linear transformation of feature maps suffices to extract the generated image semantics. To verify this simplicity, we conduct extensive experiments on various GANs and datasets; and thanks to this simplicity, we are able to learn a semantic segmentation model for a trained GAN from a small number (e.g., 8) of labeled images. Last but not least, leveraging our finding, we propose two few-shot image editing approaches, namely Semantic-Conditional Sampling and Semantic Image Editing. Given a trained GAN and as few as eight semantic annotations, the user is able to generate diverse images subject to a user-provided semantic layout, and control the synthesized image semantics. We have made the code publicly available1. Jianjin Xu, Changxi Zheng |
CVPR | 2 |
| 2021 | DeepCAD: A Deep Generative Network for Computer-Aided Design ModelsabstractDeep generative models of 3D shapes have received a great deal of research interest. Yet, almost all of them generate discrete shape representations, such as voxels, point clouds, and polygon meshes. We present the first 3D generative model for a drastically different shape representation— describing a shape as a sequence of computer-aided design (CAD) operations. Unlike meshes and point clouds, CAD models encode the user creation process of 3D shapes, widely used in numerous industrial and engineering design tasks. However, the sequential and irregular structure of CAD operations poses significant challenges for existing 3D generative models. Drawing an analogy between CAD operations and natural language, we propose a CAD generative network based on the Transformer. We demonstrate the performance of our model for both shape autoencoding and random shape generation. To train our network, we create a new CAD dataset consisting of 178,238 models and their CAD construction sequences. We have made this dataset publicly available to promote future research on this topic. Rundi Wu, Chang Xiao 0003, Changxi Zheng |
ICCV | 3 |
| 2021 | MoiréBoard: A Stable, Accurate and Low-cost Camera Tracking MethodabstractCamera tracking is an essential building block in a myriad of HCI applications. For example, commercial VR devices are equipped with dedicated hardware, such as laser-emitting beacon stations, to enable accurate tracking of VR headsets. However, this hardware remains costly. On the other hand, low-cost solutions such as IMU sensors and visual markers exist, but they suffer from large tracking errors. In this work, we bring high accuracy and low cost together to present MoiréBoard, a new 3-DOF camera position tracking method that leverages a seemingly irrelevant visual phenomenon, the moiré effect. Based on a systematic analysis of the moiré effect under camera projection, MoiréBoard requires no power nor camera calibration. It can be easily made at a low cost (e.g., through 3D printing), ready to use with any stock mobile devices with a camera. Its tracking algorithm is computationally efficient, able to run at a high frame rate. Although it is simple to implement, it tracks devices at high accuracy, comparable to the state-of-the-art commercial VR tracking systems. Chang Xiao 0003, Changxi Zheng |
UIST | 2 |
| 2021 | Mechanics-Aware Modeling of Cloth AppearanceabstractMicro-appearance models have brought unprecedented fidelity and details to cloth rendering. Yet, these models neglect fabric mechanics: when a piece of cloth interacts with the environment, its yarn and fiber arrangement usually changes in response to external contact and tension forces. Since subtle changes of a fabric's microstructures can greatly affect its macroscopic appearance, mechanics-driven appearance variation of fabrics has been a phenomenon that remains to be captured. We introduce a mechanics-aware model that adapts the microstructures of cloth yarns in a physics-based manner. Our technique works on two distinct physical scales: using physics-based simulations of individual yarns, we capture the rearrangement of yarn-level structures in response to external forces. These yarn structures are further enriched to obtain appearance-driving fiber-level details. The cross-scale enrichment is made practical through a new parameter fitting algorithm for simulation, an augmented procedural yarn model coupled with a custom-design regression neural network. We train the network using a dataset generated by joint simulations at both the yarn and the fiber levels. Through several examples, we demonstrate that our model is capable of synthesizing photorealistic cloth appearance in a mechanically plausible way. Zahra Montazeri, Chang Xiao 0003, Yun Fei, Changxi Zheng |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2020 | One Man's Trash Is Another Man's Treasure: Resisting Adversarial Examples by Adversarial ExamplesabstractModern image classification systems are often built on deep neural networks, which suffer from adversarial examples--images with deliberately crafted, imperceptible noise to mislead the network's classification. To defend against adversarial examples, a plausible idea is to obfuscate the network's gradient with respect to the input image. This general idea has inspired a long line of defense methods. Yet, almost all of them have proven vulnerable. We revisit this seemingly flawed idea from a radically different perspective. We embrace the omnipresence of adversarial examples and the numerical procedure of crafting them, and turn this harmful attacking process into a useful defense mechanism. Our defense method is conceptually simple: before feeding an input image for classification, transform it by finding an adversarial example on a pre-trained external model. We evaluate our method against a wide range of possible attacks. On both CIFAR-10 and Tiny ImageNet datasets, our method is significantly more robust than state-of-the-art methods. Particularly, in comparison to adversarial training, our method offers lower training cost as well as stronger robustness. Chang Xiao 0003, Changxi Zheng |
CVPR | 2 |
| 2020 | Enhancing Adversarial Defense by k-Winners-Take-All
Chang Xiao 0003, Peilin Zhong, Changxi Zheng |
ICLR | 3 |
| 2020 | Listening to Sounds of Silence for Speech DenoisingabstractWe introduce a deep learning model for speech denoising, a long-standing challenge in audio analysis arising in numerous applications. Our approach is based on a key observation about human speech: there is often a short pause between each sentence or word. In a recorded speech signal, those pauses introduce a series of time periods during which only noise is present. We leverage these incidental silent intervals to learn a model for automatic speech denoising given only mono-channel audio. Detected silent intervals over time expose not just pure noise but its time-varying features, allowing the model to learn noise dynamics and suppress it from the speech signal. Experiments on multiple datasets confirm the pivotal role of silent interval detection for speech denoising, and our method outperforms several state-of-the-art denoising methods, including those that accept only audio input (like ours) and those that denoise based on audiovisual input (and hence require more information). We also show that our method enjoys excellent generalization properties, such as denoising spoken languages not seen during training. Ruilin Xu 0001, Rundi Wu, Yuko Ishiwaka, Carl Vondrick, Changxi Zheng |
NeurIPS | 5 |
