Yuqing Zhang 0005

dblp:83/6530-5 · DBLP profile ↗
← Back
9ranked-venue papers
2as first author
9since 2021 · last 2026
0000-0001-8512-0551ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 9 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Lightmap Compression with Color-Coherent UV Clustering and Cascade Texture Optimization
abstract
Abstract To address the storage overhead of lightmaps and the limitations of existing compression techniques, we propose a novel UV‐space compression framework based on per‐triangle processing. By mapping triangles to a standardized domain, we cluster and repack color‐coherent regions into a compact atlas, generating a cascade texture refined via differentiable rendering. Experimental results show an average storage reduction of 83% with approximately 10 dB higher PSNR than existing methods. Our approach is the first dedicated lightmap compression framework compatible with standard block‐based formats, offering an effective solution for memory‐efficient 3D asset delivery.
Dehan Chen, Hongyu Huang 0001, Yuzhe Luo, Hao Xu 0049, Yuqing Zhang 0005, Sipeng Yang, Xifeng Gao, Heng Cai, Xiaogang Jin 0001
Comput. Graph. Forum5
2025 LegoACE: Autoregressive Construction Engine for Expressive LEGO® Assemblies
abstract
Automated LEGO® design is challenging due to the extensive variety of LEGO® brick types and the necessity of constructing semantically meaningful models from individually meaningless components. Current automatic LEGO® generation methods face two key challenges: i) They typically rely on explicit modeling of brick connectivity to ensure structural validity. However, this requires extensive manual annotation, which is labor-intensive as the variety of LEGO® primitives increases. This limits training data diversity, restricting the variety of LEGO® bricks that can be effectively utilized. ii) To facilitate learning within neural networks, current methods often employ either volume or text-based descriptions to represent LEGO® models. However, volumetric representations are computationally expensive and hamper large-scale generative training, while text-based approaches rely on large language models and dedicated text-to-brick mapping rules, introducing a semantic gap between language tokens and 3D brick structures.
Hao Xu 0049, Yuqing Zhang 0005, Xinyang Zheng, Xiangjun Tang, Yunhan Yang, Ding Liang, Yingtian Liu, Yan-Pei Cao 0001, Xiaogang Jin 0001
SIGGRAPH Asia2
2025 AlignTex: Pixel-Precise Texture Generation from Multi-view Artwork
abstract
Current 3D asset creation pipelines typically consist of three stages: creating multi-view concept art, producing 3D meshes based on the artwork, and painting textures for the meshes—an often labor-intensive process. Automated texture generation offers significant acceleration, but prior methods, which fine-tune 2D diffusion models with multi-view input images, often fail to preserve pixel-level details. These methods primarily emphasize semantic and subject consistency, which do not meet the requirements of artwork-guided texture workflows. To address this, we present AlignTex , a novel framework for generating high-quality textures from 3D meshes and multi-view artwork, ensuring both appearance detail and geometric consistency. AlignTex operates in two stages: aligned image generation and texture refinement. The core of our approach, AlignNet , resolves complex misalignments by extracting information from both the artwork and the mesh, generating images compatible with orthographic projection while maintaining geometric and visual fidelity. After projecting aligned images into the texture space, further refinement addresses seams and self-occlusion using an inpainting model and a geometry-aware texture dilation method. Experimental results demonstrate that AlignTex outperforms baseline methods in generation quality and efficiency, offering a practical solution to enhance 3D asset creation in gaming and film production.
Yuqing Zhang 0005, Hao Xu 0049, Sirui Lin, Xiang Li 0130, Xifeng Gao, Xiaogang Jin 0001
ACM Trans. Graph.1
2024 Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction
abstract
Implicit neural representation has paved the way for new approaches to dynamic scene reconstruction. Nonetheless, cutting-edge dynamic neural rendering methods rely heavily on these implicit representations, which frequently struggle to capture the intricate details of objects in the scene. Furthermore, implicit methods have difficulty achieving real-time rendering in general dynamic scenes, limiting their use in a variety of tasks. To address the issues, we propose a deformable 3D Gaussians splatting method that reconstructs scenes using 3D Gaussians and learns them in canonical space with a deformation field to model monocular dynamic scenes. We also introduce an annealing smoothing training mechanism with no extra overhead, which can mitigate the impact of inaccurate poses on the smoothness of time interpolation tasks in real-world scenes. Through a differential Gaussian rasterizer, the deformable 3D Gaussians not only achieve higher rendering quality but also real-time rendering speed. Experiments show that our method outperforms existing methods significantly in terms of both rendering quality and speed, making it well-suited for tasks such as novel-view synthesis, time interpolation, and real-time rendering. Our code is available at https://github.com/ingra14m/Deformable-3D-Gaussians.
