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Mianlun Zheng

dblp:188/9807 · DBLP profile ↗
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9ranked-venue papers
4as first author
3since 2021 · last 2024
0000-0002-6445-9465ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 3 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
3 papers
Computer animation and physical simulation · 71% Geometric modeling and processing · 25% Rendering · 4%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 91% Health and well-being technologies · 9%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
1.322024
Multi-Resolution Real-Time Deep Pose-Space Deformation · ACM Trans. Graph. 2024
A Deep Emulator for Secondary Motion of 3D Characters · CVPR 2021
Geometric modeling and processing
mesh deformation
0.812024
Multi-Resolution Real-Time Deep Pose-Space Deformation · ACM Trans. Graph. 2024
Computer animation and physical simulation › skinning
pose space deformation
0.812024
Multi-Resolution Real-Time Deep Pose-Space Deformation · ACM Trans. Graph. 2024
Computer animation and physical simulation
skeleton-driven deformation
0.812024
Multi-Resolution Real-Time Deep Pose-Space Deformation · ACM Trans. Graph. 2024
Computer animation and physical simulation › biomechanical simulation
musculoskeletal simulation
0.612022
Simulation of Hand Anatomy Using Medical Imaging · ACM Trans. Graph. 2022
Geometric modeling and processing › shape modeling › volumetric modeling
volumetric shape modeling
0.612022
Simulation of Hand Anatomy Using Medical Imaging · ACM Trans. Graph. 2022
Computer animation and physical simulation › character animation
secondary motion
0.512021
A Deep Emulator for Secondary Motion of 3D Characters · CVPR 2021
Haptics and multimodal interaction
haptic interface
0.312018
Magnetic Levitation Haptic Augmentation for Virtual Tissue Stiffness Perception · IEEE Trans. Vis. Comput. Graph. 2018
Haptics and multimodal interaction › haptic interface
magnetic levitation haptic device
0.312018
Magnetic Levitation Haptic Augmentation for Virtual Tissue Stiffness Perception · IEEE Trans. Vis. Comput. Graph. 2018
Haptics and multimodal interaction › haptic perception
stiffness perception
0.312018
Magnetic Levitation Haptic Augmentation for Virtual Tissue Stiffness Perception · IEEE Trans. Vis. Comput. Graph. 2018
Rendering
real-time rendering
0.212024
Multi-Resolution Real-Time Deep Pose-Space Deformation · ACM Trans. Graph. 2024
Health and well-being technologies › medical simulation
surgical simulation
0.112018
Magnetic Levitation Haptic Augmentation for Virtual Tissue Stiffness Perception · IEEE Trans. Vis. Comput. Graph. 2018

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

neural network · 1.8pose-space deformation · 1.1plastic strain · 1.1nonlinear elastoplastic simulation · 1.1finite element method · 1.1skinning · 1.0ordinary differential equation emulation · 1.0partition of unity · 0.8multiresolution analysis · 0.8linear blend skinning · 0.8self-adaptive fuzzy PID · 0.3probability clouds · 0.3
YearPublicationVenuePosition
2024 Multi-Resolution Real-Time Deep Pose-Space Deformation
abstract
We present a hard-real-time multi-resolution mesh shape deformation technique for skeleton-driven soft-body characters. Producing mesh deformations at multiple levels of detail is very important in many applications in computer graphics. Our work targets applications where the multi-resolution shapes must be generated at fast speeds ("hard-real-time", e.g., a few milliseconds at most and preferably under 1 millisecond), as commonly needed in computer games, virtual reality and Metaverse applications. We assume that the character mesh is driven by a skeleton, and that high-quality character shapes are available in a set of training poses originating from a high-quality (slow) rig such as volumetric FEM simulation. Our method combines multi-resolution analysis, mesh partition of unity, and neural networks, to learn the pre-skinning shape deformations in an arbitrary character pose. Combined with linear blend skinning, this makes it possible to reconstruct the training shapes, as well as interpolate and extrapolate them. Crucially, we simultaneously achieve this at hard real-time rates and at multiple mesh resolution levels. Our technique makes it possible to trade deformation quality for memory and computation speed, to accommodate the strict requirements of modern real-time systems. Furthermore, we propose memory layout and code improvements to boost computation speeds. Previous methods for realtime approximations of quality shape deformations did not focus on hard real-time, or did not investigate the multi-resolution aspect of the problem. Compared to a "naive" approach of separately processing each hierarchical level of detail, our method offers a substantial memory reduction as well as computational speedups. It also makes it possible to construct the shape progressively level by level and interrupt the computation at any time, enabling graceful degradation of the deformation detail. We demonstrate our technique on several examples, including a stylized human character, human hands, and an inverse-kinematics-driven quadruped animal.