| 2020 | Fast and scalable turbulent flow simulation with two-way couplingabstractDespite their cinematic appeal, turbulent flows involving fluid-solid coupling remain a computational challenge in animation. At the root of this current limitation is the numerical dispersion from which most accurate Navier-Stokes solvers suffer: proper coupling between fluid and solid often generates artificial dispersion in the form of local, parasitic trains of velocity oscillations, eventually leading to numerical instability. While successive improvements over the years have led to conservative and detail-preserving fluid integrators, the dispersive nature of these solvers is rarely discussed despite its dramatic impact on fluid-structure interaction. In this paper, we introduce a novel low-dissipation and low-dispersion fluid solver that can simulate two-way coupling in an efficient and scalable manner, even for turbulent flows. In sharp contrast with most current CG approaches, we construct our solver from a kinetic formulation of the flow derived from statistical mechanics. Unlike existing lattice Boltzmann solvers, our approach leverages high-order moment relaxations as a key to controlling both dissipation and dispersion of the resulting scheme. Moreover, we combine our new fluid solver with the immersed boundary method to easily handle fluid-solid coupling through time adaptive simulations. Our kinetic solver is highly parallelizable by nature, making it ideally suited for implementation on single- or multi-GPU computing platforms. Extensive comparisons with existing solvers on synthetic tests and real-life experiments are used to highlight the multiple advantages of our work over traditional and more recent approaches, in terms of accuracy, scalability, and efficiency. Wei Li 0112, Yixin Chen 0006, Mathieu Desbrun, Changxi Zheng, Xiaopei Liu |
ACM Trans. Graph. | 4 |
| 2019 | Audiovisual Zooming: What You See Is What You HearabstractWhen capturing videos on a mobile platform, often the target of interest is contaminated by the surrounding environment. To alleviate the visual irrelevance, camera panning and zooming provide the means to isolate a desired field of view (FOV). However, the captured audio is still contaminated by signals outside the FOV. This effect is unnatural---for human perception, visual and auditory cues must go hand-in-hand. We present the concept ofAudiovisual Zooming, whereby an auditory FOV is formed to match the visual. Our framework is built around the classic idea of beamforming, a computational approach to enhancing sound from a single direction using a microphone array. Yet, beamforming on its own can not incorporate the auditory FOV, as the FOV may include an arbitrary number of directional sources. We formulate our audiovisual zooming as a generalized eigenvalue problem and propose an algorithm for efficient computation on mobile platforms. To inform the algorithmic and physical implementation, we offer a theoretical analysis of our algorithmic components as well as numerical studies for understanding various design choices of microphone arrays. Finally, we demonstrate audiovisual zooming on two different mobile platforms: a mobile smartphone and a 360$^\circ $ spherical imaging system for video conference settings. Arun Asokan Nair, Austin Reiter, Changxi Zheng, Shree K. Nayar |
ACM Multimedia | 3 |
| 2019 | Rethinking Generative Mode Coverage: A Pointwise Guaranteed ApproachabstractMany generative models have to combat missing modes. The conventional wisdom to this end is by reducing through training a statistical distance (such as f -divergence) between the generated distribution and provided data distribution. But this is more of a heuristic than a guarantee. The statistical distance measures a global, but not local, similarity between two distributions. Even if it is small, it does not imply a plausible mode coverage. Rethinking this problem from a game-theoretic perspective, we show that a complete mode coverage is firmly attainable. If a generative model can approximate a data distribution moderately well under a global statistical distance measure, then we will be able to find a mixture of generators that collectively covers every data point and thus every mode, with a lower-bounded generation probability. Constructing the generator mixture has a connection to the multiplicative weights update rule, upon which we propose our algorithm. We prove that our algorithm guarantees complete mode coverage. And our experiments on real and synthetic datasets confirm better mode coverage over recent approaches, ones that also use generator mixtures but rely on global statistical distances. Peilin Zhong, Yuchen Mo, Chang Xiao 0003, Changxi Zheng |
NeurIPS | 5 |
| 2019 | A multi-scale model for coupling strands with shear-dependent liquidabstractWe propose a framework for simulating the complex dynamics of strands interacting with compressible, shear-dependent liquids, such as oil paint, mud, cream, melted chocolate, and pasta sauce. Our framework contains three main components: the strands modeled as discrete rods, the bulk liquid represented as a continuum (material point method), and a reduced-dimensional flow of liquid on the surface of the strands with detailed elastoviscoplastic behavior. These three components are tightly coupled together. To enable discrete strands interacting with continuum-based liquid, we develop models that account for the volume change of the liquid as it passes through strands and the momentum exchange between the strands and the liquid. We also develop an extended constraint-based collision handling method that supports cohesion between strands. Furthermore, we present a principled method to preserve the total momentum of a strand and its surface flow, as well as an analytic plastic flow approach for Herschel-Bulkley fluid that enables stable semi-implicit integration at larger time steps. We explore a series of challenging scenarios, involving splashing, shaking, and agitating the liquid which causes the strands to stick together and become entangled. Yun Fei, Christopher Batty, Eitan Grinspun, Changxi Zheng |
ACM Trans. Graph. | 4 |
| 2019 | LayerCode: optical barcodes for 3D printed shapesabstractWith the advance of personal and customized fabrication techniques, the capability to embed information in physical objects becomes evermore crucial. We present LayerCode , a tagging scheme that embeds a carefully designed barcode pattern in 3D printed objects as a deliberate byproduct of the 3D printing process. The LayerCode concept is inspired by the structural resemblance between the parallel black and white bars of the standard barcode and the universal layer-by-layer approach of 3D printing. We introduce an encoding algorithm that enables the 3D printing layers to carry information without altering the object geometry. We also introduce a decoding algorithm that reads the LayerCode tag of a physical object by just taking a photo. The physical deployment of LayerCode tags is realized on various types of 3D printers, including Fused Deposition Modeling printers as well as Stereolithography based printers. Each offers its own advantages and tradeoffs. We show that LayerCode tags can work on complex, nontrivial shapes, on which all previous tagging mechanisms may fail. To evaluate LayerCode thoroughly, we further stress test it with a large dataset of complex shapes using virtual rendering. Among 4,835 tested shapes, we successfully encode and decode on more than 99% of the shapes. Henrique Teles Maia, Dingzeyu Li, Changxi Zheng |
ACM Trans. Graph. | 4 |
| 2019 | Vidgets: modular mechanical widgets for mobile devicesabstractWe present Vidgets , a family of mechanical widgets, specifically push buttons and rotary knobs that augment mobile devices with tangible user interfaces. When these widgets are attached to a mobile device and a user interacts with them, the widgets' nonlinear mechanical response shifts the device slightly and quickly, and this subtle motion can be detected by the accelerometer commonly equipped on mobile devices. We propose a physics-based model to understand the nonlinear mechanical response of widgets. This understanding enables us to design tactile force profiles of these widgets so that the resulting accelerometer signals become easy to recognize. We then develop a lightweight signal processing algorithm that analyzes the accelerometer signals and recognizes how the user interacts with the widgets in real time. Vidgets widgets are low-cost, compact, reconfigurable, and power efficient. They can form a diverse set of physical interfaces that enrich users' interactions with mobile devices in various practical scenarios. We demonstrate their use in three applications: photo capture with single-handed zoom, control of mobile games, and making a playable mobile music instrument. Chang Xiao 0003, Karl Bayer, Changxi Zheng, Shree K. Nayar |
