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Ping Hu 0003

dblp:53/5490-3 · DBLP profile ↗
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5ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-5503-8186ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 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.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 35% Visualization and visual analytics · 33% Computer animation and physical simulation · 14%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 77% Immersive interaction · 23%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Learning and educational technologies
attention prediction
0.912025
What Draws Your Attention First? An Attention Prediction Model Based on Spatial Features in Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2025
Virtual and augmented reality
immersive display
0.812024
Submerse: Visualizing Storm Surge Flooding Simulations in Immersive Display Ecologies · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics
scientific visualization
0.812024
Submerse: Visualizing Storm Surge Flooding Simulations in Immersive Display Ecologies · IEEE Trans. Vis. Comput. Graph. 2024
Machine learning › Reinforcement learning
deep reinforcement learning
0.712023
GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement Learning · ICCV 2023
Computer animation and physical simulation › virtual cinematography
camera trajectory generation
0.712023
GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement Learning · ICCV 2023
Geometric modeling and processing › shape representation › topological shape representation
skeletal representation
0.712023
Geometry-Aware Planar Embedding of Treelike Structures · IEEE Trans. Vis. Comput. Graph. 2023
Visualization and visual analytics › spatial visualization
spatial data visualization
0.712023
Geometry-Aware Planar Embedding of Treelike Structures · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality › cybersickness
cybersickness mitigation
0.412019
Reducing simulator sickness with perceptual camera control · ACM Trans. Graph. 2019
Rendering
level of detail
0.212024
Submerse: Visualizing Storm Surge Flooding Simulations in Immersive Display Ecologies · IEEE Trans. Vis. Comput. Graph. 2024
Visualization and visual analytics
volume visualization
0.212023
Geometry-Aware Planar Embedding of Treelike Structures · IEEE Trans. Vis. Comput. Graph. 2023
Virtual and augmented reality › virtual reality
VR content creation
0.212023
GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement Learning · ICCV 2023

