Xianghao Xu

dblp:175/6129 · DBLP profile ↗
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21ranked-venue papers
11as first author
15since 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 · 8 · 3 first-author · 5 since 2021Systems, architecture and hardware · 6 · 5 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Computer networks · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2026 CADrawer: Autoregressive CAD Generation from 3D Sketches
abstract
Abstract In professional design workflows, designers often begin by creating sketch drawings before converting them into CAD programs. However, prior work on automatically interpreting these sketches has been limited to simplified inputs and fails to account for construction lines that are ubiquitous in real‐world drawings. We present CADrawer, a system that translates 3D sketches into CAD programs using an autoregressive approach, leveraging construction lines as a rich source of information for recovering intermediate CAD operations. At each step, CADrawer predicts the next modeling operation and its parameters based on a graph‐based representation of the sketch, which explicitly encodes spatial and temporal relationships between strokes. To improve generation quality, the system maintains multiple candidate programs in parallel, and a learned value function evaluates these partial programs to guide the search toward the most promising candidates. CADrawer is designed as a complement to 3D sketching interfaces, building on existing methods that creates 3D sketches. We evaluate our method across several datasets, including those containing dense construction lines and cases without ground‐truth B‐rep shapes. (see https://www.acm.org/publications/class‐2012 )
Gilda Manfredi, Henro Kriel, Chengye Hao, Xianghao Xu, Adrien Bousseau, Daniel Ritchie 0001
Comput. Graph. Forum5
2025 Graphago: Accelerating SSD-based Graph Processing via Activity-Aware Graph Preprocessing
abstract
SSD-based graph processing systems have emerged as a cost-effective solution for handling the ever-growing, large-scale graphs that exceed the memory capacity of a single machine. However, the mismatch between the large SSD access granularity (e.g., 4KB) and the small size of the graph vertex data leads to significant read amplification and low I/O efficiency. Despite existing works proposing techniques like dynamic active data gathering or reordering-based graph preprocessing to tackle this challenge, they inevitably cause problems such as expensive on-line computation overheads, inefficient graph traversal, and I/O imbalance, thus degrading the performance of graph processing.
Xianghao Xu, Gongxuan Zhang, Yongli Cheng, Fang Wang 0001
SC1
2024 A disk I/O optimized system for concurrent graph processing jobs
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Dan Feng 0001, Peng Fang 0002
Frontiers Comput. Sci.1
2024 An efficient SSSP algorithm on time-evolving graphs with prediction of computation results
Yongli Cheng, Chuanjie Huang, Hong Jiang 0001, Xianghao Xu, Fang Wang 0001
J. Parallel Distributed Comput.4
2024 TgStore: An Efficient Storage System for Large Time-Evolving Graphs
abstract
Existing graph systems focus mainly on the execution efficiency of the graph analysis tasks, often ignoring the importance and efficiency of time-evolving graph storage. However, to effectively mine the potential application values, an efficient storage system is important for time-evolving graphs whose storage requirement scales with the increasing number of snapshots. Storage cost and snapshot access speed are the two most important performance indicators for a time-evolving graph storage system, which are challenging for designers of such systems because they are conflicting goals. In this article, we address these challenges by proposing an efficient storage scheme for the large time-evolving graphs. We first design aSnapshot-level Data Deduplication (SLDD)strategy to eliminate the large number of repeated vertices and edges among the snapshots, and then aStructure-Changing Graph Representation (SCGR)to significantly improve the snapshot access speed. We implement an efficient time-evolving graph storage system, TgStore, based on this scheme to effectively store large-scale time-evolving graphs, aiming to efficiently support the time-evolving graph analysis tasks. Experimental results show that TgStore can obtain a high compression ratio of 43.03:1 when storing 100 snapshots of Twitter, while with an average snapshot access speedup of 16×. Efficient storage scheme enables TgStore to efficiently support time-evolving graph algorithms. For example, when executing the Pagerank algorithm on the time-evolving graph of Twitter, TgStore outperforms Graphone, a state-of-the-art time-evolving graph storage system, by 15.9× in algorithm execution speed and 1.45× in memory usage.
