EDBT 2026 Demo / reviewers in the wild / expert
Dengming Zhu
dblp:79/6323
· DBLP profile ↗
32ranked-venue papers
1as first author
13since 2021 · last 2026
0000-0001-5078-5780ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 26 · 1 first-author · 10 since 2021Artificial intelligence and machine learning · 5 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Slender3D: Curve-Guided Multi-View Reconstruction of Slender StructuresabstractAlthough geometric reconstruction of general objects from images has made remarkable progress in recent years, slender structures remain largely underexplored, despite their critical importance in engineering, biomedical, and agricultural applications. To bridge this gap, we propose a dedicated 2DGS-based geometric reconstruction framework tailored for slender structures, achieving accurate and faithful geometry recovery. Our method first addresses the challenge that most slender objects are texture-less, which hinders reliable feature matching and pose estimation in traditional SfM pipelines. By leveraging the curve-like nature of slender structures, we perform a curve-guided SfM process that provides robust camera poses and accurate 3D curve initialization for Gaussian primitives. To ensure SfM reliability, we introduce a high-precision mask extraction strategy that integrates geometric priors with a segmentation network, effectively handling self-occlusion and thin geometry. Furthermore, to enhance fine geometric recovery, we incorporate a differentiable Poisson reconstruction module to extract an initial mesh during training, which is then refined via image-space iterative optimization using differentiable mesh rasterization. In contrast to conventional approaches that rely on differentiable Gaussian rasterization followed by TSDF-based mesh extraction, our method avoids the additional geometric errors and artifacts introduced during the intermediate TSDF conversion, thereby improving the overall reconstruction quality. Comprehensive experiments on both synthetic and real-world datasets validate that our method achieves superior reconstruction quality compared to state-of-the-art approaches. Suqin Wang, Zeyi Wang, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Xiujuan Chai, Dengming Zhu |
AAAI | 7 |
| 2025 | Self-Supervised Humidity-Controllable Garment Simulation via Capillary Bridge ModelingabstractAbstract Simulating wet clothing remains a significant challenge due to the complex physical interactions between moist fabric and the human body, compounded by the lack of dedicated datasets for training data‐driven models. Existing self‐supervised approaches struggle to capture moisture‐induced dynamics such as skin adhesion, anisotropic surface resistance, and non‐linear wrinkling, leading to limited accuracy and efficiency. To address this, we present SHGS, a novel self‐supervised framework for humidity‐controllable clothing simulation grounded in the physical modeling of capillary bridges that form between fabric and skin. We abstract the forces induced by wetness into two physically motivated components: a normal adhesive force derived from Laplace pressure and a tangential shear‐resistance force that opposes relative motion along the fabric surface. By formulating these forces as potential energy for conservative effects and as mechanical work for non‐conservative effects, we construct a physics‐consistent wetness loss. This enables self‐supervised training without requiring labeled data of wet clothing. Our humidity‐sensitive dynamics are driven by a multi‐layer graph neural network, which facilitates a smooth and physically realistic transition between different moisture levels. This architecture decouples the garment's dynamics in wet and dry states through a local weight interpolation mechanism, adjusting the fabric's behavior in response to varying humidity conditions. Experiments demonstrate that SHGS outperforms existing methods in both visual fidelity and computational efficiency, marking a significant advancement in realistic wet‐cloth simulation. Min Shi 0005, Jia-Qi Zhang, Lin Gao 0004, Dengming Zhu |
Comput. Graph. Forum | 5 |
| 2025 | WaterGS: Physically-Based Imaging in Gaussian Splatting for Underwater Scene ReconstructionabstractAbstract Reconstructing underwater object geometry from multi‐view images is a long‐standing challenge in computer graphics, primarily due to image degradation caused by underwater scattering, blur, and color shift. These degradations severely impair feature extraction and multi‐view consistency. Existing methods typically rely on pre‐trained image enhancement models as a preprocessing step, but often struggle with robustness under varying water conditions. To overcome these limitations, we propose WaterGS, a novel framework for underwater surface reconstruction that jointly recovers accurate 3D geometry and restores true object colors. The core of our approach lies in introducing a Physically‐Based imaging model into the rendering process of 2D Gaussian Splatting. This enables accurate separation of true object colors from water‐induced distortions, thereby facilitating more robust photometric alignment and denser geometric reconstruction across views. Building upon this improved photometric consistency, we further introduce a Gaussian bundle adjustment scheme guided by our physical model to jointly optimize camera poses and geometry, enhancing reconstruction accuracy. Extensive experiments on synthetic and real‐world datasets show that WaterGS achieves robust, high‐fidelity reconstruction directly from raw underwater images, outperforming prior approaches in both geometric accuracy and visual consistency. S. Q. Wang, W. B. Wu, Min Shi 0005, Zhaoxin Li, Qi Wang 0111, Dengming Zhu |
