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Yufeng Zhu

dblp:27/7625 · DBLP profile ↗
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10ranked-venue papers
4as first author
4since 2021 · last 2026
0009-0003-8716-201XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 first-authorComputer networks · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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.

Artificial intelligence
3 papers
3D vision · 75% Robot manipulation · 10% Robot navigation and mapping · 10%
Computer graphics and multimedia
6 papers
Rendering · 34% Geometric modeling and processing · 30% Computer animation and physical simulation · 26%

Topics — the 28 heaviest of 29, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Computer vision › 3D vision
3d shape reconstruction
0.912025
Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset · CVPR 2025
Robotics › Robot manipulation
digital twin generation
0.912025
Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset · CVPR 2025
Computer vision › 3D vision
inverse rendering
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Computer vision › 3D vision › implicit neural representation
neural SDF
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Computer vision › 3D vision › 3d reconstruction › multi-view reconstruction
sparse-view reconstruction
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Rendering
inverse rendering
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Rendering › inverse rendering
shape, material and illumination reconstruction
0.912025
LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields · CVPR 2025
Robotics › Robot navigation and mapping › sensor calibration
LiDAR-camera extrinsic calibration
0.412020
Online Camera-LiDAR Calibration with Sensor Semantic Information · ICRA 2020
Computer vision › 3D vision
multimodal perception
0.412020
Online Camera-LiDAR Calibration with Sensor Semantic Information · ICRA 2020
Robotics › Autonomous driving
perception
0.412020
Online Camera-LiDAR Calibration with Sensor Semantic Information · ICRA 2020
Robotics › Robot navigation and mapping
sensor calibration
0.412020
Online Camera-LiDAR Calibration with Sensor Semantic Information · ICRA 2020
Geometric modeling and processing › parameterization
distortion optimization
0.312018
Blended cured quasi-newton for distortion optimization · ACM Trans. Graph. 2018
Geometric modeling and processing › mesh processing
mesh optimization
0.312018
Blended cured quasi-newton for distortion optimization · ACM Trans. Graph. 2018
Computer animation and physical simulation
2d animation
0.312017
Planar interpolation with extreme deformation, topology change and dynamics · ACM Trans. Graph. 2017
Geometric modeling and processing
mesh generation
0.312017
Planar interpolation with extreme deformation, topology change and dynamics · ACM Trans. Graph. 2017
Geometric modeling and processing › shape deformation
shape interpolation
0.312017
Planar interpolation with extreme deformation, topology change and dynamics · ACM Trans. Graph. 2017
Virtual and augmented reality › augmented reality display
AR glasses
0.312025
Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset · CVPR 2025
Virtual and augmented reality › tracking
egocentric motion capture
0.312025
Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset · CVPR 2025
Computer animation and physical simulation › fracture simulation
brittle fracture
0.212015
Simulating rigid body fracture with surface meshes · ACM Trans. Graph. 2015
Computer animation and physical simulation
deformable body simulation
0.212015
Nonlinear material design using principal stretches · ACM Trans. Graph. 2015
Computer animation and physical simulation
finite element method
0.212015
Nonlinear material design using principal stretches · ACM Trans. Graph. 2015
Computer animation and physical simulation
fracture simulation
0.212015
Simulating rigid body fracture with surface meshes · ACM Trans. Graph. 2015
Geometric modeling and processing › mesh processing
surface mesh processing
0.212015
Simulating rigid body fracture with surface meshes · ACM Trans. Graph. 2015
Geometric modeling and processing
mesh processing
0.112018
Blended cured quasi-newton for distortion optimization · ACM Trans. Graph. 2018
Computer animation and physical simulation › motion synthesis › motion interpolation
motion in-betweening
0.112017
Planar interpolation with extreme deformation, topology change and dynamics · ACM Trans. Graph. 2017
Computer animation and physical simulation
rigid body simulation
0.112015
Simulating rigid body fracture with surface meshes · ACM Trans. Graph. 2015

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

