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Geng-Chen Cao

dblp:280/1701 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2025
0000-0001-6605-7219ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 since 2021Human-computer interaction and ubiquitous 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.

Computer graphics and multimedia
4 papers
Computer animation and physical simulation · 68% Rendering · 16% Geometric modeling and processing · 16%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fracture simulation
1.422025
Implicit Bonded Discrete Element Method with Manifold Optimization · ACM Trans. Graph. 2025
Simulating Fractures With Bonded Discrete Element Method · IEEE Trans. Vis. Comput. Graph. 2022
Computer animation and physical simulation › time integration
implicit time integration
0.912025
Implicit Bonded Discrete Element Method with Manifold Optimization · ACM Trans. Graph. 2025
Rendering › gaussian splatting
3d gaussian splatting
0.812024
EVSplitting: An Efficient and Visually Consistent Splitting Algorithm for 3D Gaussian Splatting · SIGGRAPH Asia 2024
Computer animation and physical simulation › fluid simulation
multiphase fluid simulation
0.412020
A moving least square reproducing kernel particle method for unified multiphase continuum simulation · ACM Trans. Graph. 2020
Computer animation and physical simulation › fluid simulation
solid-fluid coupling
0.412020
A moving least square reproducing kernel particle method for unified multiphase continuum simulation · ACM Trans. Graph. 2020

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

quaternion-constrained optimization · 0.9manifold optimization · 0.9moment conservation · 0.8closed-form solution · 0.8monte carlo · 0.6discrete element method · 0.6phase field model · 0.4moving least square reproducing kernel · 0.4galerkin discretization · 0.4cauchy momentum equation · 0.4
YearPublicationVenuePosition
2025 Implicit Bonded Discrete Element Method with Manifold Optimization
abstract
This article proposes a novel simulation approach that combines implicit integration with the Bonded Discrete Element Method (BDEM) to achieve faster, more stable, and more accurate fracture simulation. The new method leverages the efficiency of implicit schemes in dynamic simulation and the versatility of BDEM in fracture modeling. Specifically, an optimization-based integrator for BDEM is introduced and combined with a manifold optimization approach to accelerate the solution process of the quaternion-constrained system. Our comparative experiments indicate that our method offers better scale consistency and more realistic collision effects than finite element method and material point method fragmentation approaches. Additionally, our method achieves a computational speedup of 2.1 to 9.8 times over explicit BDEM methods.
Jia-Ming Lu, Geng-Chen Cao, Chenfeng Li, Shi-Min Hu 0001
ACM Trans. Graph.2
2024 EVSplitting: An Efficient and Visually Consistent Splitting Algorithm for 3D Gaussian Splatting
abstract
This paper presents EVSplitting, an efficient and visually consistent splitting algorithm for 3D Gaussian Splatting (3DGS). It is designed to make operating 3DGS as easy and effective as other 3D explicit representations, readily for industrial productions. The challenges of above target are: 1) The huge number and complex attributes of 3DGS make it tough to explicitly operate on 3DGS in a real-time and learning-free manner; 2) The visual effect of 3DGS is very difficult to maintain during explicit operations and 3) The anisotropism of Gaussian always leads to blurs and artifacts. As far as we know, no prior work can address these challenges well. In this work, we introduce a direct and efficient 3DGS splitting algorithm to solve them. Specifically, we formulate the 3DGS splitting as two minimization problems that aim to ensure visual consistency and reduce Gaussian overflow across boundary (splitting plane), respectively. Firstly, we impose conservations on the zero-, first- and second-order moments of the weighted Gaussian distribution to guarantee visual consistency. Secondly, we reduce the boundary overflow with a special constraint on the aforementioned conservations. With these conservations and constraints, we derive a closed-form solution for the 3DGS splitting problem. This yields an easy-to-implement, plug-and-play, efficient and fundamental tool, benefiting various downstream applications of 3DGS.
Qi-Yuan Feng, Geng-Chen Cao, Haoxiang Chen 0004, Qun-Ce Xu, Tai-Jiang Mu, Ralph R. Martin, Shi-Min Hu 0001
SIGGRAPH Asia2
2022 Simulating Fractures With Bonded Discrete Element Method
abstract
Along with motion and deformation, fracture is a fundamental behaviour for solid materials, playing a critical role in physically-based animation. Many simulation methods including both continuum and discrete approaches have been used by the graphics community to animate fractures for various materials. However, compared with motion and deformation, fracture remains a challenging task for simulation, because the material's geometry, topology and mechanical states all undergo continuous (and sometimes chaotic) changes as fragmentation develops. Recognizing the discontinuous nature of fragmentation, we propose a discrete approach, namely the Bonded Discrete Element Method (BDEM), for fracture simulation. The research of BDEM in engineering has been growing rapidly in recent years, while its potential in graphics has not been explored. We also introduce several novel changes to BDEM to make it more suitable for animation design. Compared with other fracture simulation methods, the BDEM has some attractive benefits, e.g., efficient handling of multiple fractures, simple formulation and implementation, and good scaling consistency. But it also has some critical weaknesses, e.g., high computational cost, which demand further research. A number of examples are presented to demonstrate the pros and cons, which are then highlighted in the conclusion and discussion.
Jia-Ming Lu, Chenfeng Li, Geng-Chen Cao, Shi-Min Hu 0001
IEEE Trans. Vis. Comput. Graph.3
2020 A moving least square reproducing kernel particle method for unified multiphase continuum simulation
abstract
In physically based-based animation, pure particle methods are popular due to their simple data structure, easy implementation, and convenient parallelization. As a pure particle-based method and using Galerkin discretization, the Moving Least Square Reproducing Kernel Method (MLSRK) was developed in engineering computation as a general numerical tool for solving PDEs. The basic idea of Moving Least Square (MLS) has also been used in computer graphics to estimate deformation gradient for deformable solids. Based on these previous studies, we propose a multiphase MLSRK framework that animates complex and coupled fluids and solids in a unified manner. Specifically, we use the Cauchy momentum equation and phase field model to uniformly capture the momentum balance and phase evolution/interaction in a multiphase system, and systematically formulate the MLSRK discretization to support general multiphase constitutive models. A series of animation examples are presented to demonstrate the performance of our new multiphase MLSRK framework, including hyperelastic, elastoplastic, viscous, fracturing and multiphase coupling behaviours etc.
Xiao-Song Chen, Chenfeng Li, Geng-Chen Cao, Yun-Tao Jiang, Shi-Min Hu 0001
ACM Trans. Graph.3