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Yuanming Hu

dblp:204/4110 · DBLP profile ↗
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14ranked-venue papers
7as first author
4since 2021 · last 2024
0000-0002-1136-9909ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-author · 2 since 2021Artificial intelligence and machine learning · 6 · 3 first-author · 2 since 2021Systems, architecture and hardware · 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
9 papers
Computer animation and physical simulation · 42% Geometric modeling and processing · 23% Computational photography and imaging · 16%
Software engineering, system software, and programming languages
4 papers
Compilers and program optimization · 52% Programming languages and type systems · 48%
Artificial intelligence
4 papers
Robot manipulation · 65% Representation and self-supervised learning · 20% Deep learning architectures and training · 15%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational science and engineering · 100%

Topics — the 21 heaviest of 27, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Compilers and program optimization
domain-specific compilation
1.122022
MeshTaichi: A Compiler for Efficient Mesh-Based Operations · ACM Trans. Graph. 2022
QuanTaichi: a compiler for quantized simulations · ACM Trans. Graph. 2021
Programming languages and type systems
domain-specific languages
0.922021
QuanTaichi: a compiler for quantized simulations · ACM Trans. Graph. 2021
Taichi: a language for high-performance computation on spatially sparse data structures · ACM Trans. Graph. 2019
Geometric modeling and processing
mesh processing
0.612022
MeshTaichi: A Compiler for Efficient Mesh-Based Operations · ACM Trans. Graph. 2022
Robotics › Robot manipulation › deformable object manipulation
soft-body manipulation
0.512021
PlasticineLab: A Soft-Body Manipulation Benchmark with Differentiable Physics · ICLR 2021
Computer animation and physical simulation
differentiable simulation
0.512021
PlasticineLab: A Soft-Body Manipulation Benchmark with Differentiable Physics · ICLR 2021
Computational science and engineering › scientific machine learning
differentiable simulation
0.412020
DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020
Computational science and engineering › computational physics
physics simulation
0.412020
DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020
Programming languages and type systems › programming paradigms
differentiable programming
0.412020
DiffTaichi: Differentiable Programming for Physical Simulation · ICLR 2020
Machine learning › Representation and self-supervised learning › representation learning
latent representation learning
0.412019
Learning-In-The-Loop Optimization: End-To-End Control And Co-Design Of Soft Robots Through Learned Deep Latent Representations · NeurIPS 2019
Robotics › Robot manipulation › soft robotics
soft robot control
0.412019
Learning-In-The-Loop Optimization: End-To-End Control And Co-Design Of Soft Robots Through Learned Deep Latent Representations · NeurIPS 2019
Robotics › Robot manipulation
soft robotics
0.412019
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics · ICRA 2019
Computer animation and physical simulation
deformable body simulation
0.412019
ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics · ICRA 2019
Image and video processing
image post-processing
0.312018
Exposure: A White-Box Photo Post-Processing Framework · ACM Trans. Graph. 2018
Computational photography and imaging › image aesthetics › aesthetic image enhancement
image retouching
0.312018
Exposure: A White-Box Photo Post-Processing Framework · ACM Trans. Graph. 2018
Computer animation and physical simulation › particle-based simulation
material point method
0.312018
A moving least squares material point method with displacement discontinuity and two-way rigid body coupling · ACM Trans. Graph. 2018
Geometric modeling and processing
topology optimization
0.312018
Narrow-band topology optimization on a sparsely populated grid · ACM Trans. Graph. 2018
Machine learning › Deep learning architectures and training › convolutional neural network › convolutional neural network architecture
fully convolutional network
0.312017
FC^4: Fully Convolutional Color Constancy with Confidence-Weighted Pooling · CVPR 2017
Computational photography and imaging
color constancy
0.312017
FC^4: Fully Convolutional Color Constancy with Confidence-Weighted Pooling · CVPR 2017
GPUs and heterogeneous computing › GPU memory management
GPU memory optimization
0.112021
QuanTaichi: a compiler for quantized simulations · ACM Trans. Graph. 2021
Computer animation and physical simulation › deformable body simulation
soft body simulation
0.112019
Learning-In-The-Loop Optimization: End-To-End Control And Co-Design Of Soft Robots Through Learned Deep Latent Representations · NeurIPS 2019
GPUs and heterogeneous computing › GPU computing
GPU parallelization
0.112019
Taichi: a language for high-performance computation on spatially sparse data structures · ACM Trans. Graph. 2019