ACM Trans. Graph. | 3 |
| 2019 | A differential theory of radiative transferabstractPhysics-based differentiable rendering is the task of estimating the derivatives of radiometric measures with respect to scene parameters. The ability to compute these derivatives is necessary for enabling gradient-based optimization in a diverse array of applications: from solving analysis-by-synthesis problems to training machine learning pipelines incorporating forward rendering processes. Unfortunately, physics-based differentiable rendering remains challenging, due to the complex and typically nonlinear relation between pixel intensities and scene parameters. We introduce a differential theory of radiative transfer, which shows how individual components of the radiative transfer equation (RTE) can be differentiated with respect to arbitrary differentiable changes of a scene. Our theory encompasses the same generality as the standard RTE, allowing differentiation while accurately handling a large range of light transport phenomena such as volumetric absorption and scattering, anisotropic phase functions, and heterogeneity. To numerically estimate the derivatives given by our theory, we introduce an unbiased Monte Carlo estimator supporting arbitrary surface and volumetric configurations. Our technique differentiates path contributions symbolically and uses additional boundary integrals to capture geometric discontinuities such as visibility changes. We validate our method by comparing our derivative estimations to those generated using the finite-difference method. Furthermore, we use a few synthetic examples inspired by real-world applications in inverse rendering, non-line-of-sight (NLOS) and biomedical imaging, and design, to demonstrate the practical usefulness of our technique. Changxi Zheng, Ioannis Gkioulekas, Ravi Ramamoorthi |
ACM Trans. Graph. | 3 |
| 2018 | Augmenting Indoor Inertial Tracking with Polarized LightabstractInertial measurement unit (IMU) has long suffered from the problem of integration drift, where sensor noises accumulate quickly and cause fast-growing tracking errors. Existing methods for calibrating IMU tracking either require human in the loop, or need energy-consuming cameras, or suffer from coarse tracking granularity. We propose to augment indoor inertial tracking by reusing existing indoor luminaries to project a static light polarization pattern in the space. This pattern is imperceptible to human eyes and yet through a polarizer, it becomes detectable by a color sensor, and thus can serve as fine-grained optical landmarks that constrain and correct IMU's integration drift and boost tracking accuracy. Exploiting the birefringence optical property of transparent tapes -- a low-cost and easily-accessible material -- we realize the polarization pattern by simply adding to existing light cover a thin polarizer film with transparent tape stripes glued atop. When fusing with IMU sensor signals, the light pattern enables robust, accurate and low-power motion tracking. Meanwhile, our approach entails low deployment overhead by reusing existing lighting infrastructure without needing an active modulation unit. We build a prototype of our light cover and the sensing unit using off-the-shelf components. Experiments show 4.3 cm median error for 2D tracking and 10 cm for 3D tracking, as well as its robustness in diverse settings. Tian Zhao 0003, Yu-Lin Wei, Wei-Nin Chang, Changxi Zheng, Hsin-Mu Tsai, Kate Ching-Ju Lin |
MobiSys | 5 |
| 2018 | BourGAN: Generative Networks with Metric EmbeddingsabstractThis paper addresses the mode collapse for generative adversarial networks (GANs). We view modes as a geometric structure of data distribution in a metric space. Under this geometric lens, we embed subsamples of the dataset from an arbitrary metric space into the L2 space, while preserving their pairwise distance distribution. Not only does this metric embedding determine the dimensionality of the latent space automatically, it also enables us to construct a mixture of Gaussians to draw latent space random vectors. We use the Gaussian mixture model in tandem with a simple augmentation of the objective function to train GANs. Every major step of our method is supported by theoretical analysis, and our experiments on real and synthetic data confirm that the generator is able to produce samples spreading over most of the modes while avoiding unwanted samples, outperforming several recent GAN variants on a number of metrics and offering new features. Chang Xiao 0003, Peilin Zhong, Changxi Zheng |
NeurIPS | 3 |
| 2018 | Computational design of transformablesabstractAbstract We present a computational approach to designing transformables, physical characters that can shape‐shift to take on vastly different forms. The design process begins with a morphological description of an input character and a target object that it should transform into. Guided by a set of objectives that model the core attributes of desirable transformable designs, optimized embeddings are interactively generated. Intuitively, embeddings represent tightly folded character configurations that fit within the target object. From any feasible embedding, skin meshes are then generated for each body part of the character. The process for generating these 3D models is based on a segmentation of the target object, which is achieved through a growth‐based model applied to a multiple level set representation of the transformable. A set of transformation‐aware post‐processing algorithms ensure the feasibility of the final designs. Building on this technical core, our computational design system provides many opportunities for users to inject their intuition and personal preferences into the process of creating transformables, while shielding them from tasks that are challenging and tedious. As a result, they can intuitively explore the vast space of design possibilities. We demonstrated the effectiveness of our computational approach by creating a variety of transformable designs, three of which we fabricate. Changxi Zheng, Stelian Coros |
Comput. Graph. Forum | 2 |
| 2018 | Multi-scale simulation of nonlinear thin-shell sound with wave turbulenceabstractThin shells --- solids that are thin in one dimension compared to the other two --- often emit rich nonlinear sounds when struck. Strong excitations can even cause chaotic thin-shell vibrations, producing sounds whose energy spectrum diffuses from low to high frequencies over time --- a phenomenon known as wave turbulence. It is all these nonlinearities that grant shells such as cymbals and gongs their characteristic "glinting" sound. Yet, simulation models that efficiently capture these sound effects remain elusive. We propose a physically based, multi-scale reduced simulation method to synthesize nonlinear thin-shell sounds. We first split nonlinear vibrations into two scales, with a small low-frequency part simulated in a fully nonlinear way, and a high-frequency part containing many more modes approximated through time-varying linearization. This allows us to capture interesting nonlinearities in the shells' deformation, tens of times faster than previous approaches. Furthermore, we propose a method that enriches simulated sounds with wave turbulent sound details through a phenomenological diffusion model in the frequency domain, and thereby sidestep the expensive simulation of chaotic high-frequency dynamics. We show several examples of our simulations, illustrating the efficiency and realism of our model. Gabriel Cirio, Ante Qu, George Drettakis, Eitan Grinspun, Changxi Zheng |
ACM Trans. Graph. | 5 |
