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Zihong Zhou

dblp:306/2943 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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
1 paper
Rendering · 100%
Human-computer interaction and pervasive computing
2 papers
Design research and methods · 56% Immersive interaction · 28% Interaction techniques and input · 8%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
monte carlo rendering
0.912025
Harmonic Caching for Walk on Spheres · ACM Trans. Graph. 2025
Rendering › monte carlo rendering
variance reduction
0.912025
Harmonic Caching for Walk on Spheres · ACM Trans. Graph. 2025
Rendering › monte carlo rendering
walk on spheres
0.912025
Harmonic Caching for Walk on Spheres · ACM Trans. Graph. 2025
Design research and methods › design process
conceptual design
0.812024
A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design · ACM Trans. Comput. Hum. Interact. 2024
Design research and methods
creativity support
0.812024
A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design · ACM Trans. Comput. Hum. Interact. 2024
Immersive interaction
mixed reality interaction
0.812024
Elicitation and Evaluation of Hand-based Interaction Language for 3D Conceptual Design in Mixed Reality · Int. J. Hum. Comput. Stud. 2024
Interaction techniques and input
gesture input
0.212024
Elicitation and Evaluation of Hand-based Interaction Language for 3D Conceptual Design in Mixed Reality · Int. J. Hum. Comput. Stud. 2024

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

stochastic truncation · 0.9monte carlo random walk · 0.9harmonic expansion · 0.9large language model · 0.8generative artificial intelligence · 0.8comparative user study · 0.8
YearPublicationVenuePosition
2025 Harmonic Caching for Walk on Spheres
abstract
We present a variance reduction technique for Walk on Spheres (WoS) that solves elliptic partial differential equations (PDEs) by combining overlapping harmonic expansions of the solution, each estimated using unbiased Monte Carlo random walks. Our method supports Laplace and screened Poisson equations with Dirichlet, Neumann, and Robin boundary conditions in both 2D and 3D. By adaptively covering the domain with local expansion regions and reconstructing the solution inside each region using an infinite Fourier series of the harmonic function, our method achieves over an order of magnitude lower error than traditional pointwise WoS in equal time. While low-order truncations of the series typically introduce limited bias, we also introduce a stochastic truncation scheme that eliminates this bias in the reconstructed solution. Compared to recently developed caching algorithms for WoS, such as Boundary and Mean Value Caching, our approach yields solutions with lower error and fewer correlation artifacts.
Zihong Zhou, Eugene d'Eon, Rohan Sawhney, Wojciech Jarosz
ACM Trans. Graph.1
2024 Elicitation and Evaluation of Hand-based Interaction Language for 3D Conceptual Design in Mixed Reality
Lingyun Sun, Pei Chen 0005, Zhaoqu Jiang, Xuelong Xie, Zihong Zhou, Xuanhui Liu
Int. J. Hum. Comput. Stud.6
2024 A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design
abstract
Conceptual design is an essential stage in the design process, and its ultimate success largely depends on designers’ creativity. Both physical and digital prototypes are commonly adopted by designers to support ideation and creativity, providing intuitive perception and rapid iteration, respectively. In recent advancements, large-scale generation models are able to offer data-enabled creativity support by generating high-quality solutions comparable to human designers. This opens up an imaginary space for designers and brings new possibilities for design tools. In this study, we proposed a hybrid prototype method that synergistically combines physical models and generative artificial intelligence (AI) in the conceptual design stage. Correspondingly, we developed a hybrid prototype system to implement the proposed method. We conducted a comparative user study with 45 designers who completed a design task using the physical prototype method, standalone generative AI and the hybrid prototype method, respectively. Our results verified the effectiveness of the hybrid prototype method and investigated its mechanism in supporting creativity. Finally, we discussed the application value and optimisation space of the hybrid prototype method.
Pei Chen 0005, Xuelong Xie, Zhaoqu Jiang, Zihong Zhou, Lingyun Sun
ACM Trans. Comput. Hum. Interact.5