EDBT 2026 Demo / reviewers in the wild / expert
Yuxing Qiu
dblp:207/9541
· DBLP profile ↗
6ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0003-2390-0282ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 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.
| Computer graphics and multimedia
4 papers |
Computer animation and physical simulation · 47% Rendering · 40% Geometric modeling and processing · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
Parallel and multicore computing · 35% GPUs and heterogeneous computing · 29% Performance modeling and evaluation · 18% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
cloth simulation |
1.6 | 2 | 2025 | Real-Time Knit Deformation and Rendering · ACM Trans. Graph. 2025 Volumetric Homogenization for Knitwear Simulation · ACM Trans. Graph. 2024 |
Computer animation and physical simulation › particle-based simulation
material point method |
1.2 | 2 | 2024 | PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024 A massively parallel and scalable multi-CPU material point method · ACM Trans. Graph. 2020 |
Rendering
photorealistic rendering |
0.9 | 1 | 2025 | Real-Time Knit Deformation and Rendering · ACM Trans. Graph. 2025 |
Rendering › gaussian splatting
3d gaussian splatting |
0.8 | 1 | 2024 | PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024 |
Geometric modeling and processing
homogenization |
0.8 | 1 | 2024 | Volumetric Homogenization for Knitwear Simulation · ACM Trans. Graph. 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics · CVPR 2024 |
Parallel and multicore computing › load balancing
dynamic load balancing |
0.7 | 1 | 2023 | A Sparse Distributed Gigascale Resolution Material Point Method · ACM Trans. Graph. 2023 |
GPUs and heterogeneous computing
heterogeneous programming models |
0.7 | 1 | 2023 | A Sparse Distributed Gigascale Resolution Material Point Method · ACM Trans. Graph. 2023 |
Parallel and multicore computing
load balancing |
0.7 | 1 | 2023 | A Sparse Distributed Gigascale Resolution Material Point Method · ACM Trans. Graph. 2023 |
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation |
0.7 | 1 | 2023 | A Sparse Distributed Gigascale Resolution Material Point Method · ACM Trans. Graph. 2023 |
High-performance computing › performance engineering
performance portability |
0.7 | 1 | 2023 | A Sparse Distributed Gigascale Resolution Material Point Method · ACM Trans. Graph. 2023 |
GPUs and heterogeneous computing
GPU computing |
0.4 | 1 | 2020 | A massively parallel and scalable multi-CPU material point method · ACM Trans. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
knot-based representation · 0.9gauss-newton scheme · 0.9decomposition strategies · 0.9GPU rasterization · 0.9kernel fusion · 0.9volumetric homogenization · 0.8material point method · 0.8domain-decomposed subspace solver · 0.8continuum mechanics · 0.8adjoint gauss-newton · 0.8OpenMP · 0.7MPI · 0.7CUDA · 0.7sparse grid · 0.4particle data structure · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Real-Time Knit Deformation and RenderingabstractThe knit structure consists of interlocked yarns, with each yarn comprising multiple plies comprising tens to hundreds of twisted fibers. This intricate geometry and the large number of geometric primitives present substantial challenges for achieving high-fidelity simulation and rendering in real-time applications. In this work, we introduce the first real-time framework that takes an animated stitch mesh as input and enhances it with yarn-level simulation and fiber-level rendering. Our approach relies on a knot-based representation to model interlocked yarn contacts. The knot positions are interpolated from the underlying mesh, and associated yarn control points are optimized using a physically inspired energy formulation, which is solved through a GPU-based Gauss-Newton scheme for real-time performance. The optimized control points are sent to the GPU rasterization pipeline and rendered as yarns with fiber-level details. In real-time rendering, we introduce several decomposition strategies to enable realistic lighting effects on complex knit structures, even under environmental lighting, while maintaining computational and memory efficiency. Our simulation faithfully reproduces yarn-level structures under deformations, e.g., stretching and shearing, capturing interlocked yarn behaviors. The rendering pipeline achieves near-ground-truth visual quality while being 120,000× faster than path tracing reference with fiber-level geometries. The whole system provides real-time performance and has been evaluated through various application scenarios, including knit simulation for small patches and full garments and yarn-level relaxation in the design pipeline. Tao Huang 0026, Haoyang Shi, Mengdi Wang 0003, Yuxing Qiu, Yin Yang 0002, Kui Wu 0003 |