| 2018 | A multi-scale model for simulating liquid-fabric interactionsabstractWe propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of buoyancy, nonlinear drag, pore (capillary) pressure, dripping, and convection-diffusion. Our model evolves the velocity fields of both the liquid and solid relying on mixture theory, as well as tracking a scalar saturation variable that affects the pore pressure forces in the fluid. We consider the porous microstructure implied by the fibers composing individual threads, and use it to derive homogenized drag and pore pressure models that faithfully reflect the anisotropy of fabrics. In addition to the bulk liquid and fabric motion, we derive a quasi-static flow model that accounts for liquid spreading within the fabric itself. Our implementation significantly extends standard numerical cloth and fluid models to support the diverse behaviors of wet fabric, and includes a numerical method tailored to cope with the challenging nonlinearities of the problem. We explore a range of fabric-water interactions to validate our model, including challenging animation scenarios involving splashing, wringing, and collisions with obstacles, along with qualitative comparisons against simple physical experiments. Yun Fei, Christopher Batty, Eitan Grinspun, Changxi Zheng |
ACM Trans. Graph. | 4 |
| 2018 | Scene-aware audio for 360° videosabstractAlthough 360° cameras ease the capture of panoramic footage, it remains challenging to add realistic 360° audio that blends into the captured scene and is synchronized with the camera motion. We present a method for adding scene-aware spatial audio to 360° videos in typical indoor scenes, using only a conventional mono-channel microphone and a speaker. We observe that the late reverberation of a room's impulse response is usually diffuse spatially and directionally. Exploiting this fact, we propose a method that synthesizes the directional impulse response between any source and listening locations by combining a synthesized early reverberation part and a measured late reverberation tail. The early reverberation is simulated using a geometric acoustic simulation and then enhanced using a frequency modulation method to capture room resonances. The late reverberation is extracted from a recorded impulse response, with a carefully chosen time duration that separates out the late reverberation from the early reverberation. In our validations, we show that our synthesized spatial audio matches closely with recordings using ambisonic microphones. Lastly, we demonstrate the strength of our method in several applications. Dingzeyu Li, Timothy R. Langlois, Changxi Zheng |
ACM Trans. Graph. | 3 |
| 2018 | FontCode: Embedding Information in Text Documents Using Glyph PerturbationabstractWe introduceFontCode, an information embedding technique for text documents. Provided a text document with specific fonts, our method embeds user-specified information in the text by perturbing the glyphs of text characters while preserving the text content. We devise an algorithm to choose unobtrusive yet machine-recognizable glyph perturbations, leveraging a recently developed generative model that alters the glyphs of each character continuously on a font manifold. We then introduce an algorithm that embeds a user-provided message in the text document and produces an encoded document whose appearance is minimally perturbed from the original document. We also present a glyph recognition method that recovers the embedded information from an encoded document stored as a vector graphic or pixel image, or even on a printed paper. In addition, we introduce a new error-correction coding scheme that rectifies a certain number of recognition errors. Lastly, we demonstrate that our technique enables a wide array of applications, using it as a text document metadata holder, an unobtrusive optical barcode, a cryptographic message embedding scheme, and a text document signature. Chang Xiao 0003, Changxi Zheng |
ACM Trans. Graph. | 3 |
| 2018 | Inverse Diffusion Curves Using Shape OptimizationabstractThe inverse diffusion curve problem focuses on automatic creation of diffusion curve images that resemble user provided color fields. This problem is challenging since the 1D curves have a nonlinear and global impact on resulting color fields via a partial differential equation (PDE). We introduce a new approach complementary to previous methods by optimizing curve geometry. In particular, we propose a novel iterative algorithm based on the theory of shape derivatives. The resulting diffusion curves are clean and well-shaped, and the final image closely approximates the input. Our method provides a user-controlled parameter to regularize curve complexity, and generalizes to handle input color fields represented in a variety of formats. Frédo Durand, Changxi Zheng |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | AirCode: Unobtrusive Physical Tags for Digital FabricationabstractWe present AirCode, a technique that allows the user to tag physically fabricated objects with given information. An AirCode tag consists of a group of carefully designed air pockets placed beneath the object surface. These air pockets are easily produced during the fabrication process of the object, without any additional material or postprocessing. Meanwhile, the air pockets affect only the scattering light transport under the surface, and thus are hard to notice to our naked eyes. But, by using a computational imaging method, the tags become detectable. We present a tool that automates the design of air pockets for the user to encode information. AirCode system also allows the user to retrieve the information from captured images via a robust decoding algorithm. We demonstrate our tagging technique with applications for metadata embedding, robotic grasping, as well as conveying object affordances. Dingzeyu Li, Avinash S. Nair, Shree K. Nayar, Changxi Zheng |
UIST | 4 |
| 2017 | Continuous optimization of interior carving in 3D fabrication
Xiang Chen 0001, Changxi Zheng, Kun Zhou 0001 |
Frontiers Comput. Sci. | 4 |
| 2017 | A multi-scale model for simulating liquid-hair interactionsabstractThe diverse interactions between hair and liquid are complex and span multiple length scales, yet are central to the appearance of humans and animals in many situations. We therefore propose a novel multi-component simulation framework that treats many of the key physical mechanisms governing the dynamics of wet hair. The foundations of our approach are a discrete rod model for hair and a particle-in-cell model for fluids. To treat the thin layer of liquid that clings to the hair, we augment each hair strand with a height field representation. Our contribution is to develop the necessary physical and numerical models to evolve this new system and the interactions among its components. We develop a new reduced-dimensional liquid model to solve the motion of the liquid along the length of each hair, while accounting for its moving reference frame and influence on the hair dynamics. We derive a faithful model for surface tension-induced cohesion effects between adjacent hairs, based on the geometry of the liquid bridges that connect them. We adopt an empirically-validated drag model to treat the effects of coarse-scale interactions between hair and surrounding fluid, and propose new volume-conserving dripping and absorption strategies to transfer liquid between the reduced and particle-in-cell liquid representations. The synthesis of these techniques yields an effective wet hair simulator, which we use to animate hair flipping, an animal shaking itself dry, a spinning car wash roller brush dunked in liquid, and intricate hair coalescence effects, among several additional scenarios. Yun Fei, Henrique Teles Maia, Christopher Batty, Changxi Zheng, Eitan Grinspun |
ACM Trans. Graph. | 4 |