Yongli Cheng, Hong Jiang 0001, Lingfang Zeng, Fang Wang 0001, Xianghao Xu, Yuhang Wu 0005
IEEE Trans. Big Data6
2024 ParSEL: Parameterized Shape Editing with Language
abstract
The ability to edit 3D assets with natural language presents a compelling paradigm to aid in the democratization of 3D content creation. However, while natural language is often effective at communicating general intent, it is poorly suited for specifying exact manipulation. To address this gap, we introduce ParSEL, a system that enables controllable editing of high-quality 3D assets with natural language. Given a segmented 3D mesh and an editing request, ParSEL produces a parameterized editing program. Adjusting these parameters allows users to explore shape variations with exact control over the magnitude of the edits. To infer editing programs which align with an input edit request, we leverage the abilities of large-language models (LLMs). However, we find that although LLMs excel at identifying the initial edit operations, they often fail to infer complete editing programs, resulting in outputs that violate shape semantics. To overcome this issue, we introduce Analytical Edit Propagation (AEP), an algorithm which extends a seed edit with additional operations until a complete editing program has been formed. Unlike prior methods, AEP searches for analytical editing operations compatible with a range of possible user edits through the integration of computer algebra systems for geometric analysis. Experimentally, we demonstrate ParSEL's effectiveness in enabling controllable editing of 3D objects through natural language requests over alternative system designs.
Aditya Ganeshan, Ryan Y. Huang, Xianghao Xu, R. Kenny Jones, Daniel Ritchie 0001
ACM Trans. Graph.3
2023 Unsupervised 3D Shape Reconstruction by Part Retrieval and Assembly
abstract
Representing a 3D shape with a set of primitives can aid perception of structure, improve robotic object manipulation, and enable editing, stylization, and compression of 3D shapes. Existing methods either use simple parametric primitives or learn a generative shape space of parts. Both have limitations: parametric primitives lead to coarse approximations, while learned parts offer too little control over the decomposition. We instead propose to decompose shapes using a library of 3D parts provided by the user, giving full control over the choice of parts. The library can contain parts with high-quality geometry that are suitable for a given category, resulting in meaningful decompositions with clean geometry. The type of decomposition can also be controlled through the choice of parts in the library. Our method works via a unsupervised approach that iteratively retrieves parts from the library and refines their placements. We show that this approach gives higher reconstruction accuracy and more desirable decompositions than existing approaches. Additionally, we show how the decomposition can be controlled through the part library by using different part libraries to reconstruct the same shapes.
Xianghao Xu, Paul Guerrero 0001, Matthew Fisher, Siddhartha Chaudhuri, Daniel Ritchie 0001
CVPR1
2023 LOSC: A locality-optimized subgraph construction scheme for out-of-core graph processing
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Yu Hua 0001, Dan Feng 0001, Yongxuan Zhang
J. Parallel Distributed Comput.1
2023 How to Realize Efficient and Scalable Graph Embeddings via an Entropy-Driven Mechanism
abstract
Graph embedding is becoming widely adopted as an efficient way to learn graph representations required to solve graph analytics problems. However, most existing graph embedding methods, owing to computation-efficiency challenges for large-scale graphs, generally employ a one-size-fits-all strategy to extract information, resulting in a large amount of redundant or inaccurate representations. In this work, we propose HuGE+, an efficient and scalable graph embedding method enabled by an entropy-driven mechanism. Specifically, HuGE+ leverages hybrid-property heuristic random walk to capture node features, which considers both information content of nodes and the number of common neighbors in each walking step. More importantly, to guarantee information effectiveness of sampling, HuGE+ adopts two heuristic methods to decide the random walk length and the number of walks per node, respectively. Extensive experiments on real-world graphs demonstrate that HuGE+ achieves both efficiency and performance advantages over recent popular graph embedding approaches. For three downstream graph tasks, our approach not only offers >10% average gains, but also exhibits 23×–127× speedup over existing sampling-based methods. In addition, HuGE+ significantly reduces memory footprint by an average of 68.9%, facilitating training for billion-node-scale graph embeddings.
Peng Fang 0002, Fang Wang 0001, Zhan Shi 0001, Hong Jiang 0001, Dan Feng 0001, Xianghao Xu
IEEE Trans. Big Data6
2022 GraphSD: A State and Dependency aware Out-of-Core Graph Processing System
abstract
In recent years, system researchers have proposed many out-of-core graph processing systems to efficiently handle graphs that exceed the memory capacity of a single machine. Through disk-friendly graph data organizations and well-designed execution engines, existing out-of-core graph processing systems can maintain sequential locality on disk access and greatly reduce disk I/Os during processing. However, they have not fully explored the characteristics of graph data and algorithm execution to further reduce disk I/Os, leaving significant room for performance improvement. In this paper, we present a novel out-of-core graph processing system called GraphSD, which optimizes the I/O traffic by simultaneously capturing the state and dependency of graph data during computation. At the heart of GraphSD is a state- and dependency-aware update strategy that includes two adaptive update models, selective cross-iteration update (SCIU) and full cross-iteration update (FCIU). These two update models are dynamically triggered at runtime to enable active-vertex aware processing and cross-iteration vertex value computation, which avoid loading inactive edges and reduce disk I/Os in the future iterations. Moreover, an efficient sub-block based buffering scheme is proposed to further minimize I/O overheads. Our evaluation results show that GraphSD outperforms two state-of-the-art out-of-core graph processing systems HUS-Graph and Lumos by up to 2.7 × and 3.9 × respectively.
