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Ziheng Liang

dblp:245/4873 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 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
2 papers
Computer animation and physical simulation · 83% Rendering · 17%
Artificial intelligence
1 paper
3D vision · 50% Segmentation and scene understanding · 50%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › motion estimation
optical flow
0.412019
Creative Flow+ Dataset · CVPR 2019
Computer vision › Segmentation and scene understanding
semantic segmentation
0.412019
Creative Flow+ Dataset · CVPR 2019
Computer animation and physical simulation
character animation
0.412019
Creating impactful characters: correcting human impact accelerations using high rate IMUs in dynamic activities · ACM Trans. Graph. 2019
Computer animation and physical simulation
motion capture
0.412019
Creating impactful characters: correcting human impact accelerations using high rate IMUs in dynamic activities · ACM Trans. Graph. 2019
Computer animation and physical simulation › deformable body simulation
soft tissue dynamics
0.412019
Creating impactful characters: correcting human impact accelerations using high rate IMUs in dynamic activities · ACM Trans. Graph. 2019
Rendering
non-photorealistic rendering
0.112019
Creative Flow+ Dataset · CVPR 2019
Rendering › non-photorealistic rendering
stylized rendering
0.112019
Creative Flow+ Dataset · CVPR 2019

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

optical flow estimation · 0.8motion capture · 0.4inertial measurement unit · 0.4
YearPublicationVenuePosition
2019 Creative Flow+ Dataset
abstract
We present the Creative Flow+ Dataset, the first diverse multi-style artistic video dataset richly labeled with per-pixel optical flow, occlusions, correspondences, segmentation labels, normals, and depth. Our dataset includes 3000 animated sequences rendered using styles randomly selected from 40 textured line styles and 38 shading styles, spanning the range between flat cartoon fill and wildly sketchy shading. Our dataset includes 124K+ train set frames and 10K test set frames rendered at 1500x1500 resolution, far surpassing the largest available optical flow datasets in size. While modern techniques for tasks such as optical flow estimation achieve impressive performance on realistic images and video, today there is no way to gauge their performance on non-photorealistic images. Creative Flow+ poses a new challenge to generalize real-world Computer Vision to messy stylized content. We show that learning-based optical flow methods fail to generalize to this data and struggle to compete with classical approaches, and invite new research in this area. Our dataset and a new optical flow benchmark will be publicly available at: www.cs.toronto.edu/creativeflow/. We further release the complete dataset creation pipeline, allowing the community to generate and stylize their own data on demand.
Maria Shugrina, Ziheng Liang, Amlan Kar, Jiaman Li, Angad Singh, Karan Singh 0004, Sanja Fidler
CVPR2
2019 Creating impactful characters: correcting human impact accelerations using high rate IMUs in dynamic activities
abstract
Human motion capture using video-based or sensor-based methods gives animators the capability to directly translate complex human motions to create lifelike character animations. Advances in motion capture algorithms have improved their accuracy for estimating human generalized motion coordinates (joint angles and body positions). However, the traditional motion capture pipeline is not well suited to measure short duration, high acceleration impacts, such as running and jumping footstrikes. While high acceleration impacts have minimal influence on generalized coordinates, they play a big role in exciting soft tissue dynamics. Here we present a method for correcting motion capture trajectories using a sparse set of inertial measurement units (IMUs) collecting at high sampling rates to produce more accurate impact accelerations without sacrificing accuracy of the generalized coordinates representing gross motions. We demonstrate the efficacy of our method by correcting human motion captured experimentally using commercial motion capture systems with high rate IMUs sampling at 400Hz during basketball jump shots and running. With our method, we automatically corrected 185 jumping impacts and 1266 running impacts from 5 subjects. Post correction, we found an average increase of 84.6% and 91.1% in pelvis vertical acceleration and ankle dorsiflexion velocity respectively for basketball jump shots, and an average increase of 110% and 237% in pelvis vertical acceleration and ankle plantarflexion velocity respectively for running. In both activities, pelvis vertical position and ankle angle had small corrections on average below 2.0cm and 0.20rad respectively. Finally, when driving a human rig with soft tissue dynamics using corrected motions, we found a 143.4% and 11.2% increase in soft tissue oscillation amplitudes in basketball jump shots and running respectively. Our methodology can be generalized to correct impact accelerations for other body segments, and provide new tools to create realistic soft tissue animations during dynamic activities for more lifelike characters and better motion reconstruction for biomechanical analyses.
Calvin Kuo, Ziheng Liang, Jean-Sébastien Blouin, Dinesh K. Pai
ACM Trans. Graph.2