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Dongping Li

dblp:76/9108 · DBLP profile ↗
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9ranked-venue papers
3as first author
2since 2021 · last 2025
—ORCID · conflict

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 · 1 since 2021Artificial intelligence and machine learning · 2 · 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
6 papers
Computer animation and physical simulation · 40% Geometric modeling and processing · 34% Rendering · 10%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 14 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
3d reconstruction
0.732017
Shape Completion from a Single RGBD Image · IEEE Trans. Vis. Comput. Graph. 2017
Dynamic furniture modeling through assembly instructions · ACM Trans. Graph. 2016
An interactive approach to semantic modeling of indoor scenes with an RGBD camera · ACM Trans. Graph. 2012
Computer animation and physical simulation
collision handling
0.712023
Fast GPU-based Two-way Continuous Collision Handling · ACM Trans. Graph. 2023
Computer animation and physical simulation
deformable body simulation
0.712023
Fast GPU-based Two-way Continuous Collision Handling · ACM Trans. Graph. 2023
Computer vision › 3D vision › 3d reconstruction › multimodal 3d reconstruction
RGB-D reconstruction
0.312017
Shape Completion from a Single RGBD Image · IEEE Trans. Vis. Comput. Graph. 2017
Geometric modeling and processing › shape modeling
shape completion
0.312017
Shape Completion from a Single RGBD Image · IEEE Trans. Vis. Comput. Graph. 2017
Image and video processing
image warping
0.212015
A geodesic-preserving method for image warping · CVPR 2015
Rendering
interactive rendering
0.212013
TransCut: Interactive Rendering of Translucent Cutouts · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › subsurface scattering
translucent material rendering
0.212013
TransCut: Interactive Rendering of Translucent Cutouts · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › 3d reconstruction
indoor scene reconstruction
0.112012
An interactive approach to semantic modeling of indoor scenes with an RGBD camera · ACM Trans. Graph. 2012
Geometric modeling and processing › 3d reconstruction › dense 3d reconstruction
RGB-D reconstruction
0.112012
An interactive approach to semantic modeling of indoor scenes with an RGBD camera · ACM Trans. Graph. 2012
Geometric modeling and processing › shape registration
non-rigid shape alignment
0.112017
Shape Completion from a Single RGBD Image · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
multiresolution rendering
0.012013
TransCut: Interactive Rendering of Translucent Cutouts · IEEE Trans. Vis. Comput. Graph. 2013
Multimedia analysis and retrieval
3d shape retrieval
0.012012
An interactive approach to semantic modeling of indoor scenes with an RGBD camera · ACM Trans. Graph. 2012
Image and video processing › image segmentation
semantic segmentation
0.012012
An interactive approach to semantic modeling of indoor scenes with an RGBD camera · ACM Trans. Graph. 2012

