EDBT 2026 Demo / reviewers in the wild / expert
Congyi Zhang 0001
dblp:192/2791
· DBLP profile ↗
21ranked-venue papers
5as first author
17since 2021 · last 2026
0000-0002-4259-2863ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 19 · 5 first-author · 15 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | NeuPPS: Neural Piecewise Parametric SurfacesabstractPiecewise parametric surfaces have long been established as prevalent geometric representations; however, they often require surface refinement or sophisticated quadrangulation to accurately represent complex geometries. Geometric deep learning has shown that neural networks can provide greater representational power than conventional methods. Nevertheless, approaches using a single parametric surface for shape fitting struggle to capture fine-grained geometric details, while multi-patch methods fail to ensure seamless connections between adjacent patches. We present Neural Piecewise Parametric Surfaces ( NeuPPS ), the first piecewise neural surface representation that allows for coarse patch layouts composed of arbitrary n -sided surface patches to model complex surface geometries with high precision, offering enhanced flexibility compared with traditional parametric surfaces. This new surface representation guarantees, by construction, the continuity between adjacent patches, a property that other neural patch-based approaches cannot ensure. Two novel components are introduced: a learnable feature complex and a continuous mapping function approximated by multi-layer perceptrons (MLPs). We apply the proposed NeuPPS to surface fitting and shape space learning tasks. Extensive experiments demonstrate the advantages of NeuPPS over traditional parametric representations and existing patch-based learning approaches. Lei Yang 0048, Yongqing Liang 0001, Xin Li 0003, Congyi Zhang 0001, Guying Lin, Cheng Lin 0001, Alla Sheffer, Scott Schaefer, John Keyser, Wenping Wang 0001 |
ACM Trans. Graph. | 4 |
| 2025 | Patch-Grid: An Efficient and Feature-Preserving Neural Implicit Surface RepresentationabstractNeural implicit representations are increasingly used to depict three-dimensional (3D) shapes owing to their inherent smoothness and compactness, contrasting with traditional discrete representations. Yet, the multilayer perceptron–based neural representation, because of its smooth nature, rounds sharp corners or edges, rendering it unsuitable for representing objects with sharp features like computer-aided design (CAD) models. Moreover, neural implicit representations need long training times to fit 3D shapes. While previous works address these issues separately, we present a unified neural implicit representation called Patch-Grid , which efficiently fits complex shapes, preserves sharp features delineating different patches, and can also represent surfaces with open boundaries and thin geometric features. Patch-Grid learns a signed distance field (SDF) to approximate an encompassing surface patch of the shape with a learnable patch feature volume. To form sharp edges and corners in a CAD model, Patch-Grid merges the learned SDFs via the constructive solid geometry (CSG) approach. Core to the merging process is a novel merge grid design that organizes different patch feature volumes in a common octree structure. This design choice ensures robust merging of multiple learned SDFs by confining the CSG operations to localized regions. Additionally, it drastically reduces the complexity of the CSG operations in each merging cell, allowing the proposed method to be trained in seconds to fit a complex shape at high fidelity. Experimental results demonstrate that the proposed Patch-Grid representation is capable of accurately reconstructing shapes with complex sharp features, open boundaries, and thin geometric elements, achieving state-of-the-art reconstruction quality with high computational efficiency within seconds. Guying Lin, Lei Yang 0048, Congyi Zhang 0001, Hao Pan 0001, Yuhan Ping, Guodong Wei, Taku Komura, John Keyser, Wenping Wang 0001 |
ACM Trans. Graph. | 3 |
| 2025 | NeuVAS: Neural Implicit Surfaces for Variational Shape ModelingabstractNeural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G 0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method. Qiujie Dong, Fangtian Liang, Hao Pan 0001, Lei Yang 0048, Congyi Zhang 0001, Guying Lin, Caiming Zhang 0001, Yuanfeng Zhou, Changhe Tu, Shi-Qing Xin, Alla Sheffer, Xin Li 0003, Wenping Wang 0001 |
ACM Trans. Graph. | 6 |