Comput. Graph. Forum | 6 |
| 2025 | StyleGarNet: A Real-Time Garment Animation Generation Method With Diverse StylesabstractABSTRACT Dressing animations have broad applications in film and animation, but current methods require retraining networks for new styles, which is resource‐intensive. While 2D pattern parameters are used for static 3D clothing modeling and editing, applying them to control style variations in dynamic clothing deformation is challenging due to the uncertainty introduced by multiple parameters. Ensuring consistent and stable style features across time‐varying deformation sequences is difficult. Therefore, we present StyleGarNet, a novel approach for style‐parameter‐controlled dressing animation generation and editing. We employ a conditional variational autoencoder architecture to build our network, with style parameters serving as constraint information. This allows us to learn the probabilistic distribution model of deformations under style constraints, crucial for enhancing the robust representation of styles during the deformation process. Simultaneously, considering the temporal nature of motion, we introduce a transformer layer to capture the temporal dependencies of both motion and clothing deformation, thereby enhancing the stability of clothing deformation. Ultimately, our approach enables flexible manipulation of dressing animation generation through inputting style and motion features. Evaluation results demonstrate the efficacy of our approach and show that StyleGarNet outperforms existing methods in terms of prediction speed, accuracy, and stability of deformation sequences. Min Shi 0005, Xinru Zhuo, Yueyue Sun, Lin Gao 0004, Tianlu Mao, Dengming Zhu |
Comput. Animat. Virtual Worlds | 7 |
| 2025 | Generating 3D fish motion skeleton via iterative optimization method and FishSkeletonNet
Min Shi 0005, Guo-Liang Zhao, Shi-sheng Guo, Bi-lian Sun, Dengming Zhu, Xiu-juan Chai, Zhao-Xin Li, Xinru Zhuo |
Vis. Comput. | 5 |
| 2024 | Unsupervised Real-Time Garment Deformation Prediction Driven by Human Body Pose and Shape
Xinru Zhuo, Min Shi 0005, Dengming Zhu, Guoqing Han, Zhaoxin Li |
CGI (2) | 3 |
| 2024 | Generating diverse clothed 3D human animations via a generative modelabstractData-driven garment animation is a current topic of interest in the computer graphics industry. Existing approaches generally establish the mapping between a single human pose or a temporal pose sequence, and garment deformation, but it is difficult to quickly generate diverse clothed human animations. We address this problem with a method to automatically synthesize dressed human animations with temporal consistency from a specified human motion label. At the heart of our method is a two-stage strategy. Specifically, we first learn a latent space encoding the sequence-level distribution of human motions utilizing a transformer-based conditional variational autoencoder (Transformer-CVAE). Then a garment simulator synthesizes dynamic garment shapes using a transformer encoder–decoder architecture. Since the learned latent space comes from varied human motions, our method can generate a variety of styles of motions given a specific motion label. By means of a novel beginning of sequence (BOS) learning strategy and a self-supervised refinement procedure, our garment simulator is capable of efficiently synthesizing garment deformation sequences corresponding to the generated human motions while maintaining temporal and spatial consistency. We verify our ideas experimentally. This is the first generative model that directly dresses human animation. Min Shi 0005, Wenke Feng, Lin Gao 0004, Dengming Zhu |
Comput. Vis. Media | 4 |
| 2024 | Causal Discovery on Discrete Data via Weighted Normalized Wasserstein DistanceabstractThe task of causal discovery from observational data (X,Y) is defined as the task of deciding whether X causes Y , or Y causes X or if there is no causal relationship between X and Y . Causal discovery from observational data is an important problem in many areas of science. In this study, we propose a method to address this problem when the cause-and-effect relationship is represented by a discrete additive noise model (ANM). First, assuming that X causes Y , we estimate the conditional distributions of the noise given X using regression. Similarly, assuming that Y causes X , we also estimate the conditional distributions of noise given Y . Based on the structural characteristics of the discrete ANM, we find that the dissimilarity of the conditional distributions of noise in the causal direction is smaller than that in the anticausal direction. Then, we propose a weighted normalized Wasserstein distance to measure the dissimilarity of the conditional distributions of noise. Finally, we propose a decision rule for casual discovery by comparing two computed weighted normalized Wasserstein distances. An empirical investigation demonstrates that our method performs well on synthetic data and outperforms state-of-the-art methods on real data. Li-Hui Lin, Dengming Zhu, Qingyong Li |