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

on-chip memory utilization · 1.1data locality optimization · 1.1compile-time relation analysis · 1.1quantization · 1.0domain-specific optimization · 1.0differentiable physics simulation · 1.0data packing · 1.0vectorization · 0.8variational convolutional autoencoder · 0.8particle-grid simulation · 0.8parallelization · 0.8material point method · 0.8index analysis · 0.8differentiable simulation · 0.8narrow-band tracking · 0.3mixed-precision multigrid-preconditioned iterative solver · 0.3compatible particle-in-cell · 0.3affine particle-in-cell · 0.3
YearPublicationVenuePosition
2024 Parallel proportional fusion of a spiking quantum neural network for optimizing image classification
Zuyu Xu, Pengnian Cai, Yuanming Hu, Shixian Chen, Yunlai Zhu, Zuheng Wu, Yuehua Dai
Appl. Intell.5
2022 MeshTaichi: A Compiler for Efficient Mesh-Based Operations
abstract
Meshes are an indispensable representation in many graphics applications because they provide conformal spatial discretizations. However, mesh-based operations are often slow due to unstructured memory access patterns. We propose MeshTaichi, a novel mesh compiler that provides an intuitive programming model for efficient mesh-based operations. Our programming model hides the complex indexing system from users and allows users to write mesh-based operations using reference-style neighborhood queries. Our compiler achieves its high performance by exploiting data locality. We partition input meshes and prepare the wanted relations by inspecting users' code during compile time. During run time, we further utilize on-chip memory (shared memory on GPU and L1 cache on CPU) to access the wanted attributes of mesh elements efficiently. Our compiler decouples low-level optimization options with computations, so that users can explore different localized data attributes and different memory orderings without changing their computation code. As a result, users can write concise code using our programming model to generate efficient mesh-based computations on both CPU and GPU backends. We test MeshTaichi on a variety of physically-based simulation and geometry processing applications with both triangle and tetrahedron meshes. MeshTaichi achieves a consistent speedup ranging from 1.4× to 6×, compared to state-of-the-art mesh data structures and compilers.
Ye Kuang, Yuanming Hu, Tiantian Liu 0002
ACM Trans. Graph.4
2021 PlasticineLab: A Soft-Body Manipulation Benchmark with Differentiable Physics
Zhiao Huang, Yuanming Hu, Tao Du 0001, Hao Su 0001, Josh Tenenbaum, Chuang Gan 0001
ICLR2
2021 QuanTaichi: a compiler for quantized simulations
abstract
High-resolution simulations can deliver great visual quality, but they are often limited by available memory, especially on GPUs. We present a compiler for physical simulation that can achieve both high performance and significantly reduced memory costs, by enabling flexible and aggressive quantization. Low-precision ("quantized") numerical data types are used and packed to represent simulation states, leading to reduced memory space and bandwidth consumption. Quantized simulation allows higher resolution simulation with less memory, which is especially attractive on GPUs. Implementing a quantized simulator that has high performance and packs the data tightly for aggressive storage reduction would be extremely labor-intensive and error-prone using a traditional programming language. To make the creation of quantized simulation practical, we have developed a new set of language abstractions and a compilation system. A suite of tailored domain-specific optimizations ensure quantized simulators often run as fast as the full-precision simulators, despite the overhead of encoding-decoding the packed quantized data types. Our programming language and compiler, based on Taichi , allow developers to effortlessly switch between different full-precision and quantized simulators, to explore the full design space of quantization schemes, and ultimately to achieve a good balance between space and precision. The creation of quantized simulation with our system has large benefits in terms of memory consumption and performance, on a variety of hardware, from mobile devices to workstations with high-end GPUs. We can simulate with levels of resolution that were previously only achievable on systems with much more memory, such as multiple GPUs. For example, on a single GPU, we can simulate a Game of Life with 20 billion cells (8× compression per pixel), an Eulerian fluid system with 421 million active voxels (1.6× compression per voxel), and a hybrid Eulerian-Lagrangian elastic object simulation with 235 million particles (1.7× compression per particle). At the same time, quantized simulations create physically plausible results. Our quantization techniques are complementary to existing acceleration approaches of physical simulation: they can be used in combination with these existing approaches, such as sparse data structures, for even higher scalability and performance.