| 2025 | NESI: Neural Explicit-Shape-Intersection-Based Geometry RepresentationabstractCompressed representations of 3D shapes that are compact, accurate, and can be processed efficiently directly in compressed form, are extremely useful for digital media applications. Recent approaches in this space focus on learned implicit or parametric representations. While implicits are well suited for tasks such as in-out queries, they lack natural 2D parameterization, complicating tasks such as texture or normal mapping. Conversely, parametric representations support the latter tasks but are ill-suited for occupancy queries. We propose a novel learned alternative to these approaches, based on intersections of localized explicit , or height-field , surfaces. Since explicits can be trivially expressed both implicitly and parametrically, NESI directly supports a wider range of processing operations than implicit alternatives, including occupancy queries and parametric access. We represent input shapes using a collection of differently oriented height-field bounded half-spaces combined using volumetric Boolean intersections. We first tightly bound each input using a pair of oppositely oriented height-fields, forming a Double Height-Field (DHF) Hull . We refine this hull by intersecting it with additional localized height-fields (HFs) that capture surface regions in its interior. We minimize the number of HFs necessary to accurately capture each input and compactly encode both the DHF hull and the local HFs as neural functions defined over subdomains of \(\mathbb {R}^2\) . This reduced dimensionality encoding delivers high-quality compact approximations. Given similar parameter count, or storage capacity, NESI significantly reduces approximation error compared to the state-of-the-art, especially at lower parameter counts. Congyi Zhang 0001, Jinfan Yang, Eric Hedlin, Suzuran Takikawa, Nicholas Vining, Kwang Moo Yi, Wenping Wang 0001, Alla Sheffer |
ACM Trans. Graph. | 1 |
| 2025 | Region-Aware Color SmudgingabstractColor smudge operations from digital painting software enable users to create natural shading effects in high-fidelity paintings by interactively mixing colors. To precisely control results in traditional painting software, users tend to organize flat-filled color regions in multiple layers and smudge them to generate different color gradients. However, the requirement to carefully deal with regions makes the smudging process time-consuming and laborious, especially for non-professional users. This motivates us to investigate how to infer user-desired smudging effects when users smudge over regions in a single layer. To investigate improving color smudge performance, we first conduct a formative study. Following the findings of this study, we design SmartSmudge, a novel smudge tool that offers users dynamical smudge brushes and real-time region selection for easily generating natural and efficient shading effects. We demonstrate the efficiency and effectiveness of the proposed tool via a user study and quantitative analysis. Pengfei Xu 0002, Congyi Zhang 0001, Hongbo Fu 0001, Henry Y. K. Lau, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Skull-to-Face: Anatomy-Guided 3D Facial Reconstruction and EditingabstractDeducing the 3D face from a skull is a challenging task in forensic science and archaeology. This article proposes an end-to-end 3D face reconstruction pipeline and an exploration method that can conveniently create textured, realistic faces that match the given skull. To this end, we propose a tissue-guided face creation and adaptation scheme. With the help of the state-of-the-art text-to-image diffusion model and parametric face model, we first generate an initial reference 3D face, whose biological profile aligns with the given skull. Then, with the help of tissue thickness distribution, we modify these initial faces to match the skull through a latent optimization process. The joint distribution of tissue thickness is learned on a set of skull landmarks using a collection of scanned skull-face pairs. We also develop an efficient face adaptation tool to allow users to interactively adjust tissue thickness either globally or at local regions to explore different plausible faces. Experiments conducted on a real skull-face dataset demonstrated the effectiveness of our proposed pipeline in terms of reconstruction accuracy, diversity, and stability. Yongqing Liang 0001, Congyi Zhang 0001, Junli Zhao, Wenping Wang 0001, Xin Li 0003 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | On Optimal Sampling for Learning SDF Using MLPs Equipped With Positional EncodingabstractNeural implicit fields, such as the neural signed distance field (SDF) of a shape, have emerged as a powerful representation for many applications, e.g., encoding a 3D shape and performing collision detection. Typically, implicit fields are encoded by Multi-layer Perceptrons (MLP) with positional encoding (PE) to capture high-frequency geometric details. However, a notable side effect of such PE-equipped MLPs is the noisy artifacts present in the learned implicit fields. While increasing the sampling rate could in general mitigate these artifacts, in this paper we aim to explain this adverse phenomenon through the lens of Fourier analysis. We devise a tool to determine the appropriate sampling rate for learning an accurate neural implicit field without undesirable side effects. Specifically, we propose a simple yet effective method to estimate the intrinsic frequency of a given network with randomized weights based on the Fourier analysis of the network's responses. It is observed that