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Shulin Hong

dblp:401/6616 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0003-0350-7886ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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
2 papers
Computer animation and physical simulation · 56% Image and video processing · 36% Rendering · 8%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › fluid simulation › multiphase fluid simulation
bubble and foam simulation
0.912025
A Moving Least-Squares/Level-Set Particle Method for Bubble and Foam Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Image and video processing › color image processing
color correction
0.912025
Color Correction for Occlusion-Capable Optical See-Through Head-Mounted Displays by Using Phase-Modulation · VR 2025
Computer animation and physical simulation
fluid simulation
0.912025
A Moving Least-Squares/Level-Set Particle Method for Bubble and Foam Simulation · IEEE Trans. Vis. Comput. Graph. 2025
Immersive interaction › see-through display
optical see-through head-mounted display
0.912025
Color Correction for Occlusion-Capable Optical See-Through Head-Mounted Displays by Using Phase-Modulation · VR 2025
Image and video processing › mathematical imaging › partial differential equations for image processing
level set methods
0.312025
A Moving Least-Squares/Level-Set Particle Method for Bubble and Foam Simulation · IEEE Trans. Vis. Comput. Graph. 2025

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

spectrum-based color perception model · 1.7optimization · 1.7particle level-set · 0.9multiphase flow solver · 0.9moving least squares · 0.9
YearPublicationVenuePosition
2025 Color Correction for Occlusion-Capable Optical See-Through Head-Mounted Displays by Using Phase-Modulation
abstract
Occlusion-capable optical see-through head-mounted displays (OC-OSTHMDs) overcome the deficiency of semi-transparent virtual images by selectively cutting off light emitted from the physical background, considerably improving the graphics performance of augmented reality (AR). Existing OC-OSTHMDs achieve compact form factors by compressing the optical system based on the modulation of light polarization. However, the wavelength sensitivity of polarizing optical elements (POEs) causes color aberration in the see-through view. In this paper, we propose the spectrum- tuning method that mitigates color aberration of the see-through view caused by the wavelength sensitivity of OC-OSTHMDs. The methods operate on a spectrum-based color perception model that formulates the variation of the visible spectrum through OC-OSTHMDs. The optimization is performed globally, requiring minimal computation at runtime. A bench-top prototype of the OC-OSTHMD was built to validate these methods. Experimental results demonstrate that the spectrum-tuning method reduces the color difference by 18.1%. Additionally, the advantages of OC-OSTHMDs in presenting fluid animations in AR scenarios are demonstrated based on the prototype and a multi-buffer mask synthesis method.
Yan Zhang 0101, Shulin Hong, Weike Qian, Keyao You, Hangyu Zhou, Kiyoshi Kiyokawa, Xubo Yang
VR2
2025 A Moving Least-Squares/Level-Set Particle Method for Bubble and Foam Simulation
abstract
We present a novel particle-grid scheme for simulating bubble and foam flow. At the core of our approach lies a particle representation that combines the computational nature of moving least-squares particles and particle level-set methods. Specifically, we assign a dedicated particle system to each individual bubble, enabling accurate tracking of its interface evolution and topological changes in a foaming fluid system. The particles within each bubble's particle system serve dual purposes. First, they function as a surface discretization, allowing for the solution of surfactant flow physics on the bubble's membrane. Additionally, these particles act as interface trackers, facilitating the evolution of the bubble's shape and topology within the multiphase fluid domain. The combination of particle systems from all bubbles contributes to the generation of an unsigned level-set field, further enhancing the simulation of coupled multiphase flow dynamics. By seamlessly integrating our particle representation into a multiphase, volumetric flow solver, our method enables the simulation of a broad range of intricate bubble and foam phenomena. These phenomena exhibit highly dynamic and complex structural evolution, as well as interfacial flow details.
Hui Wang 0045, Shulin Hong, Xubo Yang, Bo Zhu 0002
IEEE Trans. Vis. Comput. Graph.3