| 2017 | Interactive design space exploration and optimization for CAD modelsabstractComputer Aided Design (CAD) is a multi-billion dollar industry used by almost every mechanical engineer in the world to create practically every existing manufactured shape. CAD models are not only widely available but also extremely useful in the growing field of fabrication-oriented design because they are parametric by construction and capture the engineer's design intent, including manufacturability. Harnessing this data, however, is challenging, because generating the geometry for a given parameter value requires time-consuming computations. Furthermore, the resulting meshes have different combinatorics, making the mesh data inherently discontinuous with respect to parameter adjustments. In our work, we address these challenges and develop tools that allow interactive exploration and optimization of parametric CAD data. To achieve interactive rates, we use precomputation on an adaptively sampled grid and propose a novel scheme for interpolating in this domain where each sample is a mesh with different combinatorics. Specifically, we extract partial correspondences from CAD representations for local mesh morphing and propose a novel interpolation method for adaptive grids that is both continuous/smooth and local (i.e., the influence of each sample is constrained to the local regions where mesh morphing can be computed). We show examples of how our method can be used to interactively visualize and optimize objects with a variety of physical properties. Adriana Schulz, Jie Xu 0028, Bo Zhu 0002, Changxi Zheng, Eitan Grinspun, Wojciech Matusik |
ACM Trans. Graph. | 4 |
| 2017 | Adaptive Skinning for Interactive Hair-Solid SimulationabstractReduced hair models have proven successful for interactively simulating a full head of hair strands, building upon a fundamental assumption that only a small set of guide hairs are needed for explicit simulation, and the rest of the hair move coherently and thus can be interpolated using guide hairs. Unfortunately, hair-solid interactions is a pathological case for traditional reduced hair models, as the motion coherence between hair strands can be arbitrarily broken by interacting with solids. In this paper, we propose an adaptive hair skinning method for interactive hair simulation with hair-solid collisions. We precompute many eligible sets of guide hairs and the corresponding interpolation relationships that are represented using a compact strand-based hair skinning model. At runtime, we simulate only guide hairs; for interpolating every other hair, we adaptively choose its guide hairs, taking into account motion coherence and potential hair-solid collisions. Further, we introduce a two-way collision correction algorithm to allow sparsely sampled guide hairs to resolve collisions with solids that can have small geometric features. Our method enables interactive simulation of more than 150 K hair strands interacting with complex solid objects, using 400 guide hairs. We demonstrate the efficiency and robustness of the method with various hairstyles and user-controlled arbitrary hair-solid interactions. Menglei Chai, Changxi Zheng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Example-Based Subspace Stress Analysis for Interactive Shape DesignabstractStress analysis is a crucial tool for designing structurally sound shapes. However, the expensive computational cost has hampered its use in interactive shape editing tasks. We augment the existing example-based shape editing tools, and propose a fast subspace stress analysis method to enable stress-aware shape editing. In particular, we construct a reduced stress basis from a small set of shape exemplars and possible external forces. This stress basis is automatically adapted to the current user edited shape on the fly, and thereby offers reliable stress estimation. We then introduce a new finite element discretization scheme to use the reduced basis for fast stress analysis. Our method runs up to two orders of magnitude faster than the full-space finite element analysis, with average L2estimation errors less than 2 percent and maximum L2errors less than 6 percent. Furthermore, we build an interactive stress-aware shape editing tool to demonstrate its performance in practice. Xiang Chen 0001, Changxi Zheng, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2016 | Crumpling sound synthesisabstractCrumpling a thin sheet produces a characteristic sound, comprised of distinct clicking sounds corresponding to buckling events. We propose a physically based algorithm that automatically synthesizes crumpling sounds for a given thin shell animation. The resulting sound is a superposition of individually synthesized clicking sounds corresponding to visually significant and insignificant buckling events. We identify visually significant buckling events on the dynamically evolving thin surface mesh, and instantiate visually insignificant buckling events via a stochastic model that seeks to mimic the power-law distribution of buckling energies observed in many materials. In either case, the synthesis of a buckling sound employs linear modal analysis of the deformed thin shell. Because different buckling events in general occur at different deformed configurations, the question arises whether the calculation of linear modes can be reused. We amortize the cost of the linear modal analysis by dynamically partitioning the mesh into nearly rigid pieces: the modal analysis of a rigidly moving piece is retained over time, and the modal analysis of the assembly is obtained via Component Mode Synthesis (CMS). We illustrate our approach through a series of examples and a perceptual user study, demonstrating the utility of the sound synthesis method in producing realistic sounds at practical computation times. Gabriel Cirio, Dingzeyu Li, Eitan Grinspun, Miguel A. Otaduy, Changxi Zheng |
ACM Trans. Graph. | 5 |
| 2016 | Toward animating water with complex acoustic bubblesabstractThis paper explores methods for synthesizing physics-based bubble sounds directly from two-phase incompressible simulations of bubbly water flows. By tracking fluid-air interface geometry, we identify bubble geometry and topological changes due to splitting, merging and popping. A novel capacitance-based method is proposed that can estimate volume-mode bubble frequency changes due to bubble size, shape, and proximity to solid and air interfaces. Our acoustic transfer model is able to capture cavity resonance effects due to near-field geometry, and we also propose a fast precomputed bubble-plane model for cheap transfer evaluation. In addition, we consider a bubble forcing model that better accounts for bubble entrainment, splitting, and merging events, as well as a Helmholtz resonator model for bubble popping sounds. To overcome frequency bandwidth limitations associated with coarse resolution fluid grids, we simulate micro-bubbles in the audio domain using a power-law model of bubble populations. Finally, we present several detailed examples of audiovisual water simulations and physical experiments to validate our frequency model. Timothy R. Langlois, Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 2 |
| 2016 | Acoustic voxels: computational optimization of modular acoustic filtersabstractAcoustic filters have a wide range of applications, yet customizing them with desired properties is difficult. Motivated by recent progress in additive manufacturing that allows for fast prototyping of complex shapes, we present a computational approach that automates the design of acoustic filters with complex geometries. In our approach, we construct an acoustic filter comprised of a set of parameterized shape primitives, whose transmission matrices can be precomputed. Using an efficient method of simulating the transmission matrix of an assembly built from these underlying primitives, our method is able to optimize both the arrangement and the parameters of the acoustic shape primitives in order to satisfy target acoustic properties of the filter. We validate our results against industrial laboratory measurements and high-quality off-line simulations. We demonstrate that our method enables a wide range of applications including muffler design, musical wind instrument prototyping, and encoding imperceptible acoustic information into everyday objects. Dingzeyu Li, David I. W. Levin, Wojciech Matusik, Changxi Zheng |
ACM Trans. Graph. | 4 |
