EDBT 2026 Demo / reviewers in the wild / expert
Chang Yu 0005
dblp:27/5089-5
· DBLP profile ↗
9ranked-venue papers
2as first author
9since 2021 · last 2026
0009-0000-2613-9885ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 5 since 2021Systems, architecture and hardware · 3 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | MPM Lite: Linear Kernels and Integration without ParticlesabstractWe introduce MPM Lite, a hybrid Lagrangian/Eulerian method that eliminates the need for particle-based quadrature at solve time. Standard Material Point Method (MPM) practices suffer from a performance bottleneck where expensive implicit solves are proportional to particle-per-cell (PPC) counts due to the the choices of particle-based quadrature and wide-stencil kernels. By contrast, MPM Lite treats particles primarily as carriers of kinematic state and material history. Conceptualizing the background Cartesian grid as a voxel hexahedral mesh, we resample particle states onto fixed-location quadrature points using efficient, compact linear kernels. This architectural shift allows force assembly and the entire time-integration process to proceed without accessing particles, thus making the solver's complexity independent of the particle count. At the core of our method is a novel stress transfer and stretch reconstruction strategy. To avoid non-physical averaging of deformation gradients, we resample the extensive Kirchhoff stress and derive a rotation-free deformation reference solution, which naturally supports an optimization-based incremental potential formulation. Consequently, MPM Lite can be implemented as modular resampling units coupled with an FEM-style integration module, enabling the direct use of off-the-shelf nonlinear solvers, preconditioners, and unambiguous boundary conditions. We demonstrate through extensive experiments that MPM Lite preserves the robustness and versatility of traditional MPM across diverse materials while delivering significant speedups in implicit settings while simultaneously improving explicit ones. Project page: https://mpmlite.github.io. Xiang Feng 0004, Yunuo Chen 0001, Chang Yu 0005, Hao Su 0001, Demetri Terzopoulos, Yin Yang 0002, Joseph Masterjohn, Alejandro M. Castro, Chenfanfu Jiang |
ACM Trans. Graph. | 3 |
| 2025 | ARM: Appearance Reconstruction Model for Relightable 3D GenerationabstractRecent image-to-ЗD reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively. Our project page is available at https://arm-aigc.github.io. Xiang Feng 0004, Chang Yu 0005, Zoubin Bi, Yintong Shang, Feng Gao 0013, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 2 |
| 2025 | Gaussian Splashing: Unified Particles for Versatile Motion Synthesis and RenderingabstractWe demonstrate the feasibility of integrating physics-based animations of solids and fluids with 3D Gaussian Splatting (3DGS) to create novel effects in virtual scenes reconstructed using 3DGS. Leveraging the coherence of the Gaussian Splatting and Position-Based Dynamics (PBD) in the underlying representation, we manage rendering, view synthesis, and the dynamics of solids and fluids in a cohesive manner. Similar to GaussianShader, we enhance each Gaussian kernel with an added normal, aligning the kernel’s orientation with the surface normal to refine the PBD simulation. This approach effectively eliminates spiky noises that arise from rotational deformation in solids. It also allows us to integrate physically based rendering to augment the dynamic surface reflections on fluids. Consequently, our framework is capable of realistically reproducing surface highlights on dynamic fluids and facilitating interactions between scene objects and fluids from new views. Yutao Feng, Xiang Feng 0004, Yintong Shang, Chang Yu 0005, Zeshun Zong, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001, Chenfanfu Jiang, Yin Yang 0002 |
CVPR | 5 |
| 2025 | Embedded IPC: Fast and Intersection-Free Simulation in Reduced Subspace for Robot ManipulationabstractPhysics-based simulation is essential for developing and evaluating robot manipulation policies, particularly in scenarios involving deformable objects and complex contact interactions. However, existing simulators often struggle to balance computational efficiency with numerical accuracy, especially when modeling deformable materials with frictional contact constraints. We introduce an efficient subspace representation for the Incremental Potential Contact (IPC) method, leveraging model reduction to decrease the number of degrees of freedom. Our approach decouples simulation complexity from the resolution of the input model by representing elasticity in a low-resolution subspace while maintaining collision constraints on an embedded high-resolution surface. Our barrier formulation ensures intersection-free trajectories and configurations regardless of material stiffness, time step size, or contact severity. We validate our simulator through quantitative experiments with a soft bubble gripper grasping and qualitative demonstrations of placing a plate on a dish rack. The results demonstrate our simulator's efficiency, physical accuracy, computational stability, and robust handling of frictional contact, making it well-suited for generating demonstration data and evaluating downstream robot training applications. More details and supplementary material are on the website: https://sites.google.com/view/embedded-ipc. Wenxin Du, Chang Yu 0005, Siyu Ma, Zeshun Zong, Yin Yang 0002, Joseph Masterjohn, Alejandro M. Castro, Xuchen Han, Chenfanfu Jiang |
ICRA | 2 |