Yuanming Hu, Jiafeng Liu, Xuanda Yang, Mingkuan Xu, Ye Kuang, Weiwei Xu 0003, William T. Freeman, Frédo Durand
ACM Trans. Graph.1
2020 DiffTaichi: Differentiable Programming for Physical Simulation
Yuanming Hu, Luke Anderson 0001, Tzu-Mao Li, Qi Sun 0003, Nathan Carr 0001, Jonathan Ragan-Kelley, Frédo Durand
ICLR1
2019 ChainQueen: A Real-Time Differentiable Physical Simulator for Soft Robotics
abstract
Physical simulators have been widely used in robot planning and control. Among them, differentiable simulators are particularly favored, as they can be incorporated into gradient-based optimization algorithms that are efficient in solving inverse problems such as optimal control and motion planning. Therefore, rigid body simulators and recently their differentiable variants are studied extensively. Simulating deformable objects is, however, more challenging compared to rigid body dynamics. The underlying physical laws of deformable objects are more complex, and the resulting systems have orders of magnitude more degrees of freedom and there-fore they are significantly more computationally expensive to simulate. Computing gradients with respect to physical design or controller parameters is typically even more computationally challenging. In this paper, we propose a real-time, differentiable hybrid Lagrangian-Eulerian physical simulator for deformable objects, ChainQueen, based on the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM can simulate deformable objects with collisions and can be seamlessly incorporated into soft robotic systems. We demonstrate that our simulator achieves high precision in both forward simulation and backward gradient computation. We have successfully employed it in a diverse set of inference, control and co-design tasks for soft robotics.
Yuanming Hu, Jiancheng Liu, Andrew Spielberg, Josh Tenenbaum, William T. Freeman, Jiajun Wu 0001, Daniela Rus, Wojciech Matusik
ICRA1
2019 Learning-In-The-Loop Optimization: End-To-End Control And Co-Design Of Soft Robots Through Learned Deep Latent Representations
abstract
Soft robots have continuum solid bodies that can deform in an infinite number of ways. Controlling soft robots is very challenging as there are no closed form solutions. We present a learning-in-the-loop co-optimization algorithm in which a latent state representation is learned as the robot figures out how to solve the task. Our solution marries hybrid particle-grid-based simulation with deep, variational convolutional autoencoder architectures that can capture salient features of robot dynamics with high efficacy. We demonstrate our dynamics-aware feature learning algorithm on both 2D and 3D soft robots, and show that it is more robust and faster converging than the dynamics-oblivious baseline. We validate the behavior of our algorithm with visualizations of the learned representation.
Andrew Spielberg, Allan Zhao, Yuanming Hu, Tao Du 0001, Wojciech Matusik, Daniela Rus
NeurIPS3
2019 Taichi: a language for high-performance computation on spatially sparse data structures
abstract
3D visual computing data are often spatially sparse. To exploit such sparsity, people have developed hierarchical sparse data structures, such as multi-level sparse voxel grids, particles, and 3D hash tables. However, developing and using these high-performance sparse data structures is challenging, due to their intrinsic complexity and overhead. We propose Taichi , a new data-oriented programming language for efficiently authoring, accessing, and maintaining such data structures. The language offers a high-level, data structure-agnostic interface for writing computation code. The user independently specifies the data structure. We provide several elementary components with different sparsity properties that can be arbitrarily composed to create a wide range of multi-level sparse data structures. This decoupling of data structures from computation makes it easy to experiment with different data structures without changing computation code, and allows users to write computation as if they are working with a dense array. Our compiler then uses the semantics of the data structure and index analysis to automatically optimize for locality, remove redundant operations for coherent accesses, maintain sparsity and memory allocations, and generate efficient parallel and vectorized instructions for CPUs and GPUs. Our approach yields competitive performance on common computational kernels such as stencil applications, neighbor lookups, and particle scattering. We demonstrate our language by implementing simulation, rendering, and vision tasks including a material point method simulation, finite element analysis, a multigrid Poisson solver for pressure projection, volumetric path tracing, and 3D convolution on sparse grids. Our computation-data structure decoupling allows us to quickly experiment with different data arrangements, and to develop high-performance data structures tailored for specific computational tasks. With 1 1 0 th as many lines of code, we achieve 4.55× higher performance on average, compared to hand-optimized reference implementations.
