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Zhenghai Chen

dblp:194/4240 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2026
0009-0007-1223-9835ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 60% Rendering · 40%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
mesh processing
1.012026
Practical Occluder Generation for Mobile Games · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › mesh processing
mesh simplification
1.012026
Practical Occluder Generation for Mobile Games · IEEE Trans. Vis. Comput. Graph. 2026
Rendering › visibility culling
occluder generation
1.012026
Practical Occluder Generation for Mobile Games · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › mesh processing › mesh simplification
quadric error metric
1.012026
Practical Occluder Generation for Mobile Games · IEEE Trans. Vis. Comput. Graph. 2026
Rendering
visibility culling
1.012026
Practical Occluder Generation for Mobile Games · IEEE Trans. Vis. Comput. Graph. 2026

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

inward offset mesh computation · 1.0conservative simplification · 1.0
YearPublicationVenuePosition
2026 Practical Occluder Generation for Mobile Games
abstract
Occlusion culling is a cornerstone of real-time rendering, particularly in mobile games where limited GPU bandwidth demands highly efficient scene management. At the heart of occlusion culling lies the use of simplified proxy geometry-called occluders-that approximate scene geometry for rapid visibility testing. However, producing high-quality occluders that are low in polygon count, conservative in coverage, and tightly aligned with the original geometry remains a manual and labor-intensive process. In this paper, we present a fast and fully automated two-stage approach for robust occluder generation tailored to real-world game assets. Our method begins with a novel strategy for inward offset mesh computation, followed by a conservative simplification step leveraging a new variant of Quadric Error Metrics (QEM). This approach effectively handles noisy and topologically complex inputs, generating production-ready occluders in seconds. Extensive experiments on a wide range of asset types demonstrate that our technique achieves aggressive triangle reduction while preserving critical occlusion fidelity. By offering a practical and scalable solution, our method bridges the gap between academic research and demanding needs for game development.
Hongyi Cao, Zhenghai Chen, Xingyi Du, Zherong Pan, Kui Wu 0003, Gang Xu 0001, Xifeng Gao
IEEE Trans. Vis. Comput. Graph.2
2019 Computing Three-Dimensional Constrained Delaunay Refinement Using the GPU
abstract
We propose the first GPU algorithm for the 3D constrained Delaunay refinement problem. For an input of a piecewise linear complex G and a constant B, it produces, by adding Steiner points, a constrained Delaunay triangulation conforming to G and containing tetrahedra mostly with radiusedge ratios smaller than B. Our implementation of the algorithm shows that it can be an order of magnitude faster than the best CPU software while using similar quantities of Steiner points to produce triangulations of comparable qualities. It thus reduces the computing time of triangulation refinement from possibly an hour to a few seconds or minutes for possible use in interactive applications.
Zhenghai Chen, Tiow Seng Tan
PACT1
2017 Computing delaunay refinement using the GPU
abstract
We propose the first working GPU algorithm for the 2D Delaunay refinement problem. Our algorithm adds Steiner points to an input planar straight line graph (PSLG) to generate a constrained Delaunay mesh with triangles having no angle smaller than an input θ. It is shown to run from a few times to an order of magnitude faster than the well-known Triangle software, which is the fastest CPU Delaunay mesh generator. Our implementation handles degeneracy and is numerically robust. It is proven to terminate with finite output size for an input PSLG with no angle smaller than 60° and θ ≥ 20.7°. In addition, we notice meshes generated by our algorithm are of similar sizes to that by Triangle, which has incorporated good consideration in keeping output small in size.
Zhenghai Chen, Tiow Seng Tan
I3D1