Xianghao Xu, Hong Jiang 0001, Fang Wang 0001, Yongli Cheng, Peng Fang 0002
ICPP1
2022 An efficient memory data organization strategy for application-characteristic graph processing
Peng Fang 0002, Fang Wang 0001, Zhan Shi 0001, Dan Feng 0001, Qianxu Yi, Xianghao Xu, Yongxuan Zhang
Frontiers Comput. Sci.6
2021 Inferring CAD Modeling Sequences Using Zone Graphs
abstract
In computer-aided design (CAD), the ability to "reverse engineer" the modeling steps used to create 3D shapes is a long-sought-after goal. This process can be decomposed into two sub-problems: converting an input mesh or point cloud into a boundary representation (or B-rep), and then inferring modeling operations which construct this B-rep. In this paper, we present a new system for solving the second sub-problem. Central to our approach is a new geometric representation: the zone graph. Zones are the set of solid regions formed by extending all B-Rep faces and partitioning space with them; a zone graph has these zones as its nodes, with edges denoting geometric adjacencies between them. Zone graphs allow us to tractably work with industry-standard CAD operations, unlike prior work using CSG with parametric primitives. We focus on CAD programs consisting of sketch + extrude + Boolean operations, which are common in CAD practice. We phrase our problem as search in the space of such extrusions permitted by the zone graph, and we train a graph neural network to score potential extrusions in order to accelerate the search. We show that our approach outperforms an existing CSG inference baseline in terms of geometric reconstruction accuracy and reconstruction time, while also creating more plausible modeling sequences.
Xianghao Xu, Wenzhe Peng, Chin-Yi Cheng, Karl D. D. Willis, Daniel Ritchie 0001
CVPR1
2021 MatchMaker: Aspect-Based Sentiment Classification via Mutual Information
Yongli Cheng, Fang Wang 0001, Xianghao Xu, Wenxiong Wu
ICONIP (2)4
2021 GraphCP: An I/O-Efficient Concurrent Graph Processing Framework
abstract
Big data applications increasingly rely on the analysis of large graphs. In order to analyze and process the large graphs with high cost efficiency, researchers have developed a number of out-of-core graph processing systems in recent years based on just one commodity computer. On the other hand, with the rapidly growing need of analyzing graphs in the real-world, graph processing systems have to efficiently handle massive concurrent graph processing (CGP) jobs. Unfortunately, due to the inherent design for single graph processing job, existing out-of-core graph processing systems usually incur redundant data accesses and storage and severe competition of I/O bandwidth when handling the CGP jobs, thus leading to very long waiting time experienced by users for the computing results. In this paper, we propose an I/O-efficient out-of-core graph processing system, GraphCP, to support the processing of CGP jobs. GraphCP proposes a benefit-aware sharing execution model that shares the I/O access and processing of graph data among the CGP jobs and adaptively schedules the loading of graph data, which efficiently overcomes above challenges faced by existing out-of-core graph processing systems. In addition, GraphCP organizes the graph data with a Source-Sorted Sub-Block graph representation for better processing capacity and I/O access locality. Extensive evaluation results show that GraphCP is 10.3x and 4.6x faster than two state-of-the-art out-of-core graph processing systems GridGraph and GraphZ respectively, and 2.1x faster than a CGP-oriented graph processing system Seraph.
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Dan Feng 0001, Yongxuan Zhang, Peng Fang 0002
IWQoS1
2021 Roominoes: Generating Novel 3D Floor Plans From Existing 3D Rooms
abstract
Abstract Realistic 3D indoor scene datasets have enabled significant recent progress in computer vision, scene understanding, autonomous navigation, and 3D reconstruction. But the scale, diversity, and customizability of existing datasets is limited, and it is time‐consuming and expensive to scan and annotate more. Fortunately, combinatorics is on our side: there are enough individual rooms in existing 3D scene datasets, if there was but a way to recombine them into new layouts. In this paper, we propose the task of generating novel 3D floor plans from existing 3D rooms. We identify three sub‐tasks of this problem: generation of 2D layout, retrieval of compatible 3D rooms, and deformation of 3D rooms to fit the layout. We then discuss different strategies for solving the problem, and design two representative pipelines: one uses available 2D floor plans to guide selection and deformation of 3D rooms; the other learns to retrieve a set of compatible 3D rooms and combine them into novel layouts. We design a set of metrics that evaluate the generated results with respect to each of the three subtasks and show that different methods trade off performance on these subtasks. Finally, we survey downstream tasks that benefit from generated 3D scenes and discuss strategies in selecting the methods most appropriate for the demands of these tasks.
