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Zhi-Quan Cheng

dblp:59/6895 · DBLP profile ↗
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35ranked-venue papers
7as first author
0since 2021 · last 2019
0000-0003-1736-2190ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 33 · 7 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1Theory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 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
8 papers
Geometric modeling and processing · 71% Computer animation and physical simulation · 20% Visual content generation and editing · 5%
Artificial intelligence
2 papers
3D vision · 100%

Topics — the 17 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling › 3d hair modeling
hair geometry capture
0.312018
Capture of hair geometry using white structured light · Comput. Aided Des. 2018
Geometric modeling and processing
shape analysis
0.322012
Multi-scale partial intrinsic symmetry detection · ACM Trans. Graph. 2012
Style-content separation by anisotropic part scales · ACM Trans. Graph. 2010
Computer vision › 3D vision
3d human reconstruction
0.212016
Realtime Reconstruction of an Animating Human Body from a Single Depth Camera · IEEE Trans. Vis. Comput. Graph. 2016
Computer vision › 3D vision › 3d reconstruction
single-view 3d reconstruction
0.212016
Realtime Reconstruction of an Animating Human Body from a Single Depth Camera · IEEE Trans. Vis. Comput. Graph. 2016
Computer animation and physical simulation › motion capture
human motion capture
0.212016
Realtime Reconstruction of an Animating Human Body from a Single Depth Camera · IEEE Trans. Vis. Comput. Graph. 2016
Computer animation and physical simulation
facial animation
0.212015
Lightweight wrinkle synthesis for 3D facial modeling and animation · Comput. Aided Des. 2015
Computer vision › 3D vision
feature matching
0.212013
SuperMatching: Feature Matching Using Supersymmetric Geometric Constraints · IEEE Trans. Vis. Comput. Graph. 2013
Computer vision › 3D vision › feature matching › geometric matching
geometric constraint matching
0.212013
SuperMatching: Feature Matching Using Supersymmetric Geometric Constraints · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › shape matching
graph matching
0.212013
SuperMatching: Feature Matching Using Supersymmetric Geometric Constraints · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › registration
non-rigid registration
0.212013
Registration of 3D Point Clouds and Meshes: A Survey from Rigid to Nonrigid · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing
shape matching
0.212013
Registration of 3D Point Clouds and Meshes: A Survey from Rigid to Nonrigid · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › shape registration
surface registration
0.212013
Registration of 3D Point Clouds and Meshes: A Survey from Rigid to Nonrigid · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing › shape analysis › symmetry detection
intrinsic symmetry detection
0.112012
Multi-scale partial intrinsic symmetry detection · ACM Trans. Graph. 2012
Geometric modeling and processing › shape matching
part correspondence
0.112010
Style-content separation by anisotropic part scales · ACM Trans. Graph. 2010
Visual content generation and editing › style transfer
style-content disentanglement
0.112010
Style-content separation by anisotropic part scales · ACM Trans. Graph. 2010
Computational photography and imaging › 3d scanning
structured light
0.112018
Capture of hair geometry using white structured light · Comput. Aided Des. 2018
Geometric modeling and processing
3d face modeling
0.112015
Lightweight wrinkle synthesis for 3D facial modeling and animation · Comput. Aided Des. 2015

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

linear blending skinning · 0.5depth camera · 0.5SCAPE model · 0.5super-symmetric tensor · 0.3structured light · 0.3sampling · 0.3power iteration · 0.3lightweight wrinkle synthesis · 0.2optimization · 0.2data fitting · 0.2
YearPublicationVenuePosition
2019 Parametric 3D modeling of a symmetric human body
Yin Chen 0003, Zhan Song, Weiwei Xu 0003, Ralph R. Martin, Zhi-Quan Cheng
Comput. Graph.5
2019 A closed-form single-pose calibration method for the camera-projector system
Zexi Feng, Zhi-Quan Cheng, Zhan Song
Mach. Vis. Appl.2
2018 Capture of hair geometry using white structured light
Yin Chen 0003, Zhan Song, Ralph R. Martin, Zhi-Quan Cheng
Comput. Aided Des.5
2018 Parametric modeling of 3D human body shape - A survey
Zhi-Quan Cheng, Yin Chen 0003, Ralph R. Martin, Zhan Song
Comput. Graph.1
2018 An evaluation of canonical forms for non-rigid 3D shape retrieval
abstract
Canonical forms attempt to factor out a non-rigid shape’s pose, giving a pose-neutral shape. This opens up the possibility of using methods originally designed for rigid shape retrieval for the task of non-rigid shape retrieval. We extend our recent benchmark for testing canonical form algorithms. Our new benchmark is used to evaluate a greater number of state-of-the-art canonical forms, on five recent non-rigid retrieval datasets, within two different retrieval frameworks. A total of fifteen different canonical form methods are compared. We find that the difference in retrieval accuracy between different canonical form methods is small, but varies significantly across different datasets. We also find that efficiency is the main difference between the methods.
