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Fanxing Zhang

dblp:292/5520 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2021
0000-0003-2150-506XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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
2 papers
Geometric modeling and processing · 61% Visual content generation and editing · 30% Virtual and augmented reality · 9%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Interaction techniques and input · 50%

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

TopicWeightPapersLastEvidence papers
Visual content generation and editing
3d content creation
0.512021
BuildingSketch: Freehand Mid-Air Sketching for Building Modeling · ISMAR 2021
Geometric modeling and processing
procedural modeling
0.512021
BuildingSketch: Freehand Mid-Air Sketching for Building Modeling · ISMAR 2021
Geometric modeling and processing › procedural modeling
tree modeling
0.512021
Mid-Air Finger Sketching for Tree Modeling · VR 2021
Virtual and augmented reality › immersive content generation › XR content creation
immersive 3d modeling
0.112021
BuildingSketch: Freehand Mid-Air Sketching for Building Modeling · ISMAR 2021
Immersive interaction
virtual reality
0.112021
Mid-Air Finger Sketching for Tree Modeling · VR 2021

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

deep neural network stroke interpretation · 0.5
YearPublicationVenuePosition
2021 BuildingSketch: Freehand Mid-Air Sketching for Building Modeling
abstract
Advancements in virtual reality (VR) technology enable us to rethink the way of interactive 3D modeling - intuitively creating 3D content directly in 3D space. However, conventional VR-based modeling is laborious and tedious to generate a detailed 3D model in full manual mode since users need to carefully draw almost the entire surface. In this paper, we present a freehand mid-air sketching system with the aid of deep learning techniques for modeling structured buildings, where the user freely draws a few key strokes in mid-air using his/her fingers to represent the desired shapes and our system automatically interprets the strokes using a deep neural network and generates a detailed building model based on a procedural modeling method. After creating several building blocks one by one, the user can freely move, rotate, and combine the blocks to form a complex building model. We demonstrate the ease of use for novice users, effectiveness, and efficiency of our sketching system, BuildingSketch, by presenting a variety of building models.
Fanxing Zhang, Zhanglin Cheng
ISMAR2
2021 Mid-Air Finger Sketching for Tree Modeling
abstract
2D sketch-based tree modeling cannot guarantee to generate plausible depth values and full 3D tree shapes. With the advent of virtual reality (VR) technologies, 3D sketching enables a new form for 3D tree modeling. However, it is labor-intensive and difficult to create realistically-looking 3D trees with complicated geometry and lots of detailed twigs with a reasonable amount of effort. In this paper, we explore the use of mid-air finger 3D sketching in VR for tree modeling. We present a hybrid approach that integrates freehand 3D sketches with an automatic population of branch geometries. The user only needs to draw a few 3D strokes in mid-air to define the envelope of the foliage (denoted as lobes) and main branches. Our algorithm then automatically generates a full 3D tree model based on these stroke inputs. Additionally, the shape of the 3D tree model can be modified by freely dragging, squeezing, or moving lobes in mid-air. We demonstrate the ease-of-use, efficiency, and flexibility in tree modeling and overall shape control. We perform user studies and show a variety of realistic tree models generated instantaneously from 3D finger sketching.
Fanxing Zhang, Zhanglin Cheng, Oliver Deussen, Baoquan Chen, Yunhai Wang
VR1