| 2016 | Dynamic furniture modeling through assembly instructionsabstractWe present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector graphic format and starts to group the vector graphic primitives into semantic elements representing individual furniture parts, mechanical connectors (e.g., screws, bolts and hinges), arrows, visual highlights, and numbers. To reconstruct the dynamic assembly process depicted over multiple steps, our system identifies previously built 3D furniture components when parsing a new step, and uses them to address the challenge of occlusions while generating new 3D components incrementally. With a wide range of examples covering a variety of furniture types, we demonstrate the use of our system to animate the 3D furniture assembly process and, beyond that, the semantic-aware furniture editing as well as the fabrication of personalized furnitures. Tianjia Shao, Dongping Li, Yuliang Rong, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |
| 2015 | Poster: 3D Printing Your Wireless Coverageabstractposter Share on Poster: 3D Printing Your Wireless Coverage Authors: Justin Chan Dartmouth College, Hanover, NH, USA Dartmouth College, Hanover, NH, USAView Profile , Changxi Zheng Columbia University, New York, NY, USA Columbia University, New York, NY, USAView Profile , Xia Zhou Dartmouth College, Hanover, NH, USA Dartmouth College, Hanover, NH, USAView Profile Authors Info & Claims MobiCom '15: Proceedings of the 21st Annual International Conference on Mobile Computing and NetworkingSeptember 2015 Pages 227–229https://doi.org/10.1145/2789168.2795164Published:07 September 2015Publication History 0citation210DownloadsMetricsTotal Citations0Total Downloads210Last 12 Months7Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Justin Chan, Changxi Zheng |
MobiCom | 2 |
| 2015 | Computational design of metallophone contact soundsabstractMetallophones such as glockenspiels produce sounds in response to contact. Building these instruments is a complicated process, limiting their shapes to well-understood designs such as bars. We automatically optimize the shape of arbitrary 2D and 3D objects through deformation and perforation to produce sounds when struck which match user-supplied frequency and amplitude spectra. This optimization requires navigating a complex energy landscape, for which we develop Latin Complement Sampling to both speed up finding minima and provide probabilistic bounds on landscape exploration. Our method produces instruments which perform similarly to those that have been professionally-manufactured, while also expanding the scope of shape and sound that can be realized, e.g., single object chords. Furthermore, we can optimize sound spectra to create overtones and to dampen specific frequencies. Thus our technique allows even novices to design metallophones with unique sound and appearance. Gaurav Bharaj, David I. W. Levin, James Tompkin 0001, Yun Fei, Hanspeter Pfister, Wojciech Matusik, Changxi Zheng |
ACM Trans. Graph. | 7 |
| 2015 | Interactive Acoustic Transfer Approximation for Modal SoundabstractCurrent linear modal sound models are tightly coupled with their frequency content. Both the modal vibration of object surfaces and the resulting sound radiation depend on the vibration frequency. Whenever the user tweaks modal parameters to adjust frequencies the modal sound model changes completely, necessitating expensive recomputation of modal vibration and sound radiation. We propose a new method for interactive and continuous editing as well as exploration of modal sound parameters. We start by sampling a number of key points around a vibrating object, and then devise a compact, low-memory representation of frequency-varying acoustic transfer values at each key point using Prony series. We efficiently precompute these series using an adaptive frequency sweeping algorithm and volume-velocity-preserving mesh simplification. At runtime, we approximate acoustic transfer values using standard multipole expansions. Given user-specified modal frequencies, we solve a small least-squares system to estimate the expansion coefficients, and thereby quickly compute the resulting sound pressure value at arbitrary listening locations. We demonstrate the numerical accuracy, the runtime performance of our method on a set of comparisons and examples, and evaluate sound quality with user perception studies. Dingzeyu Li, Yun Fei, Changxi Zheng |
ACM Trans. Graph. | 3 |
| 2015 | Computational design of twisty joints and puzzlesabstractWe present the first computational method that allows ordinary users to create complex twisty joints and puzzles inspired by the Rubik's Cube mechanism. Given a user-supplied 3D model and a small subset of rotation axes, our method automatically adjusts those rotation axes and adds others to construct a "non-blocking" twisty joint in the shape of the 3D model. Our method outputs the shapes of pieces which can be directly 3D printed and assembled into an interlocking puzzle. We develop a group-theoretic approach to representing a wide class of twisty puzzles by establishing a connection between non-blocking twisty joints and the finite subgroups of the rotation group SO(3). The theoretical foundation enables us to build an efficient system for automatically completing the set of rotation axes and fast collision detection between pieces. We also generalize the Rubik's Cube mechanism to a large family of twisty puzzles. Timothy Sun, Changxi Zheng |
ACM Trans. Graph. | 2 |
| 2015 | Expediting precomputation for reduced deformable simulationabstractModel reduction has popularized itself for simulating elastic deformation for graphics applications. While these techniques enjoy orders-of-magnitude speedups at runtime simulation, the efficiency of precomputing reduced subspaces remains largely over-looked. We present a complete system of precomputation pipeline as a faster alternative to the classic linear and nonlinear modal analysis. We identify three bottlenecks in the traditional model reduction precomputation, namely modal matrix construction, cubature training, and training dataset generation, and accelerate each of them. Even with complex deformable models, our method has achieved orders-of-magnitude speedups over the traditional precomputation steps, while retaining comparable runtime simulation quality. Yin Yang 0002, Dingzeyu Li, Weiwei Xu 0003, Yuan Tian 0002, Changxi Zheng |
ACM Trans. Graph. | 5 |
| 2015 | Continuum Foam: A Material Point Method for Shear-Dependent FlowsabstractWe consider the simulation of dense foams composed of microscopic bubbles, such as shaving cream and whipped cream. We represent foam not as a collection of discrete bubbles, but instead as a continuum. We employ thematerial point method(MPM) to discretize a hyperelastic constitutive relation augmented with the Herschel-Bulkley model of non-Newtonian viscoplastic flow, which is known to closely approximate foam behavior. Since large shearing flows in foam can produce poor distributions of material points, a typical MPM implementation can produce non-physical internal holes in the continuum. To address these artifacts, we introduce a particle resampling method for MPM. In addition, we introduce an explicit tearing model to prevent regions from shearing into artificially thin, honey-like threads. We evaluate our method's efficacy by simulating a number of dense foams, and we validate our method by comparing to real-world footage of foam. Yonghao Yue, Breannan Smith, Christopher Batty, Changxi Zheng, Eitan Grinspun |
ACM Trans. Graph. | 4 |