a PE-equipped MLP has an intrinsic frequency much higher than the highest frequency component in the PE layer. Sampling against this intrinsic frequency following the Nyquist-Sannon sampling theorem allows us to determine an appropriate training sampling rate. We empirically show in the setting of SDF fitting that this recommended sampling rate is sufficient to secure accurate fitting results, while further increasing the sampling rate would not further noticeably reduce the fitting error. Training PE-equipped MLPs simply with our sampling strategy leads to performances superior to the existing methods. Guying Lin, Lei Yang 0048, Yuan Liu 0025, Congyi Zhang 0001, Junhui Hou, Xiaogang Jin 0001, Taku Komura, John Keyser, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | A Potential Field Method for Tooth Motion Planning in Orthodontic TreatmentabstractInvisible orthodontics, commonly known as clear alignment treatment, offers a more comfortable and aesthetically pleasing alternative in orthodontic care, attracting considerable attention in the dental community in recent years. It replaces conventional metal braces with a series of removable, and transparent aligners. Each aligner is crafted to facilitate a gradual adjustment of the teeth, ensuring progressive stages of dental correction. This necessitates the design for teeth motion. Here we present an automatic method and a system for generating collision-free teeth motion planning while avoiding gaps between adjacent teeth, which is unacceptable in clinical practice. To tackle this task, we formulate it as a constrained optimization problem and utilize the interior point method for its solution. We also developed an interactive system that enables dentists to easily visualize and edit the paths. Our method significantly speeds up the clear aligner planning process, creating the desired motion paths for a full set of teeth in under five minutes-a task that typically requires several hours of manual work. Our experiments and user studies confirm the effectiveness of this method in planning teeth movement, showcasing its potential to streamline orthodontic procedures. Yuexin Ma, Lei Yang 0048, Congyi Zhang 0001, Guangshun Wei, Runnan Chen, Min Gu 0003, Jia Pan 0001, Zhengbao Yang, Taku Komura, Shi-Qing Xin, Yuanfeng Zhou, Changhe Tu, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | A Rule-Based Optimization Method for Tooth AlignmentabstractWhile tooth alignment is crucial for digital dentistry, especially in orthodontic treatment, existing computer-aided methods mainly focus on the 3D dental crown but overlook the entire teeth, which is essential for applications in orthodontics. Besides, clinical orthodontic rules are not fully considered in these methods, i.e., there should be no collisions and gaps between teeth, the upper jaw and lower jaw should have correct occlusion relationships, the teeth should comply with a reasonable dental arch curve, etc. To generate optimal tooth alignment results, we propose a rule-based optimization method for solving the tooth alignment problem that takes into consideration the clinical rules functionally and aesthetically. We optimize rule-driven objective functions by adjusting the 6-DoF transformations of each tooth. Besides, our optimization formulation supports customization for different clinical scenarios by specifying the various energy terms. Extensive experiments, ablation studies, and user studies have been conducted to validate the effectiveness of our method. Quantitative and qualitative comparisons demonstrate that our method generates better tooth alignments than previous methods. Yuhan Ping, Guodong Wei, Guangshun Wei, Congyi Zhang 0001, Noha A. SAID, Jia Pan 0001, Shi-Qing Xin, Yuanfeng Zhou, Changhe Tu, Min Gu 0003, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Tooth Motion Monitoring in Orthodontic Treatment by Mobile Device-Based Multi-View StereoabstractNowadays, orthodontics has become an important part of modern personal life to assist one in improving mastication and raising self-esteem. However, the quality of orthodontic treatment still heavily relies on the empirical evaluation of experienced doctors, which lacks quantitative assessment and requires patients to visit clinics frequently for in-person examination. To resolve the aforementioned problem, we propose a novel and practical mobile device-based framework for precisely measuring tooth movement in treatment, so as to simplify and strengthen the traditional tooth monitoring process. To this end, we formulate the tooth movement monitoring task as a multi-view multi-object pose estimation problem via different views that capture multiple texture-less and severely occluded objects (i.e. teeth). Specifically, we exploit a pre-scanned 3D tooth model and a sparse set of multi-view tooth images as inputs for our proposed tooth monitoring framework. After extracting tooth contours and localizing the initial camera pose of each view from the initial configuration, we propose a joint pose estimation scheme to precisely estimate