IEEE Trans. Neural Networks Learn. Syst. | 4 |
| 2023 | Accurate Robotic Grasp Detection with Angular Label Smoothing
Min Shi 0005, Hao Lu 0003, Zhao-Xin Li, Dengming Zhu, Zhao-Qi Wang |
J. Comput. Sci. Technol. | 4 |
| 2023 | Motion-Inspired Real-Time Garment Synthesis with Temporal-Consistency
Yukun Wei, Min Shi 0005, Wenke Feng, Dengming Zhu, Tianlu Mao |
J. Comput. Sci. Technol. | 4 |
| 2022 | MoFiM: A morphable fish modeling method for underwater binocular vision systemabstractAbstract Fish morphology is an essential basis for fishery management, as it can reflect the growth status of fishes. Noncontact 3D reconstruction of underwater fish is a new way to obtain fish morphology. While it is difficult to reconstruct fish on account of the inadequate information caused by fish swimming and poor underwater imaging. This article introduces a morphable fish modeling method for the underwater binocular vision system. First, we define a fish representation based on selected landmarks. Then, we propose a chirality‐supervision incorporated hourglass network to estimate fish orientation and fish 2D landmarks simultaneously, and calculate fish 3D landmarks by triangulation. Next, we propose a fish modeling method which is based on 3D landmarks and introduce the optimization procedure of fish modeling. Finally, we obtain the complete 3D fish model corresponding to the input images. To train our network and build a parametric model, we constructed an underwater vision dataset and fish instance dataset respectively. We conducted experiments with grass carp as an example, and the experimental results show that our method can achieve effective fish modeling and is useful for noncontact measurement of underwater fish. Jingfang Yin, Dengming Zhu, Min Shi 0005, Zhaoxin Li, Ming Duan, Xiangyuan Mi |
Comput. Animat. Virtual Worlds | 2 |
| 2022 | Automatic and real-time green screen keying
Zhaoxin Li, Dengming Zhu, Min Shi 0005 |
Vis. Comput. | 3 |
| 2021 | Learning a shared deformation space for efficient design-preserving garment transfer
Min Shi 0005, Yukun Wei, Dengming Zhu, Tianlu Mao |
Graph. Model. | 4 |
| 2019 | Depth Camera Based Fluid Reconstruction and its Solid-fluid InteractionabstractFluid animation has great value in study and application in many fields, such as video special effects, virtual reality and so on. However, due to the complexity and irregularity of fluid's motion, the existing simulation methods cannot make a good tradeoff between computational efficiency and realism. In this paper, a method of fluid animation synthesis based on depth camera is proposed. The RGB-D (red, green, blue-depth) data, captured by a RealSense camera, are used to reconstruct the fluid surface. By analysis the relation between color intensity and height field gradient of water surface, we use the RGB image as guidance to denoise the depth image, then possion reconstruction is employed to repair the incomplete data of depth image and fuse detail feature from the RGB to the reconstruction fluid surface. In addition, we propose a real-time method to simulate the interaction between solid and fluid, which is implemented on the wave particle system that fitted to the reconstruction fluid surface. Experiments show that the presented method can reconstruct fluid effectively and generate fluid animation of solid-fluid interaction plausibly. Xiaobing Feng 0003, Dengming Zhu, Min Shi 0005 |
CASA | 3 |
| 2018 | Radiative Transport Based Flame Volume Reconstruction from VideosabstractWe introduce a novel approach for flame volume reconstruction from videos using inexpensive charge-coupled device (CCD) consumer cameras. The approach includes an economical data capture technique using inexpensive CCD cameras. Leveraging the smear feature of the CCD chip, we present a technique for synchronizing CCD cameras while capturing flame videos from different views. Our reconstruction is based on the radiative transport equation which enables complex phenomena such as emission, extinction, and scattering to be used in the rendering process. Both the color intensity and temperature reconstructions are implemented using the CUDA parallel computing framework, which provides real-time performance and allows visualization of reconstruction results after every iteration. We present the results of our approach using real captured data and physically-based simulated data. Finally, we also compare our approach against the other state-of-the-art flame volume reconstruction methods and demonstrate the efficacy and efficiency of our approach in four different applications: (1) rendering of reconstructed flames in virtual environments, (2) rendering of reconstructed flames in augmented reality, (3) flame stylization, and (4) reconstruction of other semitransparent phenomena. Liang Shen 0002, Dengming Zhu, Saad Nadeem, Arie E. Kaufman |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | On learning the visibility for joint importance sampling of low-order scattering
