Jia-Hong Liu

dblp:292/5787 · DBLP profile ↗
← Back
9ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0001-9166-9364ORCID · reported

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 · 8 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Automatic Planning of Urban Green Spaces
abstract
Urban green spaces such as parks and gardens are indispensable in both virtual and real-world environments. Therefore, planning such spaces is highly valuable. While scene synthesis literature has limited interest in this topic, many existing parametric design and procedural content generation approaches can be adapted to generate urban green spaces. However, these approaches heavily rely on manual work or are prone to producing monotonously repeated objects. This paper presents a framework that can automatically plan urban green spaces. Tailored to urban green space design, our framework comprises three steps: road system generation, region type planning, and model placement. First, it constructs undirected graphs to generate a sound road system for an empty site and divides the space into separate regions. Then it applies a genetic algorithm to plan suitable surface and vegetation for every region. Finally, it places landscape models based on various patterns and adds embellishments to complete an appealing urban green space. Our framework enables the automatic production of urban green spaces. Through extensive experiments, we demonstrate that the generated results are plausible and reasonable.
Jia-Hong Liu, Shao-Kui Zhang, Qiaochu Liu, Chuyue Zhang, Song-Hai Zhang
Comput. Vis. Media1
2025 DIFF: A dataset for indoor flexible furniture
abstract
Recently, indoor scene synthesis has gathered significant attention, leading to the development of numerous indoor datasets. However, existing datasets only address static furniture and scenes, ignoring the need for dynamic interior design scenarios that emphasize flexible functionalities. Addressing this gap, we present DIFF (Dataset for Indoor Flexible Furniture), featuring expertly crafted and labeled furniture modules capable of inter-transforming between different states, e.g., a cabinet can be inter-transformed to a desk. Each module exhibits flexibility in shifting to multiple shapes and functionalities. Additionally, we propose a method that adapts our dataset to generate flexible layouts. By matching our flexible objects to objects from existing datasets, we use a graph-based approach to migrate the spatial relation priors for optimizing a layout; subsequent layouts are then generated by minimizing a transition-cost function. Analyses and user studies validate the quality of our modules and demonstrate the plausibility of the proposed method.
Jia-Hong Liu, Shao-Kui Zhang, Shuran Sun, Song-Hai Zhang
Graph. Model.1
2025 SceneExplorer: An Interactive System for Expanding, Scheduling, and Organizing Transformable Layouts
abstract
Nowadays, 3D scenes are not merely static arrangements of objects. With the development of transformable modules, furniture objects can be translated, rotated, and even reshaped to achieve scenes with different functions (e.g., from a bedroom to a living room). Transformable domestic space, therefore, studies how a layout can change its function by reshaping and rearranging transformable modules, resulting in various transformable layouts. In practice, a rearrangement is dynamically conducted by reshaping/translating/rotating furniture objects with proper schedules, which can consume more time for designers than static scene design. Due to changes in objects' functions, potential transformable layouts may also be extensive, making it hard to explore desired layouts. We present a system for exploring transformable layouts. Given a single input scene consisting of transformable modules, our system first attempts to derive more layouts by reshaping and rearranging the modules. The derived scenes are organized into a graph-like hierarchy according to their functions, where edges represent functional evolutions (e.g., a living room can be reshaped to a bedroom), and nodes represent layouts that are dynamically transformable through translating/rotating/reshaping modules. The resulting hierarchy lets scene designers interactively explore possible scene variants and preview the animated rearrangement process. Experiments show that our system is efficient for generating transformable layouts, sensible for organizing functional hierarchies, and inspiring for providing ideas during interactions.
Shao-Kui Zhang, Jia-Hong Liu, Junkai Huang 0003, Ziwei Chi, Hou Tam, Yongliang Yang 0002, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.2
2024 Controllable Procedural Generation of Landscapes
Jia-Hong Liu, Shao-Kui Zhang, Chuyue Zhang, Song-Hai Zhang
ACM Multimedia1
2024 SceneExpander: Real-Time Scene Synthesis for Interactive Floor Plan Editing
abstract
Scene synthesis has gained significant attention recently, and interactive scene synthesis focuses on yielding scenes according to user preferences. Existing literature either generates floor plans or scenes according to the floor plans. The system proposed in this paper generates scenes over floor plans in real-time. Given an initial scene, the only interaction a user needs is changing the room shapes. Our framework splits/merges rooms and adds/rearranges/removes objects for each transient moment during interactions. A systematic pipeline achieves our framework by compressing objects' arrangements over modified room shapes in a transient moment, thus enabling real-time performances. We also propose elastic boxes that indicate how objects should be arranged according to their continuously changed contexts, such as room shapes and other objects. Through a few interactions, a floor plan filled with object layouts is generated concerning user preferences on floor plans and object layouts according to floor plans. Experiments show that our framework is efficient at user interactions and plausible for synthesizing 3D scenes.