| 2025 | GRIP: A General Robotic Incremental Potential Contact Simulation Dataset for Unified Deformable-Rigid Coupled GraspingabstractGrasping is fundamental to robotic manipulation, and recent advances in large-scale grasping datasets have provided essential training data and evaluation benchmarks, accelerating the development of learning-based methods for robust object grasping. However, most existing datasets exclude deformable bodies due to the lack of scalable, robust simulation pipelines, limiting the development of generalizable models for compliant grippers and soft manipulands. To address these challenges, we present GRIP, a General Robotic Incremental Potential contact simulation dataset for universal grasping. GRIP leverages an optimized Incremental Potential Contact (IPC)-based simulator for multi-environment data generation, achieving up to 48× speedup while ensuring efficient, intersection- and inversion-free simulations for compliant grippers and deformable objects. Our fully automated pipeline generates and evaluates diverse grasp interactions across 1,200 objects and 100,000 grasp poses, incorporating both soft and rigid grippers. The GRIP dataset enables applications such as neural grasp generation and stress field prediction. We release GRIP to advance research in robotic manipulation, soft-gripper control, and physics-driven simulation at: https://bell0o.github.io/GRIP/. Siyu Ma, Wenxin Du, Chang Yu 0005, Zeshun Zong, Tianyi Xie, Yunuo Chen 0001, Yin Yang 0002, Xuchen Han, Chenfanfu Jiang |
IROS | 3 |
| 2025 | A Convex Formulation of Material Points and Rigid Bodies with GPU-Accelerated Async-Coupling for Interactive SimulationabstractWe present a novel convex formulation that weakly couples the Material Point Method (MPM) with rigid body dynamics through frictional contact, optimized for efficient GPU parallelization. Our approach features an asynchronous time-splitting scheme to integrate MPM and rigid body dynamics under different time step sizes. We develop a globally convergent quasi-Newton solver tailored for massive parallelization, achieving up to 500× speedup over previous convex formulations without sacrificing stability. Our method enables interactive-rate simulations of robotic manipulation tasks with diverse deformable objects including granular materials and cloth, with strong convergence guarantees. We detail key implementation strategies to maximize performance and validate our approach through rigorous experiments, demonstrating superior speed, accuracy, and stability compared to state-of-the-art MPM simulators for robotics. We make our method available in the open-source robotics toolkit, Drake. Chang Yu 0005, Wenxin Du, Zeshun Zong, Alejandro M. Castro, Chenfanfu Jiang, Xuchen Han |
IROS | 1 |
| 2025 | Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU SimulationabstractTactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates Incremental Potential Contact (IPC) and Affine Body Dynamics (ABD) to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving a total of 915 FPS with 4096 parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment. Wenxin Du, Chang Yu 0005, Puhao Li, Zihang Zhao, Tengyu Liu, Chenfanfu Jiang, Yixin Zhu 0001, Siyuan Huang 0001 |
NeurIPS | 3 |
| 2025 | Dress-1-to-3: Single Image to Simulation-Ready 3D Outfit with Diffusion Prior and Differentiable PhysicsabstractRecent advances in large models have significantly advanced image-to-3D reconstruction. However, the generated models are often fused into a single piece, limiting their applicability in downstream tasks. This paper focuses on 3D garment generation, a key area for applications like virtual try-on with dynamic garment animations, which require garments to be separable and simulation-ready. We introduce Dress-1-to-3, a novel pipeline that reconstructs physics-plausible, simulation-ready separated garments with sewing patterns and humans from an in-the-wild image. Starting with the image, our approach combines a pre-trained image-to-sewing pattern generation model for creating coarse sewing patterns with a pre-trained multi-view diffusion model to produce multi-view images. The sewing pattern is further refined using a differentiable garment simulator based on the generated multi-view images. Versatile experiments demonstrate that our optimization approach substantially enhances the geometric alignment of the reconstructed 3D garments and humans with the input image. Furthermore, by integrating a texture generation module and a human motion generation module, we produce customized physics-plausible and realistic dynamic garment demonstrations. Our project page is https://dress-1-to-3.github.io/. Xuan Li 0015, Chang Yu 0005, Wenxin Du, Tianyi Xie, Yunuo Chen 0001, Yin Yang 0002, Chenfanfu Jiang |
ACM Trans. Graph. | 2 |
| 2024 | XPBI: Position-Based Dynamics with Smoothing Kernels Handles Continuum InelasticityabstractPBD and its extension, XPBD, have been predominantly applied to compliant constrained elastodynamics, with their potential in finite strain (visco-) elastoplasticity remaining underexplored. XPBD is often perceived to stand in contrast to other meshless methods, such as the MPM. MPM is based on discretizing the weak form of governing partial differential equations within a continuum domain, coupled with a hybrid Lagrangian-Eulerian method for tracking deformation gradients. In contrast, XPBD formulates specific constraints, whether hard or compliant, to positional degrees of freedom. We revisit this perception by investigating the potential of XPBD in handling inelastic materials that are described with classical continuum mechanics-based yield surfaces and elastoplastic flow rules. Our inspiration is that a robust estimation of the velocity gradient is a sufficiently useful key to effectively tracking deformation gradients in XPBD simulations. By further incorporating implicit inelastic constitutive relationships, we introduce a plasticity in-the-loop updated Lagrangian augmentation to XPBD. This enhancement enables the simulation of elastoplastic, viscoplastic, and granular substances following their standard constitutive laws. We demonstrate the effectiveness of our method through high-resolution and real-time simulations of diverse materials such as snow, sand, and plasticine, and its integration with standard XPBD simulations of cloth and water. Chang Yu 0005, Xuan Li 0015, Lei Lan, Yin Yang 0002, Chenfanfu Jiang |
SIGGRAPH Asia | 1 |