Kai Wang 0002, Xianghao Xu, Leon Lei, Selena Ling, Natalie Lindsay, Angel X. Chang, Manolis Savva, Daniel Ritchie 0001
Comput. Graph. Forum2
2020 Motion Annotation Programs: A Scalable Approach to Annotating Kinematic Articulations in Large 3D Shape Collections
abstract
3D models of real-world objects are essential for many applications, including the creation of virtual environments for AI training. To mimic real-world objects in these applications, objects must be annotated with their kinematic mobilities. Annotating kinematic motions is time-consuming, and it is not well-suited to typical crowdsourcing workflows due to the significant domain expertise required. In this paper, we present a system that helps individual expert users rapidly annotate kinematic motions in large 3D shape collections. The organizing concept of our system is motion annotation programs: simple, re-usable procedural rules that generate motion for a given input shape. Our interactive system allows users to author these rules and quickly apply them to collections of functionally-related objects. Using our system, an expert annotated over 1000 joints in under 3 hours. In a user study, participants with no prior experience with our system were able to annotate motions 1.5x faster than with a baseline manual annotation tool.
Xianghao Xu, David Charatan, Sonia Raychaudhuri, Hanxiao Jiang 0001, Mae Heitmann, Vladimir G. Kim, Siddhartha Chaudhuri, Manolis Savva, Angel X. Chang, Daniel Ritchie 0001
3DV1
2020 ShapeAssembly: learning to generate programs for 3D shape structure synthesis
abstract
Manually authoring 3D shapes is difficult and time consuming; generative models of 3D shapes offer compelling alternatives. Procedural representations are one such possibility: they offer high-quality and editable results but are difficult to author and often produce outputs with limited diversity. On the other extreme are deep generative models: given enough data, they can learn to generate any class of shape but their outputs have artifacts and the representation is not editable. In this paper, we take a step towards achieving the best of both worlds for novel 3D shape synthesis. First, we propose ShapeAssembly, a domain-specific "assembly-language" for 3D shape structures. ShapeAssembly programs construct shape structures by declaring cuboid part proxies and attaching them to one another, in a hierarchical and symmetrical fashion. ShapeAssembly functions are parameterized with continuous free variables, so that one program structure is able to capture a family of related shapes. We show how to extract ShapeAssembly programs from existing shape structures in the PartNet dataset. Then, we train a deep generative model, a hierarchical sequence VAE, that learns to write novel ShapeAssembly programs. Our approach leverages the strengths of each representation: the program captures the subset of shape variability that is interpretable and editable, and the deep generative model captures variability and correlations across shape collections that is hard to express procedurally. We evaluate our approach by comparing the shapes output by our generated programs to those from other recent shape structure synthesis models. We find that our generated shapes are more plausible and physically-valid than those of other methods. Additionally, we assess the latent spaces of these models, and find that ours is better structured and produces smoother interpolations. As an application, we use our generative model and differentiable program interpreter to infer and fit shape programs to unstructured geometry, such as point clouds.