David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin, Zhi-Quan Cheng, Zhouhui Lian, Sipin Nie, Longcun Jin, Gil Shamai, Yusuf Sahillioglu, Ladislav Kavan
Graph. Model.6
2016 Color-aware surface registration
abstract
Shape registration is fundamental to 3D object acquisition; it is used to fuse scans from multiple views. Existing algorithms mainly utilize geometric information to determine alignment, but this typically results in noticeable misalignment of textures (i.e. surface colors) when using RGB-depth cameras. We address this problem using a novel approach to color-aware registration, which takes both color and geometry into consideration simultaneously. Color information is exploited throughout the pipeline to provide more effective sampling, correspondence and alignment, in particular for surfaces with detailed textures. Our method can furthermore tackle both rigid and non-rigid registration problems (arising, for example, due to small changes in the object during scanning, or camera distortions). We demonstrate that our approach produces significantly better results than previous methods.
Yukun Lai, Ralph R. Martin, Shiyao Jin, Zhi-Quan Cheng
Comput. Graph.5
2016 Realtime Reconstruction of an Animating Human Body from a Single Depth Camera
abstract
We present a method for realtime reconstruction of an animating human body,which produces a sequence of deforming meshes representing a given performance captured by a single commodity depth camera. We achieve realtime single-view mesh completion by enhancing the parameterized SCAPE model.Our method, which we call Realtime SCAPE, performs full-body reconstruction without the use of markers.In Realtime SCAPE, estimations of body shape parameters and pose parameters, needed for reconstruction, are decoupled. Intrinsic body shape is first precomputed for a given subject, by determining shape parameters with the aid of a body shape database. Subsequently, per-frame pose parameter estimation is performed by means of linear blending skinning (LBS); the problem is decomposed into separately finding skinning weights and transformations. The skinning weights are also determined offline from the body shape database,reducing online reconstruction to simply finding the transformations in LBS. Doing so is formulated as a linear variational problem;carefully designed constraints are used to impose temporal coherence and alleviate artifacts. Experiments demonstrate that our method can produce full-body mesh sequences with high fidelity.
Yin Chen 0003, Zhi-Quan Cheng, Chao Lai, Ralph R. Martin, Gang Dang
IEEE Trans. Vis. Comput. Graph.2
2016 Parametric editing of clothed 3D avatars
Yin Chen 0003, Zhi-Quan Cheng, Ralph R. Martin
Vis. Comput.2
2016 Fast capture of textured full-body avatar with RGB-D cameras
Yin Chen 0003, Yukun Lai, Ralph R. Martin, Zhi-Quan Cheng
Vis. Comput.5
2015 Lightweight wrinkle synthesis for 3D facial modeling and animation
Jun Li 0042, Weiwei Xu 0003, Zhi-Quan Cheng, Kai Xu 0004, Reinhard Klein
Comput. Aided Des.3
2015 Model-driven multicomponent volume exploration
Enya Shen, Jiazhi Xia, Zhi-Quan Cheng, Ralph R. Martin, Yunhai Wang, Sikun Li
Vis. Comput.3
2013 A Data-Driven Approach to Efficient Character Articulation
abstract
In this paper, we propose a data-driven approach for realistic deformation of articulated meshes: the wide availability of pose data makes such an approach feasible. We use multiple reference models, combined with a fast linear blending skinning (LBS) method in local spaces. By exploiting information from the reference models, realistic deformation is achieved, yet with computational efficiency comparable to traditional blending methods-our approach is suitable for real-time applications. We demonstrate the effectiveness of our algorithm using various examples.
Yin Chen 0003, Yukun Lai, Zhi-Quan Cheng, Ralph R. Martin, Shiyao Jin
CAD/Graphics3
2013 Curve skeleton extraction by coupled graph contraction and surface clustering
Kai Xu 0004, Zhi-Quan Cheng, Ralph R. Martin, Gang Dang
Graph. Model.3
2013 Skeleton-based intrinsic symmetry detection on point clouds
Kai Xu 0004, Zhi-Quan Cheng, Hao (Richard) Zhang
Graph. Model.3
2013 SuperMatching: Feature Matching Using Supersymmetric Geometric Constraints
abstract
Feature matching is a challenging problem at the heart of numerous computer graphics and computer vision applications. We present the SuperMatching algorithm for finding correspondences between two sets of features. It does so by considering triples or higher order tuples of points, going beyond the pointwise and pairwise approaches typically used. SuperMatching is formulated using a supersymmetric tensor representing an affinity metric that takes into account feature similarity and geometric constraints between features: Feature matching is cast as a higher order graph matching problem. SuperMatching takes advantage of supersymmetry to devise an efficient sampling strategy to estimate the affinity tensor, as well as to store the estimated tensor compactly. Matching is performed by an efficient higher order power iteration approach that takes advantage of this compact representation. Experiments on both synthetic and real data show that SuperMatching provides more accurate feature matching than other state-of-the-art approaches for a wide range of 2D and 3D features, with competitive computational cost.
