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Shing Ming Wong

dblp:331/1436 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Virtual and augmented reality · 77% Visual content generation and editing · 23%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
VR content creation
0.612022
GetWild: A VR Editing System with AI-Generated 3D Object and Terrain · ACM Multimedia 2022

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

sketch-to-terrain · 0.6image-to-3d · 0.6artificial intelligence models · 0.6
YearPublicationVenuePosition
2025 Learning Distributed End-to-End Hunting Locomotion for Multiple Quadruped Robots
abstract
Quadruped robots have demonstrated remarkable versatility in various applications, from search and rescue to exploration. Recent advancements have shifted focus from individual robots to swarms, recognizing the potential of collaborative behaviors to achieve complex tasks beyond the capabilities of a single robot. Inspired by the cooperative hunting behaviors observed in nature, this paper presents a reinforcement learning framework for a swarm of quadruped robots to learn decentralized end-to-end hunting locomotion. In particular, we integrate stable and dynamic locomotion with hunting objectives and utilize a guidance vector as privileged information for efficient training. The framework concerns the control dynamics of quadruped robots, ensuring both low-level stability and high-level hunting coordination in muti-robot environments. The trained policy is deployed onto a real robot system, and the experimental results demonstrate coordinative behavior in various scenarios. The implementation code is released to benefit the community.
Chung Yui Yeung, Shing Ming Wong, Wai Nam Tung, Shaohang Xu, Chin Pang Ho
IROS2
2022 GetWild: A VR Editing System with AI-Generated 3D Object and Terrain
abstract
3D environment artists typically use 2D screens and 3D modeling software to achieve their creation. However, creating 3D content using 2D tools is counterintuitive. Moreover, the process would be inefficient for junior artists in the absence of a reference. We develop a system called GetWild, which employs artificial intelligence (AI) models to generate the prototype of 3D objects/terrain and allows users to further edit the generated content in the virtual space. With the aid of AI, the user can capture an image to obtain a rough 3D object model, or start with drawing simple sketches representing the river, the mountain peak and the mountain ridge to create a 3D terrain prototype. Further, the virtual reality (VR) technique is used to provide an immersive design environment and intuitive interaction (such as painting, sculpturing, coloring, and transformation) for users to edit the generated prototypes. Compared with the existing 3D modeling software and systems, the proposed VR editing system with AI-generated 3D objects/terrain provides a more efficient way for the user to create virtual artwork.
Shing Ming Wong, Chien-Wen Chen, Tse-Yu Pan, Hung-Kuo Chu, Min-Chun Hu 0001
ACM Multimedia1