Yuanming Hu, Tzu-Mao Li, Luke Anderson 0001, Jonathan Ragan-Kelley, Frédo Durand
ACM Trans. Graph.1
2018 A Temporally Adaptive Material Point Method with Regional Time Stepping
abstract
Abstract Spatially and temporally adaptive algorithms can substantially improve the computational efficiency of many numerical schemes in computational mechanics and physics‐based animation. Recently, a crucial need for temporal adaptivity in the Material Point Method (MPM) is emerging due to the potentially substantial variation of material stiffness and velocities in multi‐material scenes. In this work, we propose a novel temporally adaptive symplectic Euler scheme for MPM with regional time stepping (RTS), where different time steps are used in different regions. We design a time stepping scheduler operating at the granularity of small blocks to maintain a natural consistency with the hybrid particle/grid nature of MPM. Our method utilizes the Sparse Paged Grid (SPGrid) data structure and simultaneously offers high efficiency and notable ease of implementation with a practical multi‐threaded particle‐grid transfer strategy. We demonstrate the efficacy of our asynchronous MPM method on various examples including elastic objects, granular media, and fluids.
Yu Fang 0010, Yuanming Hu, Shi-Min Hu 0001, Chenfanfu Jiang
Comput. Graph. Forum2
2018 A moving least squares material point method with displacement discontinuity and two-way rigid body coupling
abstract
In this paper, we introduce the Moving Least Squares Material Point Method (MLS-MPM). MLS-MPM naturally leads to the formulation of Affine Particle-In-Cell (APIC) [Jiang et al. 2015] and Polynomial Particle-In-Cell [Fu et al. 2017] in a way that is consistent with a Galerkin-style weak form discretization of the governing equations. Additionally, it enables a new stress divergence discretization that effortlessly allows all MPM simulations to run two times faster than before. We also develop a Compatible Particle-In-Cell (CPIC) algorithm on top of MLS-MPM. Utilizing a colored distance field representation and a novel compatibility condition for particles and grid nodes, our framework enables the simulation of various new phenomena that are not previously supported by MPM, including material cutting, dynamic open boundaries, and two-way coupling with rigid bodies. MLS-MPM with CPIC is easy to implement and friendly to performance optimization.
Yuanming Hu, Yu Fang 0010, Ziheng Ge, Ziyin Qu, Yixin Zhu 0001, Andre Pradhana Tampubolon, Chenfanfu Jiang
ACM Trans. Graph.1
2018 Exposure: A White-Box Photo Post-Processing Framework
abstract
Retouching can significantly elevate the visual appeal of photos, but many casual photographers lack the expertise to do this well. To address this problem, previous works have proposed automatic retouching systems based on supervised learning from paired training images acquired before and after manual editing. As it is difficult for users to acquire paired images that reflect their retouching preferences, we present in this article a deep learning approach that is instead trained on unpaired data, namely, a set of photographs that exhibits a retouching style the user likes, which is much easier to collect. Our system is formulated using deep convolutional neural networks that learn to apply different retouching operations on an input image. Network training with respect to various types of edits is enabled by modeling these retouching operations in a unified manner as resolution-independent differentiable filters. To apply the filters in a proper sequence and with suitable parameters, we employ a deep reinforcement learning approach that learns to make decisions on what action to take next, given the current state of the image. In contrast to many deep learning systems, ours provides users with an understandable solution in the form of conventional retouching edits rather than just a “black-box” result. Through quantitative comparisons and user studies, we show that this technique generates retouching results consistent with the provided photo set.