transformer · 1.7neural reconstruction · 1.7neural directional embedding · 1.7inverse rendering · 1.7hexa-plane neural SDF · 1.7coarse-to-fine training · 1.7optimization · 0.4mutual information maximization · 0.4quasi-newton optimization · 0.3line search · 0.3L-BFGS · 0.3discrete variational interpolation · 0.3
YearPublicationVenuePosition
2026 RAD-Gov: A Privacy-Preserving RAG Framework for Few-Shot Government Data Classification
Yufeng Zhu, Yanru He, Xianwei Gao
ICIC (3)2
2025 Digital Twin Catalog: A Large-Scale Photorealistic 3D Object Digital Twin Dataset
abstract
We introduce Digital Twin Catalog (DTC), a new large-scale photorealistic 3D object digital twin dataset. A digital twin of a 3D object is a highly detailed, virtually indistinguishable representation of a physical object, accurately capturing its shape, appearance, physical properties, and other attributes. Recent advances in neural-based 3D reconstruction and inverse rendering have significantly improved the quality of 3D object reconstruction. Despite these advancements, there remains a lack of a large-scale, digital twin quality real-world dataset and benchmark that can quantitatively assess and compare the performance of different reconstruction methods, as well as improve reconstruction quality through training or fine-tuning. Moreover, to democratize 3D digital twin creation, it is essential to integrate creation techniques with next-generation egocentric computing platforms, such as AR glasses. Currently, there is no dataset available to evaluate 3D object reconstruction using egocentric captured images. To address these gaps, the DTC dataset features 2,000 scanned digital twin-quality 3D objects, along with image sequences captured under different lighting conditions using DSLR cameras and egocentric AR glasses. This dataset establishes the first comprehensive real-world evaluation benchmark for 3D digital twin creation tasks, offering a robust foundation for comparing and improving existing reconstruction methods. The DTC dataset is already released at https://www.projectaria.com/datasets/dtc/ and we will also make the baseline evaluations open-source.
Zhao Dong 0001, Ka Chen, Zhaoyang Lv, Hong-Xing Yu, Yufeng Zhu, Stephen Tian, Zhengqin Li, Geordie Moffatt, Sean Christofferson, James Fort, Xiaqing Pan, Mingfei Yan, Jiajun Wu 0001, Carl Yuheng Ren, Richard A. Newcombe
CVPR7
2025 LIRM: Large Inverse Rendering Model for Progressive Reconstruction of Shape, Materials and View-dependent Radiance Fields
abstract
We present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time.
Zhengqin Li, Dilin Wang, Ka Chen, Zhaoyang Lv, Thu Nguyen-Phuoc, Milim Lee, Jia-Bin Huang 0001, Lei Xiao 0014, Yufeng Zhu, Carl S. Marshall, Yuheng Ren, Richard A. Newcombe, Zhao Dong 0001
CVPR9
2024 Web3 Metaverse: State-of-the-Art and Vision
abstract
The metaverse, as a rapidly evolving socio-technical phenomenon, exhibits significant potential across diverse domains by leveraging Web3 (a.k.a. Web 3.0) technologies such as blockchain, smart contracts, and non-fungible tokens (NFTs). This survey aims to provide a comprehensive overview of the Web3 metaverse from a human-centered perspective. We (i) systematically review the development of the metaverse over the past 30 years, highlighting the balanced contributions from its core components: Web3, immersive convergence, and crowd intelligence communities, (ii) define the metaverse that integrates the Web3 community as the Web3 metaverse and propose an analysis framework from the community, society, and human layers to describe the features, missions, and relationships for each community and their overlapping sections, (iii) survey the state-of-the-art of the Web3 metaverse from a human-centered perspective, namely, the identity, field, and behavior aspects, and (iv) provide supplementary technical reviews. To the best of our knowledge, this work represents the first systematic, interdisciplinary survey on the Web3 metaverse. Specifically, we commence by discussing the potential for establishing decentralized identities (DID) utilizing mechanisms such as profile picture (PFP) NFTs, domain name NFTs, and soulbound tokens (SBTs). Subsequently, we examine land, utility, and equipment NFTs within the Web3 metaverse, highlighting interoperable and full on-chain solutions for existing centralization challenges. Lastly, we spotlight current research and practices about individual, intra-group, and inter-group behaviors within the Web3 metaverse, such as Creative Commons Zero license (CC0) NFTs, decentralized education, decentralized science (DeSci), and decentralized autonomous organizations (DAO). Furthermore, we share our insights into several promising directions, encompassing three key socio-technical facets of Web3 metaverse development.