R. Kenny Jones, Theresa Barton, Xianghao Xu, Kai Wang 0002, Ellen Jiang, Paul Guerrero 0001, Niloy J. Mitra, Daniel Ritchie 0001
ACM Trans. Graph.3
2020 A Hybrid Update Strategy for I/O-Efficient Out-of-Core Graph Processing
abstract
In recent years, a number of out-of-core graph processing systems have been proposed to process graphs with billions of edges on just one commodity computer, due to their high cost efficiency. To obtain a better performance, these systems adopt a full I/O model that scans all edges during the computation to avoid the inefficiency of random I/Os. Although this model ensures good I/O access locality, it leads to a large number of useless edges to be loaded when running graph algorithms that only access a small portion of edges in each iteration. An intuitive method to solve this I/O inefficiency problem is the on-demand I/O model that only accesses the active edges. However, this method only works well for the graph algorithms with very few active edges, since the I/O cost will grow rapidly as the number of active edges increases due to the increasing amount of random I/Os. In this article, we present HUS-Graph, an efficient out-of-core graph processing system to address the above I/O issues and achieve a good balance between I/O traffic and I/O access locality. HUS-Graph adopts a hybrid update strategy including two update models, Row-oriented Push (ROP) and Column-oriented Pull (COP). It supports switching between ROP and COP adaptively, for the graph algorithms that have different computation and I/O features. For traversal-based algorithms, HUS-Graph also provides an immediate propagation-based vertex update scheme to accelerate the vertex state propagation and convergence speed. Furthermore, HUS-Graph adopts a locality-optimized dual-block representation to organize graph data and an I/O-based performance prediction method to enable the system to dynamically select the optimal update model between ROP and COP. To save the disk space and further reduce I/O traffic, HUS-Graph implements a space-efficient storage format by combining several graph compression methods. Extensive experimental results show that HUS-Graph outperforms two existing out-of-core systems GraphChi and GridGraph by 1.2x-52.8x.
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Dan Feng 0001, Yongxuan Zhang
IEEE Trans. Parallel Distributed Syst.1
2019 LOSC: efficient out-of-core graph processing with locality-optimized subgraph construction
abstract
Big data applications increasingly rely on the analysis of large graphs. In recent years, a number of out-of-core graph processing systems have been proposed to process graphs with billions of edges on just one commodity computer, by efficiently using the secondary storage (e.g., hard disk, SSD). On the other hand, the vertex-centric computing model is extensively used in graph processing thanks to its good applicability and expressiveness. Unfortunately, when implementing vertex-centric model for out-of-core graph processing, the large number of random memory accesses required to construct subgraphs lead to a serious performance bottleneck that substantially weakens cache access locality and thus leads to very long waiting time experienced by users for the computing results. In this paper, we propose an efficient out-of-core graph processing system, LOSC, to substantially reduce the overhead of subgraph construction without sacrificing the underlying vertex-centric computing model. LOSC proposes a locality-optimized subgraph construction scheme that significantly improves the in-memory data access locality of the subgraph construction phase. Furthermore, LOSC adopts a compact edge storage format and a lightweight replication of vertices to reduce I/O traffic and improve computation efficiency. Extensive evaluation results show that LOSC is respectively 6.9x and 3.5x faster than GraphChi and GridGraph, two state-of-the-art out-of-core systems.
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Yu Hua 0001, Dan Feng 0001, Yongxuan Zhang
IWQoS1
2018 HUS-Graph: I/O-Efficient Out-of-Core Graph Processing with Hybrid Update Strategy
abstract
In recent years, a number of out-of-core graph processing systems have been proposed to process graphs with billions of edges on just one commodity computer, due to their high cost efficiency. To obtain the better performance, these systems adopt a full I/O model that accesses all edges during the computation to avoid the ineffectiveness of random I/Os. Although this model ensures good I/O access locality, it loads a large number of useless edges when running graph algorithms that only require a small portion of edges in each iteration. A natural method to solve this problem is the on-demand I/O model that only accesses the active edges. However, this method only works well for the graph algorithms with very few active edges, since the I/O cost will grow rapidly as the number of active edges increases due to larger amount of random I/Os.
Xianghao Xu, Fang Wang 0001, Hong Jiang 0001, Yongli Cheng, Dan Feng 0001, Yongxuan Zhang
ICPP1
2016 Precision: precomputing environment semantics for contact-rich character animation
abstract
The widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactive virtual worlds exhibiting intricate interactions between characters and the environments they inhabit. However, current motion synthesis techniques have not been designed to scale with complex environments and contact-rich motions, requiring environment designers to manually embed motion semantics in the environment geometry in order to address online motion synthesis. This paper presents an automated approach for analyzing both motions and environments in order to represent the different ways in which an environment can afford a character to move. We extract the salient features that characterize the contact-rich motion repertoire of a character and detect valid transitions in the environment where each of these motions may be possible, along with additional semantics that inform which surfaces of the environment the character may use for support during the motion. The precomputed motion semantics can be easily integrated into standard navigation and animation pipelines in order to greatly enhance the motion capabilities of virtual characters. The computational efficiency of our approach enables two additional applications. Environment designers can interactively design new environments and get instant feedback on how characters may potentially interact, which can be used for iterative modeling and refinement. End users can dynamically edit virtual worlds and characters will automatically accommodate the changes in the environment in their movement strategies.
Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, Robert W. Sumner, Markus Gross 0001
I3D2