Yuanming Hu, Hao He 0011, Baoyuan Wang, Stephen Lin 0001
ACM Trans. Graph.1
2018 Narrow-band topology optimization on a sparsely populated grid
abstract
A variety of structures in nature exhibit sparse, thin, and intricate features. It is challenging to investigate these structural characteristics using conventional numerical approaches since such features require highly refined spatial resolution to capture and therefore they incur a prohibitively high computational cost. We present a novel computational framework for high-resolution topology optimization that delivers leaps in simulation capabilities, by two orders of magnitude, from the state-of-the-art approaches. Our technique accommodates computational domains with over one billion grid voxels on a single shared-memory multiprocessor platform, allowing automated emergence of structures with both rich geometric features and exceptional mechanical performance. To achieve this, we track the evolution of thin structures and simulate its elastic deformation in a dynamic narrow-band region around high-density sites to avoid wasted computational effort on large void regions. We have also designed a mixed-precision multigrid-preconditioned iterative solver that keeps the memory footprint of the simulation to a compact size while maintaining double-precision accuracy. We have demonstrated the efficacy of the algorithm through optimizing a variety of complex structures from both natural and engineering systems.
Haixiang Liu, Yuanming Hu, Bo Zhu 0002, Wojciech Matusik, Eftychios Sifakis
ACM Trans. Graph.2
2018 Deep multispectral painting reproduction via multi-layer, custom-ink printing
abstract
We propose a workflow for spectral reproduction of paintings, which captures a painting's spectral color, invariant to illumination, and reproduces it using multi-material 3D printing. We take advantage of the current 3D printers' capabilities of combining highly concentrated inks with a large number of layers, to expand the spectral gamut of a set of inks. We use a data-driven method to both predict the spectrum of a printed ink stack and optimize for the stack layout that best matches a target spectrum. This bidirectional mapping is modeled using a pair of neural networks, which are optimized through a problem-specific multi-objective loss function. Our loss function helps find the best possible ink layout resulting in the balance between spectral reproduction and colorimetric accuracy under a multitude of illuminants. In addition, we introduce a novel spectral vector error diffusion algorithm based on combining color contoning and halftoning, which simultaneously solves the layout discretization and color quantization problems, accurately and efficiently. Our workflow outperforms the state-of-the-art models for spectral prediction and layout optimization. We demonstrate reproduction of a number of real paintings and historically important pigments using our prototype implementation that uses 10 custom inks with varying spectra and a resin-based 3D printer.
Liang Shi 0003, Vahid Babaei, Changil Kim 0001, Michael Foshey, Yuanming Hu, Pitchaya Sitthi-amorn, Szymon Rusinkiewicz, Wojciech Matusik
ACM Trans. Graph.5
2017 FC^4: Fully Convolutional Color Constancy with Confidence-Weighted Pooling
abstract
Improvements in color constancy have arisen from the use of convolutional neural networks (CNNs). However, the patch-based CNNs that exist for this problem are faced with the issue of estimation ambiguity, where a patch may contain insufficient information to establish a unique or even a limited possible range of illumination colors. Image patches with estimation ambiguity not only appear with great frequency in photographs, but also significantly degrade the quality of network training and inference. To overcome this problem, we present a fully convolutional network architecture in which patches throughout an image can carry different confidence weights according to the value they provide for color constancy estimation. These confidence weights are learned and applied within a novel pooling layer where the local estimates are merged into a global solution. With this formulation, the network is able to determine what to learn and how to pool automatically from color constancy datasets without additional supervision. The proposed network also allows for end-to-end training, and achieves higher efficiency and accuracy. On standard benchmarks, our network outperforms the previous state-of-the-art while achieving 120× greater efficiency.
Yuanming Hu, Baoyuan Wang, Stephen Lin 0001
CVPR1