the 3D pose of each individual tooth, so as to infer their relative offsets during treatment. Furthermore, we introduce the metric of Relative Pose Bias to evaluate the individual tooth pose accuracy in a small scale. We demonstrate that our approach is capable of reaching high accuracy and efficiency as practical orthodontic treatment monitoring requires. Jiaming Xie, Congyi Zhang 0001, Guangshun Wei, Peng Wang 0099, Guodong Wei, Wenxi Liu, Min Gu 0003, Ping Luo 0002, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | A Sketch-Based Interface for Facial Animation in Immersive Virtual RealityabstractCreating facial animations using 3D computer graphics represents a very laborious and time-consuming task. Among the numberless approaches for animating faces, the use of blendshapes remains the most common solution because of their simplicity and the ability to produce high-quality results. This approach, however, is also characterized by important drawbacks. With the traditional animation suites, to select the blendshapes to be activated animators are generally requested to memorize the mapping between the blendshapes and the influenced mesh vertices; alternatively, they need to adopt a trial-and-error search within the whole library of available blendshapes. Moreover, the level of expressiveness that can be reached may be lower than expected; this is due to the fact that the possibility to apply transformations to vertices different than just linear translations and mechanisms for adding, e.g., exaggerations, are typically not integrated into the same animation environment. To tackle these issues, this article proposes an immersive virtual reality-based interface that leverages sketches for the direct manipulation of blendshapes. Animators can draw both linear and curved strokes, which are used to automatically extract information about the blendshape to be activated and its weight, the trajectories that associated vertices have to follow, as well as the timing of the overall animation. A user study was carried out with the aim of evaluating the proposed approach on several representative animations tasks. Both objective and subjective measurements were collected. Experimental results showed the benefits of the devised interface in terms of task completion time, animation accuracy, and usability. Alberto Cannavò, Emanuele Stellini, Congyi Zhang 0001, Fabrizio Lamberti |
Int. J. Hum. Comput. Interact. | 3 |
| 2023 | Batch-based Model Registration for Fast 3D Sherd Reconstructionabstract3D reconstruction techniques have widely been used for digital documentation of archaeological fragments. However, efficient digital capture of fragments remains as a challenge. In this work, we aim to develop a portable, high-throughput, and accurate reconstruction system for efficient digitization of fragments excavated in archaeological sites. To realize high-throughput digitization of large numbers of objects, an effective strategy is to perform scanning and reconstruction in batches. However, effective batch-based scanning and reconstruction face two key challenges: 1) how to correlate partial scans of the same object from multiple batch scans, and 2) how to register and reconstruct complete models from partial scans that exhibit only small overlaps. To tackle these two challenges, we develop a new batch-based matching algorithm that pairs the front and back sides of the fragments, and a new Bilateral Boundary ICP algorithm that can register partial scans sharing very narrow overlapping regions. Extensive validation in labs and testing in excavation sites demonstrate that these designs enable efficient batch-based scanning for fragments. We show that such a batch-based scanning and reconstruction pipeline can have immediate applications on digitizing sherds in archaeological excavations. Our project page: https://jiepengwang.github.io/FIRES/. Jiepeng Wang 0001, Congyi Zhang 0001, Peng Wang 0099, Xin Li 0003, Peter J. Cobb, Christian Theobalt, Wenping Wang 0001 |
ICCV | 2 |
| 2023 | Surface Extraction from Neural Unsigned Distance FieldsabstractWe propose a method, named DualMesh-UDF, to extract a surface from unsigned distance functions (UDFs), encoded by neural networks, or neural UDFs. Neural UDFs are becoming increasingly popular for surface representation because of their versatility in presenting surfaces with arbitrary topologies, as opposed to the signed distance function that is limited to representing a closed surface. However, the applications of neural UDFs are hindered by the notorious difficulty in extracting the target surfaces they represent. Recent methods for surface extraction from a neural UDF suffer from significant geometric errors or topological artifacts due to two main difficulties: (1) A UDF does not exhibit sign changes; and (2) A neural UDF typically has substantial approximation errors.DualMesh-UDF addresses these two difficulties. Specifically, given a neural UDF encoding a target surface $\bar S$ to be recovered, we first estimate the tangent planes of $\bar S$ at a set of