Shao-Kui Zhang, Junkai Huang 0003, Jia-Tong Zhang, Jia-Hong Liu, Yukun Lai, Song-Hai Zhang
ACM Multimedia5
2024 Overcoming Spatial Constraints in VR: A Survey of Redirected Walking Techniques
Jia-Hong Liu, Yang-Fu Ren, Qi Wen Gan, Kui Huang, Fiona Xiao Yu Chen, Er-Xia Luo, Khang Yeu Tang, Yue-Yao Fu, Cheng-Wei Fan, Sen-Zhe Xu 0001, Song-Hai Zhang
J. Comput. Sci. Technol.1
2024 Multi-User Redirected Walking in Separate Physical Spaces for Online VR Scenarios
abstract
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. However, as multiple users are located in different physical environments, different reset frequencies and timings can lead to serious fairness issues for online collaborative/competitive VR applications. For the fairness of online VR apps/games, an ideal online RDW strategy must make the locomotion opportunities of different users equal, regardless of different physical environment layouts. The existing RDW methods lack the scheme to coordinate multiple users in different PEs, and thus have the issue of triggering too many resets for all the users under the locomotion fairness constraint. We propose a novel multi-user RDW method that is able to significantly reduce the overall reset number and give users a better immersive experience by providing a fair exploration. Our key idea is to first find out the "bottleneck" user that may cause all users to be reset and estimate the time to reset given the users' next targets, and then redirect all the users to favorable poses during that maximized bottleneck time to ensure the subsequent resets can be postponed as much as possible. More particularly, we develop methods to estimate the time of possibly encountering obstacles and the reachable area for a specific pose to enable the prediction of the next reset caused by any user. Our experiments and user study found that our method outperforms existing RDW methods in online VR applications.
Sen-Zhe Xu 0001, Jia-Hong Liu, Miao Wang 0004, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.2
2023 Automatic Generation of Commercial Scenes
abstract
Commercial scenes such as markets and shops are everyday scenes for both virtual scenes and real-world interior designs. However, existing literature on interior scene synthesis mainly focuses on formulating and optimizing residential scenes such as bedrooms, living rooms, etc. Existing literature typically presents a set of relations among objects. It recognizes each furniture object as the smallest unit while optimizing a residential room. However, object relations become less critical in commercial scenes since shelves are often placed next to each other so pre-calculated relations of objects are less needed. Instead, interior designers resort to evaluating how groups of objects perform in commercial scenes, i.e., the smallest unit to be evaluated is a group of objects. This paper presents a system automatically synthesizes market-like commercial scenes in virtual environments. Following the rules of commercial layout design, we parameterize groups of objects as "patterns" contributing to a scene. Each pattern directly yields a human-centric routine locally, provides potential connectivity with other routines, and derives the arrangements of objects concerning itself according to the assigned parameters. In order to optimize a scene, the patterns are iteratively multiplexed to insert new routines or modify existing ones under a set of constraints derived from commercial layout designs. Through extensive experiments, we demonstrate the ability of our framework to generate plausible and practical commercial scenes.
Shao-Kui Zhang, Jia-Hong Liu, Tianyi Xiong, Ke-Xin Ren, Hongbo Fu 0001, Song-Hai Zhang
ACM Multimedia2
2022 Making Resets away from Targets: POI aware Redirected Walking
abstract
Rapidly developing Redirected Walking (ROW) technologies have enabled VR applications to immerse users in large virtual environments (VE) while actually walking in relatively small physical environments (PE). When an unavoidable collision emerges in a PE, the ROW controller suspends the user's immersive experience and resets the user to a new direction in PE. Existing ROW methods mainly aim to reduce the number of resets. However, from the perspective of the user experience, when users are about to reach a point of interest (POI) in a VE, reset interruptions are more likely to have an impact on user experience. In this paper, we propose a new ROW method, aiming to keep resets occurring at a longer distance from the virtual target, as well as to reduce the number of resets. Simulation experiments and real user studies demonstrate that our method outperforms state-of-the-art ROW methods in the number of resets and dramatically increases the distance between the reset locations and the virtual targets.
Sen-Zhe Xu 0001, Jia-Hong Liu, Stefanie Zollmann, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.3