EDBT 2026 Demo / reviewers in the wild / expert
Yongning Zhu
dblp:80/4435
· DBLP profile ↗
6ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0003-4413-9226ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 1
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
4 papers |
Computer animation and physical simulation · 58% Virtual and augmented reality · 26% Geometric modeling and processing · 8% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.4 | 2 | 2019 | Panoramic Fluid Painting · VR 2019 Animating sand as a fluid · ACM Trans. Graph. 2005 |
Virtual and augmented reality › virtual environment
immersive virtual environments |
0.4 | 1 | 2019 | Panoramic Fluid Painting · VR 2019 |
Computer animation and physical simulation › skinning
character skinning |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Computer animation and physical simulation › deformable body simulation
soft tissue deformation |
0.1 | 1 | 2011 | Efficient elasticity for character skinning with contact and collisions · ACM Trans. Graph. 2011 |
Rendering
volume rendering |
0.1 | 1 | 2019 | Panoramic Fluid Painting · VR 2019 |
Computer animation and physical simulation
deformable body simulation |
0.1 | 1 | 2010 | An efficient multigrid method for the simulation of high-resolution elastic solids · ACM Trans. Graph. 2010 |
Geometric modeling and processing
multigrid solver |
0.1 | 1 | 2010 | An efficient multigrid method for the simulation of high-resolution elastic solids · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
particle-based simulation |
0.1 | 1 | 2005 | Animating sand as a fluid · ACM Trans. Graph. 2005 |
Parallel and multicore computing › multiprocessor system
shared-memory multiprocessor |
0.0 | 1 | 2010 | An efficient multigrid method for the simulation of high-resolution elastic solids · ACM Trans. Graph. 2010 |
Geometric modeling and processing
surface reconstruction |
0.0 | 1 | 2005 | Animating sand as a fluid · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
navier-stokes simulation on viewing sphere · 0.4corotational linear elasticity · 0.2one-point quadrature · 0.1multigrid · 0.1co-rotational elasticity · 0.1SVD · 0.1multigrid methods · 0.1multigrid method · 0.1particle-grid method · 0.1continuum model · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality
Yunshui Jin, Minhua Ma, Yongning Zhu |
Multim. Tools Appl. | 3 |
| 2019 | Panoramic Fluid PaintingabstractThe dynamic motion of fluids is essential in generating aesthetically appealing effects like the oriental ink painting and fluid art. Due to the prohibitively high cost required in volumetric fluid simulations, implementing an interactive volumetric painting system in immersive virtual environments (IVEs) is challenging. We propose a framework to generate immersive fluid dynamic environments by solving the Navier-Stokes equation on the viewing sphere. With this approach, we largely reduce the complexity without losing the effective resolution. We demonstrate our method on a real-time 360-degree painting system and verify the usability of our interface prototype with examples. Shengyu Du, Ting Ge, Jingyi Pei, Jianmin Wang 0013, Changqing Yin, Yongning Zhu |
VR | 6 |
| 2018 | A CNN-Based Depth Estimation Approach with Multi-scale Sub-pixel Convolutions and a Smoothness Constraint
Shiyu Zhao 0001, Lin Zhang 0014, Ying Shen 0005, Yongning Zhu |
ACCV (2) | 4 |
| 2011 | Efficient elasticity for character skinning with contact and collisionsabstractWe present a new algorithm for near-interactive simulation of skeleton driven, high resolution elasticity models. Our methodology is used for soft tissue deformation in character animation. The algorithm is based on a novel discretization of corotational elasticity over a hexahedral lattice. Within this framework we enforce positive definiteness of the stiffness matrix to allow efficient quasistatics and dynamics. In addition, we present a multigrid method that converges with very high efficiency. Our design targets performance through parallelism using a fully vectorized and branch-free SVD algorithm as well as a stable one-point quadrature scheme. Since body collisions, self collisions and soft-constraints are necessary for real-world examples, we present a simple framework for enforcing them. The whole approach is demonstrated in an end-to-end production-level character skinning system. Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, Eftychios Sifakis |
ACM Trans. Graph. | 2 |
| 2010 | An efficient multigrid method for the simulation of high-resolution elastic solidsabstractWe present a multigrid framework for the simulation of high-resolution elastic deformable models, designed to facilitate scalability on shared memory multiprocessors. We incorporate several state-of-the-art techniques from multigrid theory, while adapting them to the specific requirements of graphics and animation applications, such as the ability to handle elaborate geometry and complex boundary conditions. Our method supports simulation of linear elasticity and corotational linear elasticity. The efficiency of our solver is practically independent of material parameters, even for near-incompressible materials. We achieve simulation rates as high as 6 frames per second for test models with 256K vertices on an 8-core SMP, and 1.6 frames per second for a 2M vertex object on a 16-core SMP. Yongning Zhu, Eftychios Sifakis, Joseph Teran, Achi Brandt |
ACM Trans. Graph. | 1 |
| 2005 | Animating sand as a fluidabstractWe present a physics-based simulation method for animating sand. To allow for efficiently scaling up to large volumes of sand, we abstract away the individual grains and think of the sand as a continuum. In particular we show that an existing water simulator can be turned into a sand simulator with only a few small additions to account for inter-grain and boundary friction.We also propose an alternative method for simulating fluids. Our core representation is a cloud of particles, which allows for accurate and flexible surface tracking and advection, but we use an auxiliary grid to efficiently enforce boundary conditions and incompressibility. We further address the issue of reconstructing a surface from particle data to render each frame. Yongning Zhu, Rook Bridson |
ACM Trans. Graph. | 1 |