Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Shutong Zhang

dblp:349/4753 · DBLP profile ↗
← Back
7ranked-venue papers
4as first author
7since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Systems, architecture and hardware · 3 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Robot manipulation · 50% 3D vision · 50%
Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 50% Software maintenance and evolution · 50%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Requirements engineering and software design
computer-aided design
1.012026
Untangling the Timeline: Challenges and Opportunities in Supporting Version Control in Modern Computer-Aided Design · CHI 2026
Software maintenance and evolution › software configuration management
version control
1.012026
Untangling the Timeline: Challenges and Opportunities in Supporting Version Control in Modern Computer-Aided Design · CHI 2026
Computer vision › 3D vision › object pose estimation
hand-object pose estimation
0.812024
HandyPriors: Physically Consistent Perception of Hand-Object Interactions with Differentiable Priors · ICRA 2024
Computer vision › 3D vision
pose estimation
0.812024
HandyPriors: Physically Consistent Perception of Hand-Object Interactions with Differentiable Priors · ICRA 2024
Robotics › Robot manipulation
grasping
0.712023
Fast-Grasp'D: Dexterous Multi-finger Grasp Generation Through Differentiable Simulation · ICRA 2023
Robotics › Robot manipulation › grasping
multifingered grasping
0.712023
Fast-Grasp'D: Dexterous Multi-finger Grasp Generation Through Differentiable Simulation · ICRA 2023