sample points close to $\bar S$. Next, we organize these sample points into local clusters, and for each local cluster, solve a linear least squares problem to determine a final surface point. These surface points are then connected to create the output mesh surface, which approximates the target surface. The robust estimation of the tangent planes of the target surface and the subsequent minimization problem constitute our core strategy, which contributes to the favorable performance of DualMesh-UDF over other competing methods. To efficiently implement this strategy, we employ an adaptive Octree. Within this framework, we estimate the location of a surface point in each of the octree cells identified as containing part of the target surface. Extensive experiments show that our method outperforms existing methods in terms of surface reconstruction quality while maintaining comparable computational efficiency. Congyi Zhang 0001, Guying Lin, Lei Yang 0048, Xin Li 0003, Taku Komura, Scott Schaefer, John Keyser, Wenping Wang 0001 |
ICCV | 1 |
| 2023 | CreatureShop: Interactive 3D Character Modeling and Texturing From a Single Color DrawingabstractCreating 3D shapes from 2D drawings is an important problem with applications in content creation for computer animation and virtual reality. We introduce a new sketch-based system, CreatureShop, that enables amateurs to create high-quality textured 3D character models from 2D drawings with ease and efficiency. CreatureShop takes an input bitmap drawing of a character (such as an animal or other creature), depicted from an arbitrary descriptive pose and viewpoint, and creates a 3D shape with plausible geometric details and textures from a small number of user annotations on the 2D drawing. Our key contributions are a novel oblique view modeling method, a set of systematic approaches for producing plausible textures on the invisible or occluded parts of the 3D character (as viewed from the direction of the input drawing), and a user-friendly interactive system. We validate our system and methods by creating numerous 3D characters from various drawings, and compare our results with related works to show the advantages of our method. We perform a user study to evaluate the usability of our system, which demonstrates that our system is a practical and efficient approach to create fully-textured 3D character models for novice users. Congyi Zhang 0001, Lei Yang 0048, Nenglun Chen, Nicholas Vining, Alla Sheffer, Francis C. M. Lau 0001, Wenping Wang 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Homography-guided stereo matching for wide-baseline image interpolationabstractImage interpolation has a wide range of applications such as frame rate-up conversion and free viewpoint TV. Despite significant progresses, it remains an open challenge especially for image pairs with large displacements. In this paper, we first propose a novel optimization algorithm for motion estimation, which combines the advantages of both global optimization and a local parametric transformation model. We perform optimization over dynamic label sets, which are modified after each iteration using the prior of piecewise consistency to avoid local minima. Then we apply it to an image interpolation framework including occlusion handling and intermediate image interpolation. We validate the performance of our algorithm experimentally, and show that our approach achieves state-of-the-art performance. Congyi Zhang 0001, Yisong Chen |
Comput. Vis. Media | 2 |
| 2022 | An Implicit Parametric Morphable Dental Modelabstract3D Morphable models of the human body capture variations among subjects and are useful in reconstruction and editing applications. Current dental models use an explicit mesh scene representation and model only the teeth, ignoring the gum. In this work, we present the first parametric 3D morphable dental model for both teeth and gum. Our model uses an implicit scene representation and is learned from rigidly aligned scans. It is based on a component-wise representation for each tooth and the gum, together with a learnable latent code for each of such components. It also learns a template shape thus enabling several applications such as segmentation, interpolation and tooth replacement. Our reconstruction quality is on par with the most advanced global implicit representations while enabling novel applications. The code will be available at https://github.com/cong-yi/DMM Congyi Zhang 0001, Mohamed A. Elgharib, Gereon Fox, Min Gu 0003, Christian Theobalt, Wenping Wang 0001 |
ACM Trans. Graph. | 1 |