| 2015 | Computational hydrographic printingabstractHydrographic printing is a well-known technique in industry for transferring color inks on a thin film to the surface of a manufactured 3D object. It enables high-quality coloring of object surfaces and works with a wide range of materials, but suffers from the inability to accurately register color texture to complex surface geometries. Thus, it is hardly usable by ordinary users with customized shapes and textures. We present computational hydrographic printing , a new method that inherits the versatility of traditional hydrographic printing, while also enabling precise alignment of surface textures to possibly complex 3D surfaces. In particular, we propose the first computational model for simulating hydrographic printing process. This simulation enables us to compute a color image to feed into our hydrographic system for precise texture registration. We then build a physical hydrographic system upon off-the-shelf hardware, integrating virtual simulation, object calibration and controlled immersion. To overcome the difficulty of handling complex surfaces, we further extend our method to enable multiple immersions, each with a different object orientation, so the combined colors of individual immersions form a desired texture on the object surface. We validate the accuracy of our computational model through physical experiments, and demonstrate the efficacy and robustness of our system using a variety of objects with complex surface textures. Chunji Yin, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 3 |
| 2014 | A reduced model for interactive hairsabstractRealistic hair animation is a crucial component in depicting virtual characters in interactive applications. While much progress has been made in high-quality hair simulation, the overwhelming computation cost hinders similar fidelity in realtime simulations. To bridge this gap, we propose a data-driven solution. Building upon precomputed simulation data, our approach constructs a reduced model to optimally represent hair motion characteristics with a small number of guide hairs and the corresponding interpolation relationships. At runtime, utilizing such a reduced model, we only simulate guide hairs that capture the general hair motion and interpolate all rest strands. We further propose a hair correction method that corrects the resulting hair motion with a position-based model to resolve hair collisions and thus captures motion details. Our hair simulation method enables a simulation of a full head of hairs with over 150K strands in realtime. We demonstrate the efficacy and robustness of our method with various hairstyles and driven motions (e.g., head movement and wind force), and compared against full simulation results that does not appear in the training data. Menglei Chai, Changxi Zheng, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2014 | An asymptotic numerical method for inverse elastic shape designabstractInverse shape design for elastic objects greatly eases the design efforts by letting users focus on desired target shapes without thinking about elastic deformations. Solving this problem using classic iterative methods (e.g., Newton-Raphson methods), however, often suffers from slow convergence toward a desired solution. In this paper, we propose an asymptotic numerical method that exploits the underlying mathematical structure of specific nonlinear material models, and thus runs orders of magnitude faster than traditional Newton-type methods. We apply this method to compute rest shapes for elastic fabrication, where the rest shape of an elastic object is computed such that after physical fabrication the real object deforms into a desired shape. We illustrate the performance and robustness of our method through a series of elastic fabrication experiments. Xiang Chen 0001, Changxi Zheng, Weiwei Xu 0003, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2014 | Fast multipole representation of diffusion curves and pointsabstractWe propose a new algorithm for random-access evaluation of diffusion curve images (DCIs) using the fast multipole method . Unlike all previous methods, our algorithm achieves real-time performance for rasterization and texture-mapping DCIs of up to millions of curves. After precomputation, computing the color at a single pixel takes nearly constant time. We also incorporate Gaussian radial basis functions into our fast multipole representation using the fast Gauss transform. The fast multipole representation is not only a data structure for fast color evaluation, but also a framework for vector graphics analogues of bitmap editing operations. We exhibit this capability by devising new tools for fast diffusion curve Poisson cloning and composition with masks. Timothy Sun, Papoj Thamjaroenporn, Changxi Zheng |
ACM Trans. Graph. | 3 |
| 2014 | Dynamic hair capture using spacetime optimizationabstractDynamic hair strands have complex structures and experience intricate collisions and occlusion, posing significant challenges for high-quality reconstruction of their motions. We present a comprehensive dynamic hair capture system for reconstructing realistic hair motions from multiple synchronized video sequences. To recover hair strands' temporal correspondence, we propose a motion-path analysis algorithm that can robustly track local hair motions in input videos. To ensure the spatial and temporal coherence of the dynamic capture, we formulate the global hair reconstruction as a spacetime optimization problem solved iteratively. Demonstrated using a range of real-world hairstyles driven by different wind conditions and head motions, our approach is able to reconstruct complex hair dynamics matching closely with video recordings both in terms of geometry and motion details. Zexiang Xu, Hsiang-Tao Wu, Lvdi Wang, Changxi Zheng, Xin Tong 0001 |
ACM Trans. Graph. | 4 |
| 2013 | Interactive localized liquid motion editingabstractAnimation techniques for controlling liquid simulation are challenging: they commonly require carefully setting initial and boundary conditions or performing a costly numerical optimization scheme against user-provided keyframes or animation sequences. Either way, the whole process is laborious and computationally expensive. We introduce a novel method to provide intuitive and interactive control of liquid simulation. Our method enables a user to locally edit selected keyframes and automatically propagates the editing in a nearby temporal region using geometric deformation. We formulate our local editing techniques as a small-scale nonlinear optimization problem which can be solved interactively. With this uniformed formulation, we propose three editing metaphors, including (i) sketching local fluid features using a few user strokes, (ii) dragging a local fluid region, and (iii) controlling a local shape with a small mesh patch. Finally, we use the edited liquid animation to guide an offline high-resolution simulation to recover more surface details. We demonstrate the intuitiveness and efficacy of our method in various practical scenarios. Zherong Pan, Jin Huang 0001, Yiying Tong, Changxi Zheng, Hujun Bao |
ACM Trans. Graph. | 4 |
| 2012 | Learning to place new objectsabstractThe ability to place objects in an environment is an important skill for a personal robot. An object should not only be placed stably, but should also be placed in its preferred location/orientation. For instance, it is preferred that a plate be inserted vertically into the slot of a dish-rack as compared to being placed horizontally in it. Unstructured environments such as homes have a large variety of object types as well as of placing areas. Therefore our algorithms should be able to handle placing new object types and new placing areas. These reasons make placing a challenging manipulation task. In this work, we propose using a supervised learning approach for finding good placements given point-clouds of the object and the placing area. Our method combines the features that capture support, stability and preferred configurations, and uses a shared sparsity structure in its the parameters. Even when neither the object nor the placing area is seen previously in the training set, our learning algorithm predicts good placements. In robotic experiments, our method enables the robot to stably place known objects with a 98% success rate and 98% when also considering semantically preferred orientations. In the case of placing a new object into a new placing area, the success rate is 82% and 72%. Changxi Zheng, Marcus Lim, Ashutosh Saxena |
ICRA | 2 |
