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Zhuoer Liang

dblp:389/2691 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2025
0009-0007-4435-9081ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 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.

Artificial intelligence
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 77% Computer animation and physical simulation · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › implicit neural representation
neural field
0.812024
IF-Garments: Reconstructing Your Intersection-Free Multi-Layered Garments from Monocular Videos · ACM Multimedia 2024
Computer vision › 3D vision › 3d reconstruction › surface reconstruction › neural surface reconstruction
neural implicit surface reconstruction
0.812024
IF-Garments: Reconstructing Your Intersection-Free Multi-Layered Garments from Monocular Videos · ACM Multimedia 2024
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
garment reconstruction
0.812024
IF-Garments: Reconstructing Your Intersection-Free Multi-Layered Garments from Monocular Videos · ACM Multimedia 2024
Computer animation and physical simulation › physically-based modeling
position-based dynamics
0.212024
IF-Garments: Reconstructing Your Intersection-Free Multi-Layered Garments from Monocular Videos · ACM Multimedia 2024

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

position-based simulation · 1.5neural field · 1.5image segmentation back-projection · 1.5
YearPublicationVenuePosition
2025 PIG: Physically-based Multi-Material Interaction with 3D Gaussians
abstract
3D Gaussian Splatting has achieved remarkable success in reconstructing both static and dynamic 3D scenes. However, in a scene represented by 3D Gaussian primitives, interactions between objects suffer from inaccurate 3D segmentation, imprecise deformation among different materials, and severe rendering artifacts. To address these challenges, we introduce PIG: Physically-Based Multi-Material Interaction with 3D Gaussians, a novel approach that combines 3D object segmentation with the simulation of interacting objects in high precision. Firstly, our method facilitates fast and accurate mapping from 2D pixels to 3D Gaussians, enabling precise 3D object-level segmentation. Secondly, we assign unique physical properties to correspondingly segmented objects within the scene for multi-material coupled interactions. Finally, we have successfully embedded constraint scales into deformation gradients, specifically clamping the scaling and rotation properties of the Gaussian primitives to eliminate artifacts and achieve geometric fidelity and visual consistency. Experimental results demonstrate that our method not only outperforms the state-of-the-art (SOTA) in terms of visual quality, but also opens up new directions and pipelines for the field of physically realistic scene generation.
Zeyu Xiao 0001, Zhenyi Wu, Qipeng Yan, Zhuoer Liang, Lihua Zhang 0002
ICMR6
2024 IF-Garments: Reconstructing Your Intersection-Free Multi-Layered Garments from Monocular Videos
abstract
Reconstructing garments from monocular videos has attracted considerable attention as it provides a convenient and low-cost solution for clothing digitization. In reality, people wear clothing with countless variations and multiple layers. Existing studies attempt to extract garments from a single video. They either behave poorly in generalization due to reliance on limited clothing templates or struggle to handle the intersections of multi-layered clothing leading to the lack of physical plausibility. Besides, there are inevitable and undetectable overlaps for a single video that hinder researchers from modeling complete and intersection-free multi-layered clothing. To address the above limitations, in this paper, we propose a novel method to reconstruct multi-layered clothing from multiple monocular videos sequentially, which surpasses existing work in generalization and robustness against penetration. For each video, neural fields are employed to implicitly represent the clothed body, from which the meshes with frame-consistent structures are explicitly extracted. Next, we implement a template-free method for extracting a single garment by back-projecting the image segmentation labels of different frames onto these meshes. In this way, multiple garments can be obtained from these monocular videos and then aligned to form the whole outfit. However, intersection always occurs due to overlapping deformation in the real world and perceptual errors in monocular videos. To this end, we innovatively introduce a physics-aware module that combines neural fields with a position-based simulation framework to fine-tune the penetrating vertices of garments, ensuring robustly intersection-free. Additionally, we collect a mini dataset with fashionable garments to evaluate the quality of clothing reconstruction comprehensively. We release our code and data at https://github.com/SMY19999/IF-Garments.
Qipeng Yan, Zhuoer Liang, Dongliang Kou, Dingkang Yang, Ruisheng Yuan, Mingcheng Li, Lihua Zhang 0002
ACM Multimedia3