Ziyi Yang 0008, Shaohui Jiao, Yuqing Zhang 0005, Xiaogang Jin 0001
CVPR5
2024 Real-time collision detection between general SDFs
Yuqing Zhang 0005, He Wang 0002, Milo K. Yip, Elvis S. Liu, Xiaogang Jin 0001
Comput. Aided Geom. Des.2
2024 StyleTex: Style Image-Guided Texture Generation for 3D Models
abstract
Style-guided texture generation aims to generate a texture that is harmonious with both the style of the reference image and the geometry of the input mesh, given a reference style image and a 3D mesh with its text description. Although diffusion-based 3D texture generation methods, such as distillation sampling, have numerous promising applications in stylized games and films, it requires addressing two challenges: 1) decouple style and content completely from the reference image for 3D models, and 2) align the generated texture with the color tone, style of the reference image, and the given text prompt. To this end, we introduce StyleTex, an innovative diffusion-model-based framework for creating stylized textures for 3D models. Our key insight is to decouple style information from the reference image while disregarding content in diffusion-based distillation sampling. Specifically, given a reference image, we first decompose its style feature from the image CLIP embedding by subtracting the embedding's orthogonal projection in the direction of the content feature, which is represented by a text CLIP embedding. Our novel approach to disentangling the reference image's style and content information allows us to generate distinct style and content features. We then inject the style feature into the cross-attention mechanism to incorporate it into the generation process, while utilizing the content feature as a negative prompt to further dissociate content information. Finally, we incorporate these strategies into StyleTex to obtain stylized textures. We utilize Interval Score Matching to address over-smoothness and over-saturation, in combination with a geometry-aware ControlNet that ensures consistent geometry throughout the generative process. The resulting textures generated by StyleTex retain the style of the reference image, while also aligning with the text prompts and intrinsic details of the given 3D mesh. Quantitative and qualitative experiments show that our method outperforms existing baseline methods by a significant margin.
Zhiyu Xie 0004, Yuqing Zhang 0005, Xiangjun Tang, Dehan Chen, Gongsheng Li, Xiaogang Jin 0001
ACM Trans. Graph.2
2024 DreamMat: High-quality PBR Material Generation with Geometry- and Light-aware Diffusion Models
abstract
Recent advancements in 2D diffusion models allow appearance generation on untextured raw meshes. These methods create RGB textures by distilling a 2D diffusion model, which often contains unwanted baked-in shading effects and results in unrealistic rendering effects in the downstream applications. Generating Physically Based Rendering (PBR) materials instead of just RGB textures would be a promising solution. However, directly distilling the PBR material parameters from 2D diffusion models still suffers from incorrect material decomposition, such as baked-in shading effects in albedo. We introduce DreamMat , an innovative approach to resolve the aforementioned problem, to generate high-quality PBR materials from text descriptions. We find out that the main reason for the incorrect material distillation is that large-scale 2D diffusion models are only trained to generate final shading colors, resulting in insufficient constraints on material decomposition during distillation. To tackle this problem, we first finetune a new light-aware 2D diffusion model to condition on a given lighting environment and generate the shading results on this specific lighting condition. Then, by applying the same environment lights in the material distillation, DreamMat can generate high-quality PBR materials that are not only consistent with the given geometry but also free from any baked-in shading effects in albedo. Extensive experiments demonstrate that the materials produced through our methods exhibit greater visual appeal to users and achieve significantly superior rendering quality compared to baseline methods, which are preferable for downstream tasks such as game and film production.
Yuqing Zhang 0005, Yuan Liu 0025, Zhiyu Xie 0004, Lei Yang 0048, Zhongyuan Liu, Mengzhou Yang, Qilong Kou, Cheng Lin 0001, Wenping Wang 0001, Xiaogang Jin 0001
ACM Trans. Graph.1
2023 Model-based Crowd Behaviours in Human-solution Space
abstract
Abstract Realistic crowd simulation has been pursued for decades, but it still necessitates tedious human labour and a lot of trial and error. The majority of currently used crowd modelling is either empirical (model‐based) or data‐driven (model‐free). Model‐based methods cannot fit observed data precisely, whereas model‐free methods are limited by the availability/quality of data and are uninterpretable. In this paper, we aim at taking advantage of both model‐based and data‐driven approaches. In order to accomplish this, we propose a new simulation framework built on a physics‐based model that is designed to be data‐friendly. Both the general prior knowledge about crowds encoded by the physics‐based model and the specific real‐world crowd data at hand jointly influence the system dynamics. With a multi‐granularity physics‐based model, the framework combines microscopic and macroscopic motion control. Each simulation step is formulated as an energy optimization problem, where the minimizer is the desired crowd behaviour. In contrast to traditional optimization‐based methods which seek the theoretical minimizer, we designed an acceleration‐aware data‐driven scheme to compute the minimizer from real‐world data in order to achieve higher realism by parameterizing both velocity and acceleration. Experiments demonstrate that our method can produce crowd animations that are more realistically behaved in a variety of scales and scenarios when compared to the earlier methods.
He Wang 0002, Yuqing Zhang 0005, Milo K. Yip, Xiaogang Jin 0001
Comput. Graph. Forum3
2021 Automatic pose and wrinkle transfer for aesthetic garment display
Luyuan Wang, Qinjie Xiao, Xinran Yao, Yuqing Zhang 0005, Xiaogang Jin 0001
Comput. Aided Geom. Des.6