| 2012 | Precomputed acceleration noise for improved rigid-body soundabstractWe introduce an efficient method for synthesizing acceleration noise -- sound produced when an object experiences abrupt rigid-body acceleration due to collisions or other contact events. We approach this in two main steps. First, we estimate continuous contact force profiles from rigid-body impulses using a simple model based on Hertz contact theory. Next, we compute solutions to the acoustic wave equation due to short acceleration pulses in each rigid-body degree of freedom. We introduce an efficient representation for these solutions -- Precomputed Acceleration Noise -- which allows us to accurately estimate sound due to arbitrary rigid-body accelerations. We find that the addition of acceleration noise significantly complements the standard modal sound algorithm, especially for small objects. Jeffrey N. Chadwick, Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 2 |
| 2012 | Energy-based self-collision culling for arbitrary mesh deformationsabstractIn this paper, we accelerate self-collision detection (SCD) for a deforming triangle mesh by exploiting the idea that a mesh cannot self collide unless it deforms enough. Unlike prior work on subspace self-collision culling which is restricted to low-rank deformation subspaces, our energy-based approach supports arbitrary mesh deformations while still being fast. Given a bounding volume hierarchy (BVH) for a triangle mesh, we precompute Energy-based Self-Collision Culling (ESCC) certificates on bounding-volume-related sub-meshes which indicate the amount of deformation energy required for it to self collide. After updating energy values at runtime, many bounding-volume self-collision queries can be culled using the ESCC certificates. We propose an affine-frame Laplacian-based energy definition which sports a highly optimized certificate pre-process, and fast runtime energy evaluation. The latter is performed hierarchically to amortize Laplacian energy and affine-frame estimation computations. ESCC supports both discrete and continuous SCD with detailed and nonsmooth geometry. We observe significant culling on many examples, with SCD speed-ups up to 26X. Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 1 |
| 2011 | Toward high-quality modal contact soundabstractContact sound models based on linear modal analysis are commonly used with rigid body dynamics. Unfortunately, treating vibrating objects as "rigid" during collision and contact processing fundamentally limits the range of sounds that can be computed, and contact solvers for rigid body animation can be ill-suited for modal contact sound synthesis, producing various sound artifacts. In this paper, we resolve modal vibrations in both collision and frictional contact processing stages, thereby enabling non-rigid sound phenomena such as micro-collisions, vibrational energy exchange, and chattering. We propose a frictional multibody contact formulation and modified Staggered Projections solver which is well-suited to sound rendering and avoids noise artifacts associated with spatial and temporal contact-force fluctuations which plague prior methods. To enable practical animation and sound synthesis of numerous bodies with many coupled modes, we propose a novel asynchronous integrator with model-level adaptivity built into the frictional contact solver. Vibrational contact damping is modeled to approximate contact-dependent sound dissipation. Results are provided that demonstrate high-quality contact resolution with sound. Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 1 |
| 2010 | Rigid-body fracture sound with precomputed soundbanksabstractWe propose a physically based algorithm for synthesizing sounds synchronized with brittle fracture animations. Motivated by laboratory experiments, we approximate brittle fracture sounds using time-varying rigid-body sound models. We extend methods for fracturing rigid materials by proposing a fast quasistatic stress solver to resolve near-audio-rate fracture events, energy-based fracture pattern modeling and estimation of "crack"-related fracture impulses. Multipole radiation models provide scalable sound radiation for complex debris and level of detail control. To reduce soundmodel generation costs for complex fracture debris, we propose Precomputed Rigid-Body Soundbanks comprised of precomputed ellipsoidal sound proxies. Examples and experiments are presented that demonstrate plausible and affordable brittle fracture sounds. Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 1 |
| 2009 | Harmonic fluidsabstractFluid sounds, such as splashing and pouring, are ubiquitous and familiar but we lack physically based algorithms to synthesize them in computer animation or interactive virtual environments. We propose a practical method for automatic procedural synthesis of synchronized harmonic bubble-based sounds from 3D fluid animations. To avoid audio-rate time-stepping of compressible fluids, we acoustically augment existing incompressible fluid solvers with particle-based models for bubble creation, vibration, advection, and radiation. Sound radiation from harmonic fluid vibrations is modeled using a time-varying linear superposition of bubble oscillators. We weight each oscillator by its bubble-to-ear acoustic transfer function, which is modeled as a discrete Green's function of the Helmholtz equation. To solve potentially millions of 3D Helmholtz problems, we propose a fast dual-domain multipole boundary-integral solver, with cost linear in the complexity of the fluid domain's boundary. Enhancements are proposed for robust evaluation, noise elimination, acceleration, and parallelization. Examples are provided for water drops, pouring, babbling, and splashing phenomena, often with thousands of acoustic bubbles, and hundreds of thousands of transfer function solves. Changxi Zheng, Doug L. James |
ACM Trans. Graph. | 1 |
| 2007 | A light-weight distributed scheme for detecting ip prefix hijacks in real-timeabstractAs more and more Internet IP prefix hijacking incidents are being reported, the value of hijacking detection services has become evident. Most of the current hijacking detection approaches monitor IP prefixes on the control plane and detect inconsistencies in route advertisements and route qualities. We propose a different approach that utilizes information collected mostly from the data plane. Our method is motivated by two key observations: when a prefix is not hijacked, 1) the hop count of the path from a source to this prefix is generally stable; and 2) the path from a source to this prefix is almost always a super-path of the path from the same source to a reference point along the previous path, as long as the reference point is topologically close to the prefix. By carefully selecting multiple vantage points and monitoring from these vantage points for any departure from these two observations, our method is able to detect prefix hijacking with high accuracy in a light-weight, distributed, and real-time fashion. Through simulations constructed based on real Internet measurement traces, we demonstrate that our scheme is accurate with both false positive and false negative ratios below 0.5%. Changxi Zheng, Lusheng Ji, Dan Pei, Jia Wang 0001, Paul Francis |
SIGCOMM | 1 |
| 2005 | Joint Sender/Receiver Optimization Algorithm for Multi-Path Video Streaming Using High Rate Erasure Resilient CodeabstractIn this paper we present a joint sender/receiver optimization algorithm and a seamless rate adjustment protocol to reduce the total number of packets over different paths in a streaming framework with a variety of constraints such as target throughput, dynamic packet loss ratio, and available bandwidths. We exploit the high rate erasure resilient code for the ease of packet loss adaption and seamless rate adjustment. The proposed algorithm and adjustment protocol can be applied at an arbitrary scale. Simulation results demonstrate that the overall traffic is significantly reduced with the proposed algorithm and protocol. Changxi Zheng, Guobin Shen, Shipeng Li 0001, Qianni Deng |
ICME | 1 |