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

systematic review · 2.0forum analysis · 2.0optimization-based estimation · 0.8filtering-based tracking · 0.8differentiable rendering · 0.8differentiable physics · 0.8gradient-based optimization · 0.7differentiable simulation · 0.7
YearPublicationVenuePosition
2026 Untangling the Timeline: Challenges and Opportunities in Supporting Version Control in Modern Computer-Aided Design
abstract
Version control is critical in mechanical computer-aided design (CAD) to enable traceability, manage product variation, and support collaboration. Yet, its implementation in modern CAD software as an essential information infrastructure for product development remains plagued by issues due to the complexity and interdependence of design data. This paper presents a systematic review of user-reported challenges with version control in modern CAD tools. Analyzing 170 online forum threads, we identify recurring socio-technical issues that span the management, continuity, scope, and distribution of versions. Our findings inform a broader reflection on how version control should be designed and improved for CAD and motivate opportunities for tools and mechanisms that better support articulation work, facilitate cross-boundary collaboration, and operate with infrastructural reflexivity. This study offers actionable insights for CAD software providers and highlights opportunities for researchers to rethink version control.
Yuanzhe Deng, Shutong Zhang, Kathy Cheng, Alison Olechowski, Shurui Zhou
CHI2
2025 Sun Off, Lights on: Photorealistic Monocular Nighttime Simulation for Robust Semantic Perception
abstract
Nighttime scenes are hard to semantically perceive with learned models and annotate for humans. Thus, realistic synthetic nighttime data become all the more important for learning robust semantic perception at night, thanks to their accurate and cheap semantic annotations. However, existing data-driven or hand-crafted techniques for generating nighttime images from daytime counterparts suffer from poor realism. The reason is the complex interaction of highly spatially varying nighttime illumination, which differs drastically from its daytime counterpart, with objects of spatially varying materials in the scene, happening in 3D and being very hard to capture with such 2D approaches. The above 3D interaction and illumination shift have proven equally hard to model in the literature, as opposed to other conditions such as fog or rain. Our method, named Sun Off, Lights On (SOLO), is the first to perform nighttime simulation on single images in a photorealistic fashion by operating in 3D. It first explicitly estimates the 3D geometry, the materials and the locations of light sources of the scene from the input daytime image and relights the scene by probabilistically instantiating light sources in a way that accounts for their semantics and then running standard ray tracing. Not only is the visual quality and photorealism of our nighttime images superior to competing approaches including diffusion models, but the former images are also proven more beneficial for semantic nighttime segmentation in day-to-night adaptation. Code and data are publicly available at https://github.com/ktzevel/SOLO.
Konstantinos Tzevelekakis, Shutong Zhang, Luc Van Gool, Christos Sakaridis
WACV2
2025 ATSS-PUF with hardware sharing for secure in-situ memory circuit
Shutong Zhang, Pengjun Wang, Mengfan Xv, Bo Chen 0045, Yuejun Zhang
Integr.1
2025 Who is to Blame: A Comprehensive Review of Challenges and Opportunities in Designer-Developer Collaboration
abstract
Software development relies on effective collaboration between Software Development Engineers (SDEs) and User eXperience Designers (UXDs) to create software products of high quality and usability. While this collaboration issue has been explored over the past decades, anecdotal evidence continues to indicate the existence of challenges in their collaborative efforts. To understand this gap, we first conducted a systematic literature review (SLR) of 45 papers published since 2004, uncovering three key collaboration challenges and two main categories of potential best practices. We then analyzed designer and developer forums and discussions from one open-source software repository to assess how the challenges and practices manifest in the status quo. Our findings have broad applicability for collaboration in software development, extending beyond the partnership between SDEs and UXDs. The suggested best practices and interventions also act as a reference for future research, assisting in the development of dedicated collaboration tools for SDEs and UXDs.
Shutong Zhang, Jinghui Cheng 0001, Shurui Zhou
Proc. ACM Hum. Comput. Interact.1
2025 HiPPO: Enhancing proximal policy optimization with highlight replay
Shutong Zhang, Xing Chen 0022, Zhaogeng Liu, Hechang Chen, Yi Chang 0001
Pattern Recognit.1
2024 HandyPriors: Physically Consistent Perception of Hand-Object Interactions with Differentiable Priors
abstract
Various heuristic objectives for modeling hand-object interaction have been proposed in past work. However, due to the lack of a cohesive framework, these objectives often possess a narrow scope of applicability and are limited by their efficiency or accuracy. In this paper, we propose HANDYPRIORS, a unified and general pipeline for pose estimation in human-object interaction scenes by leveraging recent advances in differentiable physics and rendering. Our approach employs rendering priors to align with input images and segmentation masks along with physics priors to mitigate penetration and relative-sliding across frames. Furthermore, we present two alternatives for hand and object pose estimation. The optimization-based pose estimation achieves higher accuracy, while the filtering-based tracking, which utilizes the differentiable priors as dynamics and observation models, executes faster. We demonstrate that HANDYPRIORS attains comparable or superior results in the pose estimation task, and that the differentiable physics module can predict contact information for pose refinement. We also show that our approach generalizes to perception tasks, including robotic hand manipulation and human-object pose estimation in the wild.
Shutong Zhang, Yi-Ling Qiao, Guanglei Zhu, Eric Heiden, Dylan Turpin, Jingzhou Liu, Ming C. Lin, Miles Macklin, Animesh Garg
ICRA1
2023 Fast-Grasp'D: Dexterous Multi-finger Grasp Generation Through Differentiable Simulation
abstract
Multi-finger grasping relies on high quality training data, which is hard to obtain: human data is hard to transfer and synthetic data relies on simplifying assumptions that reduce grasp quality. By making grasp simulation differentiable, and contact dynamics amenable to gradient-based optimization, we accelerate the search for high-quality grasps with fewer limiting assumptions. We present Grasp'D-1M: a large-scale dataset for multi-finger robotic grasping, synthesized with Fast-Grasp'D, a novel differentiable grasping simulator. Grasp'D-1M contains one million training examples for three robotic hands (three, four and five-fingered), each with multimodal visual inputs (RGB+depth+segmentation, available in mono and stereo). Grasp synthesis with Fast-Grasp'D is 10x faster than GraspIt! [1] and 20x faster than the prior Grasp'D differentiable simulator [2]. Generated grasps are more stable and contact-rich than GraspIt! grasps, regardless of the distance threshold used for contact generation. We validate the usefulness of our dataset by retraining an existing vision-based grasping pipeline [3] on Grasp'D-1M, and showing a dramatic increase in model performance, predicting grasps with 30% more contact, a 33% higher epsilon metric, and 35% lower simulated displacement. Additional details at fast-graspd.github.io.
Dylan Turpin, Tao Zhong 0003, Shutong Zhang, Guanglei Zhu, Eric Heiden, Miles Macklin, Stavros Tsogkas, Sven J. Dickinson, Animesh Garg
ICRA3