Guo Zhou, Dengming Zhu, Yongquan Zhou |
Neurocomputing | 2 |
| 2017 | A geometric control of fire motion editing
Xiaobing Feng 0003, Dengming Zhu |
Vis. Comput. | 2 |
| 2016 | Real-time online learning of Gaussian mixture model for opacity mapping
Guo Zhou, Dengming Zhu, Yongquan Zhou |
Neurocomputing | 2 |
| 2016 | Hybrid Transmittance Fitting for Rendering Transparency on the GPUabstractIn real-time rendering transparency is an important multi-fragment effect to visualize the structure of three-dimensional models. The per-pixel transmittance implicitly describes how the light is attenuated by traveling through several transparent fragments. We present a hybrid approach to fit the transmittance using the Heaviside step function and the trigonometric function. The k fragments with the largest contribution are exactly composited and the remaining ones are accurately compressed in an unified formulation. With a single geometry pass, fragments are sorted into a fixed-size array and overflowing ones are expanded by a truncated Fourier series. Then the transmittance is reconstructed on the fly to modulate the surface color in another geometry pass. Our approach favors high scene complexity but operates in bounded memory without losing noticeable high-frequency detail. We demonstrate that it is able to closely match the image quality at competitive frame rate, comparing to a realtime A-buffer implementation and other approximate transparency techniques. Guo Zhou, Dengming Zhu |
Int. J. Pattern Recognit. Artif. Intell. | 2 |
| 2016 | Pipelining image compositing in heterogeneous networking environmentsabstractAbstract Because of intensive inter‐node communications, image compositing has always been a bottleneck in parallel visualization systems. In a heterogeneous networking environment, the variation of link bandwidth and latency adds more uncertainty to the system performance. In this paper, we present a pipelining image compositing algorithm in heterogeneous networking environments, which is able to rearrange the direction of data flow of a compositing pipeline under strict ordering constraint. We introduce a novel directional image compositing operator that specifies not only the color and α channels of the output but also the direction of data flow when performing compositing. Based on this new operator, we thoroughly study the properties of image compositing pipelines in heterogeneous environments. We develop an optimization algorithm that could find the optimal pipeline from an exponentially large searching space in polynomial time. We conducted a comprehensive evaluation on the ns‐3 network simulator. Experimental results demonstrate the efficiency of our method. Copyright © 2016 John Wiley & Sons, Ltd. Dengming Zhu, Hong Qin 0001, Jianfeng Zhan, Jinzhu Gao |
Comput. Animat. Virtual Worlds | 2 |
| 2016 | Progressive light volume for interactive volumetric illuminationabstractAbstract We propose a technique named progressive light volume to support advanced volumetric illumination effects, such as single scattering and multi scattering. The light volume stores direct lighting information for sample points of the volume data. Using the light volume, we are able to compute the direct lighting for any point in the volume data with a single texture lookup. In order to keep the rendering at an interactive frame rate, we build the light volume progressively if necessary. During the light volume construction period, we use a fast ray casting algorithm to produce a rough rendering estimate from the light volume. After the light volume is built, we use a path tracer to continuously estimate the light intensity for each pixel. Our method puts no restrictions on the number, position, and type of lights. We conducted a comprehensive evaluation for various datasets. The rendering results show that our method is able to produce compelling images, and the performance results indicate that our method is practical for interactive use. Copyright © 2016 John Wiley & Sons, Ltd. Dengming Zhu, Min Shi 0005 |
Comput. Animat. Virtual Worlds | 2 |