Hongzhou Chen, Haihan Duan, Maha Abdallah, Yufeng Zhu, Yonggang Wen 0001, Abdulmotaleb El Saddik, Wei Cai 0002
ACM Trans. Multim. Comput. Commun. Appl.4
2020 Online Camera-LiDAR Calibration with Sensor Semantic Information
abstract
As a crucial step of sensor data fusion, sensor calibration plays a vital role in many cutting-edge machine vision applications, such as autonomous vehicles and AR/VR. Existing techniques either require quite amount of manual work and complex settings, or are unrobust and prone to produce suboptimal results. In this paper, we investigate the extrinsic calibration of an RGB camera and a light detection and ranging (LiDAR) sensor, which are two of the most widely used sensors in autonomous vehicles for perceiving the outdoor environment. Specifically, we introduce an online calibration technique that automatically computes the optimal rigid motion transformation between the aforementioned two sensors and maximizes their mutual information of perceived data, without the need of tuning environment settings. By formulating the calibration as an optimization problem with a novel calibration quality metric based on semantic features, we successfully and robustly align pairs of temporally synchronized camera and LiDAR frames in real time. Demonstrated on several autonomous driving tasks, our method outperforms state-of-the-art edge feature based auto-calibration approaches in terms of robustness and accuracy.
Yufeng Zhu, Chenghui Li
ICRA1
2020 Adaptive Block Coordinate Descent for Distortion Optimization
abstract
Abstract We present a new algorithm for optimizing geometric energies and computing positively oriented simplicial mappings. Our major improvements over the state‐of‐the‐art are: (i) introduction of new energies for repairing inverted and collapsed simplices; (ii) adaptive partitioning of vertices into coordinate blocks with the blended local‐global strategy for more efficient optimization and (iii) introduction of the displacement norm for improving convergence criteria and for controlling block partitioning. Together these improvements form the basis for the Adaptive Block Coordinate Descent (ABCD) algorithm aimed at robust geometric optimization. ABCD achieves state‐of‐the‐art results in distortion minimization, even under hard positional constraints and highly distorted invalid initializations that contain thousands of collapsed and inverted elements. Starting with an invalid non‐injective initial map, ABCD behaves as a modified block coordinate descent up to the point where the current mapping is cleared of invalid simplices. Then, the algorithm converges rapidly into the chosen iterative solver. Our method is very general, fast‐converging and easily parallelizable. We show over a wide range of 2D and 3D problems that our algorithm is more robust than existing techniques for locally injective mapping.
Alexander Naitsat, Yufeng Zhu, Yehoshua Y. Zeevi
Comput. Graph. Forum2
2018 Blended cured quasi-newton for distortion optimization
abstract
Optimizing distortion energies over a mesh, in two or three dimensions, is a common and critical problem in physical simulation and geometry processing. We present three new improvements to the state of the art: a barrier-aware line-search filter that cures blocked descent steps due to element barrier terms and so enables rapid progress; an energy proxy model that adaptively blends the Sobolev (inverse-Laplacian-processed) gradient and L-BFGS descent to gain the advantages of both, while avoiding L-BFGS's current limitations in distortion optimization tasks; and a characteristic gradient norm providing a robust and largely mesh- and energy-independent convergence criterion that avoids wrongful termination when algorithms temporarily slow their progress. Together these improvements form the basis for Blended Cured Quasi-Newton (BCQN), a new distortion optimization algorithm. Over a wide range of problems over all scales we show that BCQN is generally the fastest and most robust method available, making some previously intractable problems practical while offering up to an order of magnitude improvement in others.