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

reward regularization · 1.3neural aesthetics estimator · 1.3deep reinforcement learning · 1.3probability model · 0.9machine learning · 0.9gaze dataset collection · 0.9wave synthesis · 0.8surface mesh reconstruction · 0.8quadtree · 0.8energy minimization · 0.7camera view generation · 0.7user experiment · 0.4computational discomfort model · 0.4
YearPublicationVenuePosition
2025 What Draws Your Attention First? An Attention Prediction Model Based on Spatial Features in Virtual Reality
abstract
Understanding visual attention is key to designing efficient human-computer interaction, especially for virtual reality (VR) and augmented reality (AR) applications. However, the relationship between 3D spatial attributes of visual stimuli and visual attention is still underexplored. Thus, we design an experiment to collect a gaze dataset in VR, and use it to quantitatively model the probability of first attention between two stimuli. First, we construct the dataset by presenting subjects with a synthetic VR scene containing varying spatial configurations of two spheres. Second, we formulate their selective attention based on a probability model that takes as input two view-specific stimuli attributes: their eccentricities in the field of view and their sizes as visual angles. Third, we train two models using our gaze dataset to predict the probability distribution of a user's preferences of visual stimuli within the scene. We evaluate our method by comparing model performance across two challenging synthetic scenes in VR. Our application case study demonstrates that VR designers can utilize our models for attention prediction in two-foreground-object scenarios, which are common when designing 3D content for storytelling or scene guidance. We make the dataset and the source code to visualize it available alongside this work.
Matthew S. Castellana, Ping Hu 0003, Doris Gutiérrez-Rosales, Arie E. Kaufman
IEEE Trans. Vis. Comput. Graph.2
2024 Submerse: Visualizing Storm Surge Flooding Simulations in Immersive Display Ecologies
abstract
We present Submerse, an end-to-end framework for visualizing flooding scenarios on large and immersive display ecologies. Specifically, we reconstruct a surface mesh from input flood simulation data and generate a to-scale 3D virtual scene by incorporating geographical data such as terrain, textures, buildings, and additional scene objects. To optimize computation and memory performance for large simulation datasets, we discretize the data on an adaptive grid using dynamic quadtrees and support level-of-detail based rendering. Moreover, to provide a perception of flooding direction for a time instance, we animate the surface mesh by synthesizing water waves. As interaction is key for effective decision-making and analysis, we introduce two novel techniques for flood visualization in immersive systems: (1) an automatic scene-navigation method using optimal camera viewpoints generated for marked points-of-interest based on the display layout, and (2) an AR-based focus+context technique using an aux display system. Submerse is developed in collaboration between computer scientists and atmospheric scientists. We evaluate the effectiveness of our system and application by conducting workshops with emergency managers, domain experts, and concerned stakeholders in the Stony Brook Reality Deck, an immersive gigapixel facility, to visualize a superstorm flooding scenario in New York City.
Saeed Boorboor, Yoonsang Kim, Ping Hu 0003, Josef M. Moses, Brian A. Colle, Arie E. Kaufman
IEEE Trans. Vis. Comput. Graph.3
2023 GAIT: Generating Aesthetic Indoor Tours with Deep Reinforcement Learning
abstract
Placing and orienting a camera to compose aesthetically meaningful shots of a scene is not only a key objective in real-world photography and cinematography but also for virtual content creation. The framing of a camera often significantly contributes to the story telling in movies, games, and mixed reality applications. Generating single camera poses or even contiguous trajectories either requires a significant amount of manual labor or requires solving high-dimensional optimization problems, which can be computationally demanding and error-prone. In this paper, we introduce GAIT, a framework for training a Deep Reinforcement Learning (DRL) agent, that learns to automatically control a camera to generate a sequence of aesthetically meaningful views for synthetic 3D indoor scenes. To generate sequences of frames with high aesthetic value, GAIT relies on a neural aesthetics estimator, which is trained on a crowed-sourced dataset. Additionally, we introduce regularization techniques for diversity and smoothness to generate visually interesting trajectories for a 3D environment, and to constrain agent acceleration in the reward function to generate a smooth sequence of camera frames. We validated our method by comparing it to baseline algorithms, based on a perceptual user study, and through ablation studies. Code and visual results are available on the project website: https://desaixie.github.io/gait-rl
Desai Xie, Ping Hu 0003, Xin Sun 0014, Sören Pirk, Jianming Zhang 0001, Radomír Mech, Arie E. Kaufman
ICCV2
2023 Geometry-Aware Planar Embedding of Treelike Structures
abstract
The growing complexity of spatial and structural information in 3D data makes data inspection and visualization a challenging task. We describe a method to create a planar embedding of 3D treelike structures using their skeleton representations. Our method maintains the original geometry, without overlaps, to the best extent possible, allowing exploration of the topology within a single view. We present a novel camera view generation method which maximizes the visible geometric attributes (segment shape and relative placement between segments). Camera views are created for individual segments and are used to determine local bending angles at each node by projecting them to 2D. The final embedding is generated by minimizing an energy function (the weights of which are user adjustable) based on branch length and the 2D angles, while avoiding intersections. The user can also interactively modify segment placement within the 2D embedding, and the overall embedding will update accordingly. A global to local interactive exploration is provided using hierarchical camera views that are created for subtrees within the structure. We evaluate our method both qualitatively and quantitatively and demonstrate our results by constructing planar visualizations of line data (traced neurons) and volume data (CT vascular and bronchial data).
Ping Hu 0003, Saeed Boorboor, Joseph Marino, Arie E. Kaufman
IEEE Trans. Vis. Comput. Graph.1
2019 Reducing simulator sickness with perceptual camera control
abstract
Virtual-reality provides an immersive environment but can induce cybersickness due to the discrepancy between visual and vestibular cues. To avoid this problem, the movement of the virtual camera needs to match the motion of the user in the real world. Unfortunately, this is usually difficult due to the mismatch between the size of the virtual environments and the space available to the users in the physical domain. The resulting constraints on the camera movement significantly hamper the adoption of virtual-reality headsets in many scenarios and make the design of the virtual environments very challenging. In this work, we study how the characteristics of the virtual camera movement (e.g., translational acceleration and rotational velocity) and the composition of the virtual environment (e.g., scene depth) contribute to perceived discomfort. Based on the results from our user experiments, we devise a computational model for predicting the magnitude of the discomfort for a given scene and camera trajectory. We further apply our model to a new path planning method which optimizes the input motion trajectory to reduce perceptual sickness. We evaluate the effectiveness of our method in improving perceptual comfort in a series of user studies targeting different applications. The results indicate that our method can reduce the perceived discomfort while maintaining the fidelity of the original navigation, and perform better than simpler alternatives.
Ping Hu 0003, Qi Sun 0003, Piotr Didyk, Li-Yi Wei, Arie E. Kaufman
ACM Trans. Graph.1