Mianlun Zheng, Jernej Barbic
ACM Trans. Graph.1
2022 Simulation of Hand Anatomy Using Medical Imaging
abstract
Precision modeling of the hand internal musculoskeletal anatomy has been largely limited to individual poses, and has not been connected into continuous volumetric motion of the hand anatomy actuating across the hand's entire range of motion. This is for a good reason, as hand anatomy and its motion are extremely complex and cannot be predicted merely from the anatomy in a single pose. We give a method to simulate the volumetric shape of hand's musculoskeletal organs to any pose in the hand's range of motion, producing external hand shapes and internal organ shapes that match ground truth optical scans and medical images (MRI) in multiple scanned poses. We achieve this by combining MRI images in multiple hand poses with FEM multibody nonlinear elastoplastic simulation. Our system models bones, muscles, tendons, joint ligaments and fat as separate volumetric organs that mechanically interact through contact and attachments, and whose shape matches medical images (MRI) in the MRI-scanned hand poses. The match to MRI is achieved by incorporating pose-space deformation and plastic strains into the simulation. We show how to do this in a non-intrusive manner that still retains all the simulation benefits, namely the ability to prescribe realistic material properties, generalize to arbitrary poses, preserve volume and obey contacts and attachments. We use our method to produce volumetric renders of the internal anatomy of the human hand in motion, and to compute and render highly realistic hand surface shapes. We evaluate our method by comparing it to optical scans, and demonstrate that we qualitatively and quantitatively substantially decrease the error compared to previous work. We test our method on five complex hand sequences, generated either using keyframe animation or performance animation using modern hand tracking techniques.
Mianlun Zheng, Jingtao Huang, Jernej Barbic
ACM Trans. Graph.1
2021 A Deep Emulator for Secondary Motion of 3D Characters
abstract
Fast and light-weight methods for animating 3D characters are desirable in various applications such as computer games. We present a learning-based approach to enhance skinning-based animations of 3D characters with vivid secondary motion effects. We design a neural network that encodes each local patch of a character simulation mesh where the edges implicitly encode the internal forces between the neighboring vertices. The network emulates the ordinary differential equations of the character dynamics, predicting new vertex positions from the current accelerations, velocities and positions. Being a local method, our network is independent of the mesh topology and generalizes to arbitrarily shaped 3D character meshes at test time. We further represent per-vertex constraints and material properties such as stiffness, enabling us to easily adjust the dynamics in different parts of the mesh. We evaluate our method on various character meshes and complex motion sequences. Our method can be over 30 times more efficient than ground-truth physically based simulation, and outperforms alternative solutions that provide fast approximations.
Mianlun Zheng, Yi Zhou 0023, Duygu Ceylan, Jernej Barbic
CVPR1
2020 Adjustable Constrained Soft-Tissue Dynamics
abstract
Abstract Physically based simulation is often combined with geometric mesh animation to add realistic soft‐body dynamics to virtual characters. This is commonly done using constraint‐based simulation whereby a soft‐tissue simulation is constrained to geometric animation of a subpart (or otherwise proxy representation) of the character. We observe that standard constraint‐based simulation suffers from an important flaw that limits the expressiveness of soft‐body dynamics. Namely, under correct physics, the frequency and amplitude of soft‐tissue dynamics arising from constraints (“inertial amplitude”) are coupled, and cannot be adjusted independently merely by adjusting the material properties of the model. This means that the space of physically based simulations is inherently limited and cannot capture all effects typically expected by computer animators. For example, animators need the ability to adjust the frequency, inertial amplitude, gravity sag and damping properties of the virtual character, independently from each other, as these are the primary visual characteristics of the soft‐tissue dynamics. We demonstrate that independence can be achieved by transforming the equations of motion into a non‐inertial reference coordinate frame, then scaling the resulting inertial forces, and then converting the equations of motion back to the inertial frame. Such scaling of inertia makes it possible for the animator to set the character's inertial amplitude independently from frequency. We also provide exact controls for the amount of character's gravity sag, and the damping properties. In our examples, we use linear blend skinning and pose‐space deformation for geometric mesh animation, and the Finite Element Method for soft‐body constrained simulation; but our idea of scaling inertial forces is general and applicable to other animation and simulation methods. We demonstrate our technique on several character examples.