Yufeng Zhu, Rook Bridson, Danny M. Kaufman
ACM Trans. Graph.1
2017 Planar interpolation with extreme deformation, topology change and dynamics
abstract
We present a mesh-based, interpolatory method for interactively creating artist-directed inbetweens from arbitrary sets of 2D drawing shapes without rigging. To enable artistic freedom of expression we remove prior restrictions on the range of possible changes between shapes; we support interpolation with extreme deformation and unrestricted topology change. To do this, we extend discrete variational interpolation by introducing a consistent multimesh structure over drawings, a Comesh Optimization algorithm that optimizes our multimesh for both intra- and inter-mesh quality, and a new shape-space energy that efficiently supports arbitrary changes and can prevent artwork overlap when desired. Our multimesh encodes specified correspondences that guide interpolation paths between shapes. With these correspondences, an efficient local-global minimization of our energy interpolates n-way between drawing shapes to create inbetweens. Our Comesh Optimization enables artifact-free minimization by building consistent meshes across drawings that improve both the quality of per-mesh energy discretization and inter-mesh mapping distortions, while guaranteeing a single, compatible triangulation. We implement our method in a test-bed interpolation system that allows interactive creation and editing of animations from sparse key drawings with arbitrary topology and shape change.
Yufeng Zhu, Jovan Popovic, Rook Bridson, Danny M. Kaufman
ACM Trans. Graph.1
2015 Nonlinear material design using principal stretches
abstract
The Finite Element Method is widely used for solid deformable object simulation in film, computer games, virtual reality and medicine. Previous applications of nonlinear solid elasticity employed materials from a few standard families such as linear corotational, nonlinear St.Venant-Kirchhoff, Neo-Hookean, Ogden or Mooney-Rivlin materials. However, the spaces of all nonlinear isotropic and anisotropic materials are infinite-dimensional and much broader than these standard materials. In this paper, we demonstrate how to intuitively explore the space of isotropic and anisotropic nonlinear materials, for design of animations in computer graphics and related fields. In order to do so, we first formulate the internal elastic forces and tangent stiffness matrices in the space of the principal stretches of the material. We then demonstrate how to design new isotropic materials by editing a single stress-strain curve, using a spline interface. Similarly, anisotropic (orthotropic) materials can be designed by editing three curves, one for each material direction. We demonstrate that modifying these curves using our proposed interface has an intuitive, visual, effect on the simulation. Our materials accelerate simulation design and enable visual effects that are difficult or impossible to achieve with standard nonlinear materials.
Funshing Sin, Yufeng Zhu, Jernej Barbic
ACM Trans. Graph.3
2015 Simulating rigid body fracture with surface meshes
abstract
We present a new brittle fracture simulation method based on a boundary integral formulation of elasticity and recent explicit surface mesh evolution algorithms. Unlike prior physically-based simulations in graphics, this avoids the need for volumetric sampling and calculations, which aren't reflected in the rendered output. We represent each quasi-rigid body by a closed triangle mesh of its boundary, on which we solve quasi-static linear elasticity via boundary integrals in response to boundary conditions and loads such as impact forces and gravity. A fracture condition based on maximum tensile stress is subsequently evaluated at mesh vertices, while crack initiation and propagation are formulated as an interface tracking procedure in material space. Existing explicit mesh tracking methods are modified to support evolving cracks directly in the triangle mesh representation, giving highly detailed fractures with sharp features, independent of any volumetric sampling (unlike tetrahedral mesh or level set approaches); the triangle mesh representation also allows simple integration into rigid body engines. We also give details on our well-conditioned integral equation treatment solved with a kernel-independent Fast Multipole Method for linear time summation. Various brittle fracture scenarios demonstrate the efficacy and robustness of our new method.
Yufeng Zhu, Rook Bridson, Chen Greif
ACM Trans. Graph.1