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Qiang Zhang 0056

dblp:72/3527-56 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2023
0000-0002-4483-1039ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 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
Rendering · 90% Virtual and augmented reality · 10%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%

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

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
0.712023
Hand Pose Estimation with Mems-Ultrasonic Sensors · SIGGRAPH Asia 2023
Interaction techniques and input › input sensing › tracking
hand tracking
0.712023
Hand Pose Estimation with Mems-Ultrasonic Sensors · SIGGRAPH Asia 2023
Rendering
differentiable rendering
0.612022
Differentiable Point-Based Radiance Fields for Efficient View Synthesis · SIGGRAPH Asia 2022
Rendering
novel view synthesis
0.612022
Differentiable Point-Based Radiance Fields for Efficient View Synthesis · SIGGRAPH Asia 2022
Rendering › neural radiance fields
point-based neural radiance fields
0.612022
Differentiable Point-Based Radiance Fields for Efficient View Synthesis · SIGGRAPH Asia 2022
Virtual and augmented reality › immersive interaction
extended reality interaction
0.212023
Hand Pose Estimation with Mems-Ultrasonic Sensors · SIGGRAPH Asia 2023
Rendering › temporal rendering
dynamic scene rendering
0.212022
Differentiable Point-Based Radiance Fields for Efficient View Synthesis · SIGGRAPH Asia 2022

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

deep neural network · 1.3MEMS-ultrasonic sensing · 1.3point cloud optimization · 0.6differentiable splatting · 0.6
YearPublicationVenuePosition
2023 Hand Pose Estimation with Mems-Ultrasonic Sensors
abstract
Hand tracking is an important aspect of human-computer interaction and has a wide range of applications in extended reality devices. However, current hand motion capture methods suffer from various limitations. For instance, visual hand pose estimation is susceptible to self-occlusion and changes in lighting conditions, while IMU-based tracking gloves experience significant drift and are not resistant to external magnetic field interference. To address these issues, we propose a novel and low-cost hand-tracking glove that utilizes several MEMS-ultrasonic sensors attached to the fingers, to measure the distance matrix among the sensors. Our lightweight deep network then reconstructs the hand pose from the distance matrix. Our experimental results demonstrate that this approach is both accurate, size-agnostic, and robust to external interference. We also show the design logic for the sensor selection, sensor configurations, circuit diagram, as well as model architecture.
Qiang Zhang 0056, Yuanqiao Lin, Szymon Rusinkiewicz
SIGGRAPH Asia1
2022 Differentiable Point-Based Radiance Fields for Efficient View Synthesis
abstract
We propose a differentiable rendering algorithm for efficient novel view synthesis. By departing from volume-based representations in favor of a learned point representation, we improve on existing methods more than an order of magnitude in memory and runtime, both in training and inference. The method begins with a uniformly-sampled random point cloud and learns per-point position and view-dependent appearance, using a differentiable splat-based renderer to train the model to reproduce a set of input training images with the given pose. Our method is up to 300 × faster than NeRF in both training and inference, with only a marginal sacrifice in quality, while using less than 10 MB of memory for a static scene. For dynamic scenes, our method trains two orders of magnitude faster than STNeRF and renders at a near interactive rate, while maintaining high image quality and temporal coherence even without imposing any temporal-coherency regularizers.
Qiang Zhang 0056, Seung-Hwan Baek, Szymon Rusinkiewicz, Felix Heide
SIGGRAPH Asia1