ACM Trans. Graph. | 4 |
| 2024 | PhysGaussian: Physics-Integrated 3D Gaussians for Generative DynamicsabstractWe introduce PhysGaussian, a new method that seamlessly integrates physically grounded Newtonian dynamics within 3D Gaussians to achieve high-quality novel motion synthe-sis. Employing a custom Material Point Method (MPM), our approach enriches 3D Gaussian kernels with physically meaningful kinematic deformation and mechanical stress attributes, all evolved in line with continuum mechanics principles. A defining characteristic of our method is the seamless integration between physical simulation and visual rendering: both components utilize the same 3D Gaussian kernels as their discrete representations. This negates the necessity for triangle/tetrahedron meshing, marching cubes, “cage meshes,” or any other geometry embedding, highlighting the principle of “what you see is what you simulate (WS2).” Our method demonstrates exceptional versatility across a wide variety of materials-including elastic entities, plastic metals, non-Newtonian fluids, and granular materials-showcasing its strong capabilities in creating diverse visual content with novel viewpoints and movements. Our project page is at: https://xpandora.github.io/PhysGaussian/ Tianyi Xie, Zeshun Zong, Yuxing Qiu, Xuan Li 0015, Yutao Feng, Yin Yang 0002, Chenfanfu Jiang |
CVPR | 3 |
| 2024 | Volumetric Homogenization for Knitwear SimulationabstractThis paper presents volumetric homogenization, a spatially varying homogenization scheme for knitwear simulation. We are motivated by the observation that macro-scale fabric dynamics is strongly correlated with its underlying knitting patterns. Therefore, homogenization towards a single material is less effective when the knitting is complex and non-repetitive. Our method tackles this challenge by homogenizing the yarn-level material locally at volumetric elements. Assigning a virtual volume of a knitting structure enables us to model bending and twisting effects via a simple volume-preserving penalty and thus effectively alleviates the material nonlinearity. We employ an adjoint Gauss-Newton formulation[Zehnder et al. 2021] to battle the dimensionality challenge of such per-element material optimization. This intuitive material model makes the forward simulation GPU-friendly. To this end, our pipeline also equips a novel domain-decomposed subspace solver crafted for GPU projective dynamics, which makes our simulator hundreds of times faster than the yarn-level simulator. Experiments validate the capability and effectiveness of volumetric homogenization. Our method produces realistic animations of knitwear matching the quality of full-scale yarn-level simulations. It is also orders of magnitude faster than existing homogenization techniques in both the training and simulation stages. Chun Yuan 0001, Haoyang Shi, Lei Lan, Yuxing Qiu, Cem Yuksel, Huamin Wang 0001, Chenfanfu Jiang, Kui Wu 0003, Yin Yang 0002 |
ACM Trans. Graph. | 4 |
| 2023 | A Sparse Distributed Gigascale Resolution Material Point MethodabstractIn this article, we present a four-layer distributed simulation system and its adaptation to the Material Point Method (MPM). The system is built upon a performance portable C++ programming model targeting major High-Performance-Computing (HPC) platforms. A key ingredient of our system is a hierarchical block-tile-cell sparse grid data structure that is distributable to an arbitrary number of Message Passing Interface (MPI) ranks. We additionally propose strategies for efficient dynamic load balance optimization to maximize the efficiency of MPI tasks. Our simulation pipeline can easily switch among backend programming models, including OpenMP and CUDA, and can be effortlessly dispatched onto supercomputers and the cloud. Finally, we construct benchmark experiments and ablation studies on supercomputers and consumer workstations in a local network to evaluate the scalability and load balancing criteria. We demonstrate massively parallel, highly scalable, and gigascale resolution MPM simulations of up to 1.01 billion particles for less than 323.25 seconds per frame with 8 OpenSSH-connected workstations. Yuxing Qiu, Samuel Temple Reeve, Minchen Li, Yin Yang 0002, Stuart R. Slattery, Chenfanfu Jiang |