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

volume-based contact constraints · 0.7two-way optimization · 0.7step-and-project · 0.7volumetric patch optimization · 0.6non-rigid alignment · 0.6vector graphic parsing · 0.2semantic element grouping · 0.2occlusion handling · 0.2shape-preserving warping · 0.2energy minimization · 0.2
YearPublicationVenuePosition
2025 Anti-Disturbance Switching Control for Silicon Single Crystal Growth Systems Under Unmeasured States
abstract
In this article, the anti-disturbance switching control approach is proposed for silicon single crystal growth systems with unmeasured states. Initially, the silicon single crystal growth systems are modeled by using the geometrical models of meniscus section, hydrodynamic and heat transfer process of silicon single crystal growth. Since numerous unmeasurable state variables exist in systems and the growth equipments are affected by external and internal disturbances, consideration is given to employing the output feedback control scheme and disturbance observer method in the construction of the anti-disturbance switching controller. Meanwhile, considering the high accuracy of linear systems at equilibrium points, the silicon single crystal growth systems are divided into multiple subsystems using switching control method, that is, multiple equilibrium points are set to enable the systems to switch between different subsystem models, thereby the precision of silicon single crystal growth systems has been improved. Then, using the multiple Lyapunov function method and linear matrix inequality technique, the exponential stability of silicon single crystal growth systems is ensured with the $\boldsymbol {H_{\infty }}$ performance. Finally, the feasibility of designed switching anti-disturbance output feedback control method is verified through actual parameters of silicon single crystal growth systems.
Yankai Li, Ding Liu 0004, Dongping Li
IEEE Trans. Cybern.4
2023 Fast GPU-based Two-way Continuous Collision Handling
abstract
Step-and-project is a popular method to simulate non-penetrating deformable bodies in physically based animation. The strategy is to first integrate the system in time without considering contacts and then resolve potential intersections, striking a good balance between plausibility and efficiency. However, existing methods can be defective and unsafe when using large time steps, taking risks of failure or demanding repetitive collision testing and resolving that severely degrade performance. In this article, we propose a novel two-way method for fast and reliable continuous collision handling. Our method launches an optimization from both ends of the intermediate time-integrated state and the previous intersection-free state. It progressively generates a piecewise linear path and eventually obtains a feasible solution for the next time step. The algorithm efficiently alternates between a forward step and a backward step until the result is conditionally converged. Thanks to a set of unified volume-based contact constraints, our method offers flexible and reliable handling of various codimensional deformable bodies, including volumetric bodies, cloth, hair, and sand. Experimental results demonstrate the safety, robustness, physical fidelity, and numerical efficiency of our method, making it particularly suitable for scenarios involving large deformations or large time steps.
Tianyu Wang 0019, Jiong Chen 0001, Dongping Li, Huamin Wang 0001, Kun Zhou 0001
ACM Trans. Graph.3
2017 Shape Completion from a Single RGBD Image
abstract
We present a novel approach for constructing a complete 3D model for an object from a single RGBD image. Given an image of an object segmented from the background, a collection of 3D models of the same category are non-rigidly aligned with the input depth, to compute a rough initial result. A volumetric-patch-based optimization algorithm is then performed to refine the initial result to generate a 3D model that not only is globally consistent with the overall shape expected from the input image but also possesses geometric details similar to those in the input image. The optimization with a set of high-level constraints, such as visibility, surface confidence and symmetry, can achieve more robust and accurate completion over state-of-the art techniques. We demonstrate the efficiency and robustness of our approach with multiple categories of objects with various geometries and details, including busts, chairs, bikes, toys, vases and tables.
Dongping Li, Tianjia Shao, Hongzhi Wu, Kun Zhou 0001
IEEE Trans. Vis. Comput. Graph.1
2016 Dynamic furniture modeling through assembly instructions
abstract
We present a technique for parsing widely used furniture assembly instructions, and reconstructing the 3D models of furniture components and their dynamic assembly process. Our technique takes as input a multi-step assembly instruction in a vector graphic format and starts to group the vector graphic primitives into semantic elements representing individual furniture parts, mechanical connectors (e.g., screws, bolts and hinges), arrows, visual highlights, and numbers. To reconstruct the dynamic assembly process depicted over multiple steps, our system identifies previously built 3D furniture components when parsing a new step, and uses them to address the challenge of occlusions while generating new 3D components incrementally. With a wide range of examples covering a variety of furniture types, we demonstrate the use of our system to animate the 3D furniture assembly process and, beyond that, the semantic-aware furniture editing as well as the fabrication of personalized furnitures.
Tianjia Shao, Dongping Li, Yuliang Rong, Changxi Zheng, Kun Zhou 0001
ACM Trans. Graph.2
2015 A geodesic-preserving method for image warping
abstract
The manipulation of panoramic/wide-angle images is usually achieved via image warping. Though various techniques have been developed for preserving shapes and straight lines for warping, these are not sufficient for panoramic/wide-angle images. The image projections will turn the straight lines into curved “geodesic lines”, and it is fundamentally impossible to keep all these lines straight. In this work, we propose a geodesic-preserving method for content-aware image warping. An energy term is introduced to preserve the geodesic appearance of the geodesic lines, and can be used with shape-preserving terms. Our method is demonstrated in various applications, including rectangling panoramas, resizing panoramic/wide-angle images, and wide-angle image manipulation. An extension to ellipse preservation for general images is also presented.
Dongping Li, Kaiming He, Jian Sun 0001
CVPR1
2013 TransCut: Interactive Rendering of Translucent Cutouts
abstract
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations.
Dongping Li, Xin Sun 0014, Zhong Ren 0001, Stephen Lin 0001, Yiying Tong, Baining Guo, Kun Zhou 0001
IEEE Trans. Vis. Comput. Graph.1
2013 Texture mapping subdivision surfaces with hard constraints
Yanlin Weng, Dongping Li, Yiying Tong
Vis. Comput.2
2012 Constrained Texture Mapping on Subdivision Surfaces
Yanlin Weng, Dongping Li, Yiying Tong
CVM2
2012 An interactive approach to semantic modeling of indoor scenes with an RGBD camera
abstract
We present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labels. If the segmentation is not satisfactory, the user can draw some strokes to guide the algorithm to achieve better results. After the segmentation is finished, the depth data of each semantic region is used to retrieve a matching 3D model from a database. Each model is then transformed according to the image depth to yield the scene. For large scenes where a single image can only cover one part of the scene, the user can take multiple images to construct other parts of the scene. The 3D models built for all images are then transformed and unified into a complete scene. We demonstrate the efficiency and robustness of our approach by modeling several real-world scenes.
Tianjia Shao, Weiwei Xu 0003, Kun Zhou 0001, Jingdong Wang 0001, Dongping Li, Baining Guo
ACM Trans. Graph.5