Mianlun Zheng, Jernej Barbic
Comput. Graph. Forum2
2018 A novel framework for background subtraction and foreground detection
Guian Zhang, Qianqian Tong 0001, Mianlun Zheng, Jianhui Zhao 0001
Pattern Recognit.4
2018 Magnetic Levitation Haptic Augmentation for Virtual Tissue Stiffness Perception
abstract
Haptic-based tissue stiffness perception is essential for palpation training system, which can provide the surgeon haptic cues for improving the diagnostic abilities. However, current haptic devices, such as Geomagic Touch, fail to provide immersive and natural haptic interaction in virtual surgery due to the inherent mechanical friction, inertia, limited workspace and flawed haptic feedback. To tackle this issue, we design a novel magnetic levitation haptic device based on electromagnetic principles to augment the tissue stiffness perception in virtual environment. Users can naturally interact with the virtual tissue by tracking the motion of magnetic stylus using stereoscopic vision so that they can accurately sense the stiffness by the magnetic stylus, which moves in the magnetic field generated by our device. We propose the idea that the effective magnetic field (EMF) is closely related to the coil attitude for the first time. To fully harness the magnetic field and flexibly generate the specific magnetic field for obtaining required haptic perception, we adopt probability clouds to describe the requirement of interactive applications and put forward an algorithm to calculate the best coil attitude. Moreover, we design a control interface circuit and present a self-adaptive fuzzy proportion integration differentiation (PID) algorithm to precisely control the coil current. We evaluate our haptic device via a series of quantitative experiments which show the high consistency of the experimental and simulated magnetic flux density, the high accuracy (0.28 mm) of real-time 3D positioning and tracking of the magnetic stylus, the low power consumption of the adjustable coil configuration, and the tissue stiffness perception accuracy improvement by 2.38 percent with the self-adaptive fuzzy PID algorithm. We conduct a user study with 22 participants, and the results suggest most of the users can clearly and immersively perceive different tissue stiffness and easily detect the tissue abnormality. Experimental results demonstrate that our magnetic levitation haptic device can provide accurate tissue stiffness perception augmentation with natural and immersive haptic interaction.
Qianqian Tong 0001, Xiangyun Liao, Mianlun Zheng, Tianchen Yuan, Jianhui Zhao 0001
IEEE Trans. Vis. Comput. Graph.4
2018 A novel unconditionally stable explicit integration method for finite element method
Mianlun Zheng, Qianqian Tong 0001, Guian Zhang, Weixu Zhu
Vis. Comput.1
2017 A joint multi-scale convolutional network for fully automatic segmentation of the left ventricle
abstract
Left ventricle (LV) segmentation is crucial for quantitative analysis of the cardiac contractile function. In this paper, we propose a joint multi-scale convolutional neural network to fully automatically segment the LV. Our method adopts two kinds of multi-scale features of cardiac magnetic resonance (CMR) images, including multi-scale features directly extracted from CMR images with different scales and multi-scale features constructed by intermediate layers of standard CNN architecture. We take advantage of these two strategies and fuse their prediction results to produce more accurate segmentation results. Qualitative results demonstrate the effectiveness and robustness of our method, and quantitative evaluation indicates our method achieves LV segmentation with higher accuracy than state-of-the-art approaches.
Qianqian Tong 0001, Xiangyun Liao, Mianlun Zheng, Weixu Zhu, Guian Zhang, Munan Ning
ICIP4
2016 A novel magnetic levitation haptic device for augmentation of tissue stiffness perception
abstract
In medical training especially in palpation surgery, it is important for surgeons to perceive tissue stiffness. We design a novel magnetic levitation haptic device based on electromagnetic principles to enhance the perception of tissue stiffness in a virtual environment. The user can directly sense virtual tissues by moving a magnetic stylus in the magnetic field generated by the coil array of our device. To fully use the effective magnetic field, we devise an adjustable coil array and provide a reasonable explanation for such design. Moreover, we design a control interface circuit and present a self-adaptive fuzzy proportion integration differentiation (PID) algorithm to precisely control the coil current. The quantitative experiment shows that the experimental and simulation data of our device are consistent and the proposed control algorithm contributes to increasing the accuracy of tissue stiffness perception. In qualitative experiment, we recruit 22 participants to distinguish tissues of different stiffness and detect tissue abnormality. The experimental results demonstrate that our magnetic levitation haptic device can provide accurate perception of tissue stiffness.
Qianqian Tong 0001, Mianlun Zheng, Weixu Zhu, Guian Zhang, Xiangyun Liao
VRST3