ACM Trans. Graph. | 1 |
| 2020 | A massively parallel and scalable multi-CPU material point methodabstractHarnessing the power of modern multi-GPU architectures, we present a massively parallel simulation system based on the Material Point Method (MPM) for simulating physical behaviors of materials undergoing complex topological changes, self-collision, and large deformations. Our system makes three critical contributions. First, we introduce a new particle data structure that promotes coalesced memory access patterns on the GPU and eliminates the need for complex atomic operations on the memory hierarchy when writing particle data to the grid. Second, we propose a kernel fusion approach using a new Grid-to-Particles-to-Grid ( G2P2G ) scheme, which efficiently reduces GPU kernel launches, improves latency, and significantly reduces the amount of global memory needed to store particle data. Finally, we introduce optimized algorithmic designs that allow for efficient sparse grids in a shared memory context, enabling us to best utilize modern multi-GPU computational platforms for hybrid Lagrangian-Eulerian computational patterns. We demonstrate the effectiveness of our method with extensive benchmarks, evaluations, and dynamic simulations with elastoplasticity, granular media, and fluid dynamics. In comparisons against an open-source and heavily optimized CPU-based MPM codebase [Fang et al. 2019] on an elastic sphere colliding scene with particle counts ranging from 5 to 40 million, our GPU MPM achieves over 100x per-time-step speedup on a workstation with an Intel 8086K CPU and a single Quadro P6000 GPU, exposing exciting possibilities for future MPM simulations in computer graphics and computational science. Moreover, compared to the state-of-the-art GPU MPM method [Hu et al. 2019a], we not only achieve 2x acceleration on a single GPU but our kernel fusion strategy and Array-of-Structs-of-Array ( AoSoA ) data structure design also generalizes to multi-GPU systems. Our multi-GPU MPM exhibits near-perfect weak and strong scaling with 4 GPUs, enabling performant and large-scale simulations on a 1024 3 grid with close to 100 million particles with less than 4 minutes per frame on a single 4-GPU workstation and 134 million particles with less than 1 minute per frame on an 8-GPU workstation. Yuxing Qiu, Stuart R. Slattery, Yu Fang 0010, Minchen Li, Song-Chun Zhu, Yixin Zhu 0001, Min Tang 0001, Dinesh Manocha, Chenfanfu Jiang |
ACM Trans. Graph. | 2 |
| 2017 | Novel fluid detail enhancement based on multi-layer depth regression analysis and FLIP fluid simulationabstractAbstract In this paper, we propose a novel integrated method for effective modeling and realistic enhancement of scale‐sensitive fluid simulation details. The core of our method is the organic of multi‐layer depth image regression analysis and fluid implicit particle fluid simulation of which the regression analysis induces the criterion where the fluid details should be produced. First, we capture the depth buffer of the fluid surface dynamically from the top of scene. Second, we employ depth peeling technique to decompose the target fluid volume into multiple depth layers and conduct time‐space analysis over surface layers. Third, we propose a logistic regression‐based model to rigorously pinpoint the complex interacting regions, wherein multiple detail‐relevant factors are taken into account based on the captured multiple depth layers. Finally, details are enhanced by animating extra diffuse materials and augmenting the air‐fluid mixing phenomenon. It is evident that, with depth peeling technology, we can afford rigorous analysis not only across surface layers at different fluid depth but along the depth direction as well. After integrating the analysis results from these two sources, we are capable of performing detail enhancement both on the fluid surface and inside the fluid to obtain a great visual effect, even when large occlusion exists. Directly benefiting from the flexibility of image‐space‐dominant processing, our unified framework can be entirely implemented on graphics processing units and thus achieves interactive performance. For various fluid phenomena with different diffuse materials (e.g., spray, foam, and bubble), comprehensive experiments and evaluations have demonstrated its superiority in high‐fidelity fluid detail enhancement and its interaction with surrounding environment. Yuxing Qiu, Lipeng Yang, Shuai Li 0001, Qing Xia 0002, Hong Qin 0001, Aimin Hao |
Comput. Animat. Virtual Worlds | 1 |