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Kai-Hung Chang

dblp:204/0073 · DBLP profile ↗
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5ranked-venue papers
2as first author
2since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021

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.

Artificial intelligence
4 papers
Generative modeling · 65% Graph learning · 35%
Computer graphics and multimedia
3 papers
Visual content generation and editing · 60% Computer animation and physical simulation · 22% Computational fabrication · 17%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
generative adversarial network
0.922021
House-GAN++: Generative Adversarial Layout Refinement Network towards Intelligent Computational Agent for Professional Architects · CVPR 2021
House-GAN: Relational Generative Adversarial Networks for Graph-Constrained House Layout Generation · ECCV (1) 2020
Machine learning › Graph learning
graph neural network
0.622021
Learning to Simulate and Design for Structural Engineering · ICML 2020
Building-GAN: Graph-Conditioned Architectural Volumetric Design Generation · ICCV 2021
Visual content generation and editing
3d content generation
0.512021
Building-GAN: Graph-Conditioned Architectural Volumetric Design Generation · ICCV 2021
Visual content generation and editing › layout generation
floor plan generation
0.512021
House-GAN++: Generative Adversarial Layout Refinement Network towards Intelligent Computational Agent for Professional Architects · CVPR 2021
Machine learning › Graph learning
graph representation
0.412020
Learning to Simulate and Design for Structural Engineering · ICML 2020
Computational fabrication › soft robotics
soft robotics fabrication
0.312017
Interactive design of animated plushies · ACM Trans. Graph. 2017
Mathematical optimization › evolutionary computation
genetic algorithm
0.112020
Learning to Simulate and Design for Structural Engineering · ICML 2020
Computer animation and physical simulation
inverse kinematics
0.112017
Interactive design of animated plushies · ACM Trans. Graph. 2017

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

graph neural network · 2.3genetic algorithm · 1.3differentiable simulation · 1.3pointer mechanism · 1.0meta-optimization · 1.0iterative refinement · 1.0adversarial training · 1.0relational generative adversarial network · 0.4graph-constrained generation · 0.4numerical solver · 0.3inverse kinematics · 0.3
YearPublicationVenuePosition
2021 House-GAN++: Generative Adversarial Layout Refinement Network towards Intelligent Computational Agent for Professional Architects
abstract
This paper proposes a generative adversarial layout refinement network for automated floorplan generation. Our architecture is an integration of a graph-constrained relational GAN and a conditional GAN, where a previously generated layout becomes the next input constraint, enabling iterative refinement. A surprising discovery of our research is that a simple non-iterative training process, dubbed component-wise GT-conditioning, is effective in learning such a generator. The iterative generator further allows us to improve a metric of choice via meta-optimization techniques by controlling when to pass which input constraints during iterative refinement. Our qualitative and quantitative evaluation based on the three standard metrics demonstrate that the proposed system makes significant improvements over the current state-of-the-art, even competitive against the ground-truth floorplans, designed by professional architects. Code, model, and data are available at https://ennauata.github.io/houseganpp/page.html.
Nelson Nauata, Sepidehsadat Hosseini, Kai-Hung Chang, Hang Chu, Chin-Yi Cheng, Yasutaka Furukawa
CVPR3
2021 Building-GAN: Graph-Conditioned Architectural Volumetric Design Generation
abstract
Volumetric design is the first and critical step for professional building design, where architects not only depict the rough 3D geometry of the building but also specify the programs to form a 2D layout on each floor. Though 2D layout generation for a single story has been widely studied, there is no developed method for multi-story buildings. This paper focuses on volumetric design generation conditioned on an input program graph. Instead of outputting dense 3D voxels, we propose a new 3D representation named voxel graph that is both compact and expressive for building geometries. Our generator is a cross-modal graph neural network that uses a pointer mechanism to connect the input program graph and the output voxel graph, and the whole pipeline is trained using the adversarial framework. The generated designs are evaluated qualitatively by a user study and quantitatively using three metrics: quality, diversity, and connectivity accuracy. We show that our model generates realistic 3D volumetric designs and outperforms previous methods and baselines.
Kai-Hung Chang, Chin-Yi Cheng, Jieliang Luo, Shingo Murata, Mehdi Nourbakhsh, Yoshito Tsuji
ICCV1
2020 House-GAN: Relational Generative Adversarial Networks for Graph-Constrained House Layout Generation
Nelson Nauata, Kai-Hung Chang, Chin-Yi Cheng, Greg Mori, Yasutaka Furukawa
ECCV (1)2
2020 Learning to Simulate and Design for Structural Engineering
abstract
The structural design process for buildings is time-consuming and laborious. To automate this process, structural engineers combine optimization methods with simulation tools to find an optimal design with minimal building mass subject to building regulations. However, structural engineers in practice often avoid optimization and compromise on a suboptimal design for the majority of buildings, due to the large size of the design space, the iterative nature of the optimization methods, and the slow simulation tools. In this work, we formulate the building structures as graphs and create an end-to-end pipeline that can learn to propose the optimal cross-sections of columns and beams by training together with a pre-trained differentiable structural simulator. The performance of the proposed structural designs is comparable to the ones optimized by genetic algorithm (GA), with all the constraints satisfied. The optimal structural design with the reduced the building mass can not only lower the material cost, but also decrease the carbon footprint.
Kai-Hung Chang, Chin-Yi Cheng
ICML1
2017 Interactive design of animated plushies
abstract
We present a computational approach to creating animated plushies, soft robotic plush toys specifically-designed to reenact user-authored motions. Our design process is inspired by muscular hydrostat structures, which drive highly versatile motions in many biological systems. We begin by instrumenting simulated plush toys with a large number of small, independently-actuated, virtual muscle-fibers. Through an intuitive posing interface, users then begin animating their plushie. A novel numerical solver, reminiscent of inverse-kinematics, computes optimal contractions for each muscle-fiber such that the soft body of the plushie deforms to best match user input. By analyzing the co-activation patterns of the fibers that contribute most to the plushie's motions, our design system generates physically-realizable winch-tendon networks. Winch-tendon networks model the motorized cable-driven actuation mechanisms that drive the motions of our real-life plush toy prototypes. We demonstrate the effectiveness of our computational approach by co-designing motions and actuation systems for a variety of physically-simulated and fabricated plushies.
James M. Bern, Kai-Hung Chang, Stelian Coros
ACM Trans. Graph.2