| 2016 | Efficient level of detail for texture-based flow visualizationabstractAbstract In this paper, we present an efficient level of detail algorithm for texture‐based flow visualization. Our goal is to enhance visual perception and performance and generate smooth animation. To achieve our goal, we first model an adaptive input texture taking into account flow patterns to output view‐dependent high‐quality images. Then, we compute field lines only from sparse sampling points of the input noise texture for outputting volume line integral convolution textures and skip empty space utilizing two quantized binary histograms. To improve image quality, we implement anti‐aliasing through adjusting the line integral convolution step size and thickness of trajectory lines with an opacity function. We further extend our solution to unsteady flow. Flow structures and evolution are clearly shown through smooth animation achieved with coherent evolution of particles, handling of discontinuous flow lines, and spatio‐temporal linear constraint of the underlying noise volume. In the result section, we show high‐quality level of detail of three‐dimensional texture‐based flow visualization with high performance. We also demonstrate that our algorithm can achieve smooth evolution for unsteady flow with spatio‐temporal coherence. Copyright © 2015 John Wiley & Sons, Ltd. Daying Lu, Dengming Zhu, Jinzhu Gao |
Comput. Animat. Virtual Worlds | 2 |
| 2013 | Rigid-motion-inspired liquid character animationabstractABSTRACT We present a rigid‐motion‐inspired method for animating liquid characters in this paper. Our method allows an animator to control the motion of liquid characters with motion capture data that is widely used in rigid body animation. It animates the most visual interesting part of liquid character, that is, to preserve character's shape as well as produce enough liquid details. To this end, we build a two‐layer model to represent the character by two coaxial layers: the rigid kernel and the liquid shell. Different control paradigms are used for the two layers instead of applying homogeneous force that is common in previous approaches. By embedding the control algorithm to the Navier–Stokes equations, we compute the fluid velocity that drives the motion of the liquid character. Results show that the method is easy and intuitive to use while incurring little additional cost.Copyright © 2013 John Wiley & Sons, Ltd. Guijuan Zhang, Dianjie Lu, Dengming Zhu, Lei Lv, Hong Liu 0013, Xiangxu Meng |
Comput. Animat. Virtual Worlds | 3 |
| 2012 | Realistically rendering polluted water
Jinjin Shi, Dengming Zhu, Yingping Zhang |
Vis. Comput. | 2 |
| 2011 | Importance sampling for volumetric illumination of flames
Yingping Zhang, Dengming Zhu, Xianjie Qiu |
Comput. Graph. | 2 |
| 2011 | Skeleton-based control of fluid animation
Guijuan Zhang, Dengming Zhu, Xianjie Qiu |
Vis. Comput. | 2 |
| 2010 | Geometry-based control of fire simulation
Dengming Zhu, Xianjie Qiu |
Vis. Comput. | 2 |
| 2006 | Motion Editing with the State Feedback Dynamic Model
Dengming Zhu, Shihong Xia |
Computer Graphics International | 1 |
| 2006 | A robust method for analyzing the physical correctness of motion capture dataabstractThe physical correctness of motion capture data is important for human motion analysis and athlete training. However, until now there is little work that wholly explores this problem of analyzing the physical correctness of motion capture data. In this paper, we carefully discuss this problem and solve two major issues in it. Firstly, a new form of Newton-Euler equations encoded by quaternions and Euler angles which are very fit for analyzing the motion capture data are proposed. Secondly, a robust optimization method is proposed to correct the motion capture data to satisfy the physical constraints. We demonstrate the advantage of our method with several experiments. Shihong Xia, Dengming Zhu |
VRST | 3 |
| 2006 | From motion capture data to character animationabstractIn this paper, we propose a practical and systematical solution to the mapping problem that is from 3D marker position data recorded by optical motion capture systems to joint trajectories together with a matching skeleton based on least-squares fitting techniques. First, we preprocess the raw data and estimate the joint centers based on related efficient techniques. Second, a skeleton of fixed length which precisely matching the joint centers are generated by an articulated skeleton fitting method. Finally, we calculate and rectify joint angles with a minimum angle modification technique. We present the results for our approach as applied to several motion-capture behaviors, which demonstrates the positional accuracy and usefulness of our method. Gaojin Wen, Shihong Xia, Dengming Zhu |
VRST | 4 |
| 2006 | Least-squares fitting of multiple M-dimensional point sets
Gaojin Wen, Shihong Xia, Dengming Zhu |
Vis. Comput. | 4 |
| 2005 | Total least squares fitting of point sets in m-DabstractThe absolute orientation technique, minimizing the mean squared error between two matched point sets under similarity transformations, has numerously applied in the areas of photogrammetry, robotics, object motion analysis as well as object pose estimation following recognition. Based on it, in this paper, a total least squares fitting algorithm, which generates a fixed point set from k corresponding original point sets and minimizes the mean squared error between the fixed point sets and these k point sets, is proposed and proved. Experiments and interesting applications are also presented to show its efficiency, accuracy and robustness. Gaojin Wen, Dengming Zhu, Shihong Xia |
Computer Graphics International | 2 |