| 2021 | HandPainter - 3D Sketching in VR with Hand-based Physical Proxyabstract3D sketching in virtual reality (VR) enables users to create 3D virtual objects intuitively and immersively. However, previous studies showed that mid-air drawing may lead to inaccurate sketches. To address this issue, we propose to use one hand as a canvas proxy and the index finger of the other hand as a 3D pen. To this end, we first perform a formative study to compare two-handed interaction with tablet-pen interaction for VR sketching. Based on the findings of this study, we design HandPainter, a VR sketching system which focuses on the direct use of two hands for 3D sketching without requesting any tablet, pen, or VR controller. Our implementation is based on a pair of VR gloves, which provide hand tracking and gesture capture. We devise a set of intuitive gestures to control various functionalities required during 3D sketching, such as canvas panning and drawing positioning. We show the effectiveness of HandPainter by presenting a number of sketching results and discussing the outcomes of a user study-based comparison with mid-air drawing and tablet-based sketching tools. Congyi Zhang 0001, Hongbo Fu 0001, Alberto Cannavò, Fabrizio Lamberti, Henry Y. K. Lau, Wenping Wang 0001 |
CHI | 2 |
| 2020 | CPPM: chi-squared progressive photon mappingabstractWe present a novel chi-squared progressive photon mapping algorithm (CPPM) that constructs an estimator by controlling the bandwidth to obtain superior image quality. Our estimator has parametric statistical advantages over prior nonparametric methods. First, we show that when a probability density function of the photon distribution is subject to uniform distribution, the radiance estimation is unbiased under certain assumptions. Next, the local photon distribution is evaluated via a chi-squared test to determine whether the photons follow the hypothesized distribution (uniform distribution) or not. If the statistical test deems that the photons inside the bandwidth are uniformly distributed, bandwidth reduction should be suspended. Finally, we present a pipeline with a bandwidth retention and conditional reduction scheme according to the test results. This pipeline not only accumulates sufficient photons for a reliable chi-squared test, but also guarantees that the estimate converges to the correct solution under our assumptions. We evaluate our method on various benchmarks and observe significant improvement in the running time and rendering quality in terms of mean squared error over prior progressive photon mapping methods. Sheng Li 0008, Xinlu Zeng, Congyi Zhang 0001, Jinzhu Jia, Dinesh Manocha |
ACM Trans. Graph. | 4 |
| 2020 | DGaze: CNN-Based Gaze Prediction in Dynamic ScenesabstractWe conduct novel analyses of users' gaze behaviors in dynamic virtual scenes and, based on our analyses, we present a novel CNN-based model called DGaze for gaze prediction in HMD-based applications. We first collect 43 users' eye tracking data in 5 dynamic scenes under free-viewing conditions. Next, we perform statistical analysis of our data and observe that dynamic object positions, head rotation velocities, and salient regions are correlated with users' gaze positions. Based on our analysis, we present a CNN-based model (DGaze) that combines object position sequence, head velocity sequence, and saliency features to predict users' gaze positions. Our model can be applied to predict not only realtime gaze positions but also gaze positions in the near future and can achieve better performance than prior method. In terms of realtime prediction, DGaze achieves a 22.0% improvement over prior method in dynamic scenes and obtains an improvement of 9.5% in static scenes, based on using the angular distance as the evaluation metric. We also propose a variant of our model called DGaze_ET that can be used to predict future gaze positions with higher precision by combining accurate past gaze data gathered using an eye tracker. We further analyze our CNN architecture and verify the effectiveness of each component in our model. We apply DGaze to gaze-contingent rendering and a game, and also present the evaluation results from a user study. Zhiming Hu 0003, Sheng Li 0008, Congyi Zhang 0001, Kangrui Yi, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2019 | Real-time editing of man-made mesh models under geometric constraints
Congyi Zhang 0001, Lei Yang 0048, Liyou Xu, Wenping Wang 0001 |
Comput. Graph. | 1 |
| 2019 | SGaze: A Data-Driven Eye-Head Coordination Model for Realtime Gaze PredictionabstractWe present a novel, data-driven eye-head coordination model that can be used for realtime gaze prediction for immersive HMD-based applications without any external hardware or eye tracker. Our model (SGaze) is computed by generating a large dataset that corresponds to different users navigating in virtual worlds with different lighting conditions. We perform statistical analysis on the recorded data and observe a linear correlation between gaze positions and head rotation angular velocities. We also find that there exists a latency between eye movements and head movements. SGaze can work as a software-based realtime gaze predictor and we formulate a time related function between head movement and eye movement and use that for realtime gaze position prediction. We demonstrate the benefits of SGaze for gaze-contingent rendering and evaluate the results with a user study. Zhiming Hu 0003, Congyi Zhang 0001, Sheng Li 0008, Dinesh Manocha |
IEEE Trans. Vis. Comput. Graph. | 2 |