Zhi-Quan Cheng, Yin Chen 0003, Ralph R. Martin, Yukun Lai, Aiping Wang
IEEE Trans. Vis. Comput. Graph.1
2013 Registration of 3D Point Clouds and Meshes: A Survey from Rigid to Nonrigid
abstract
Three-dimensional surface registration transforms multiple three-dimensional data sets into the same coordinate system so as to align overlapping components of these sets. Recent surveys have covered different aspects of either rigid or nonrigid registration, but seldom discuss them as a whole. Our study serves two purposes: 1) To give a comprehensive survey of both types of registration, focusing on three-dimensional point clouds and meshes and 2) to provide a better understanding of registration from the perspective of data fitting. Registration is closely related to data fitting in which it comprises three core interwoven components: model selection, correspondences and constraints, and optimization. Study of these components 1) provides a basis for comparison of the novelties of different techniques, 2) reveals the similarity of rigid and nonrigid registration in terms of problem representations, and 3) shows how overfitting arises in nonrigid registration and the reasons for increasing interest in intrinsic techniques. We further summarize some practical issues of registration which include initializations and evaluations, and discuss some of our own observations, insights and foreseeable research trends.
Gary K. L. Tam, Zhi-Quan Cheng, Yukun Lai, Frank C. Langbein, Yonghuai Liu, David Marshall 0001, Ralph R. Martin, Xianfang Sun, Paul L. Rosin
IEEE Trans. Vis. Comput. Graph.2
2013 NUMA-aware image compositing on multi-GPU platform
Zhi-Quan Cheng, Ralph R. Martin, Huahai Liu, Sikun Li
Vis. Comput.2
2012 Curve Skeleton Extraction by Graph Contraction
Kai Xu 0004, Zhi-Quan Cheng, Ralph R. Martin, Gang Dang
CVM3
2012 Intuitive Volume Eraser
Enya Shen, Zhi-Quan Cheng, Jiazhi Xia, Sikun Li
CVM2
2012 Multi-scale partial intrinsic symmetry detection
abstract
We present an algorithm for multi-scale partial intrinsic symmetry detection over 2D and 3D shapes, where the scale of a symmetric region is defined by intrinsic distances between symmetric points over the region. To identify prominent symmetric regions which overlap and vary in form and scale, we decouple scale extraction and symmetry extraction by performing two levels of clustering. First, significant symmetry scales are identified by clustering sample point pairs from an input shape. Since different point pairs can share a common point, shape regions covered by points in different scale clusters can overlap. We introduce the symmetry scale matrix (SSM), where each entry estimates the likelihood two point pairs belong to symmetries at the same scale. The pair-to-pair symmetry affinity is computed based on a pair signature which encodes scales. We perform spectral clustering using the SSM to obtain the scale clusters. Then for all points belonging to the same scale cluster, we perform the second-level spectral clustering, based on a novel point-to-point symmetry affinity measure, to extract partial symmetries at that scale. We demonstrate our algorithm on complex shapes possessing rich symmetries at multiple scales.
Kai Xu 0004, Hao (Richard) Zhang, Ramsay Dyer, Zhi-Quan Cheng, Ligang Liu 0001, Baoquan Chen
ACM Trans. Graph.5
2011 Relief extraction and editing
Yin Chen 0003, Zhi-Quan Cheng, Jun Li 0042, Ralph R. Martin
Comput. Aided Des.2
2011 Symmetry Hierarchy of Man-Made Objects
abstract
Abstract We introduce symmetry hierarchy of man‐made objects, a high‐level structural representation of a 3D model providing a symmetry‐induced, hierarchical organization of the model's constituent parts. Given an input mesh, we segment it into primitive parts and build an initial graph which encodes inter‐part symmetries and connectivity relations, as well as self‐symmetries in individual parts. The symmetry hierarchy is constructed from the initial graph via recursive graph contraction which either groups parts by symmetry or assembles connected sets of parts. The order of graph contraction is dictated by a set of precedence rules designed primarily to respect the law of symmetry in perceptual grouping and the principle of compactness of representation. We show that symmetry hierarchy naturally implies a hierarchical segmentation that is more meaningful than those produced by local geometric considerations. We also develop an application of symmetry hierarchies for structural shape editing.
Kai Xu 0004, Jun Li 0042, Hao (Richard) Zhang, Ariel Shamir, Ligang Liu 0001, Zhi-Quan Cheng, Yueshan Xiong
Comput. Graph. Forum7
2011 3D flow features visualization via fuzzy clustering
Huaxun Xu, Zhi-Quan Cheng, Ralph R. Martin, Sikun Li
Vis. Comput.2
2010 Non-rigid Registration in 3D Implicit Vector Space
abstract
We present an implicit approach for pair-wise non-rigid registration of moving and deforming objects. Shapes of interest are implicitly embedded in the 3D implicit vector space. In this implicit embedding space, registration is performed using a global-to-local framework. Firstly, a non-linear optimization functional defined on the vector distance function is used to find the global alignment between shapes. Secondly, an incremental cubic B-spline free form deformation is used to recover the non-rigid transformation parameters. Local non-rigid registration is posed in terms of minimising an energy functional, for which we give a closed-form linear system and solve it using an improved iterative Gauss-Seidel method. Our approach can consistently produce smooth and continuous registration fields, and correctly establish dense one-to-one correspondences. It can naturally deal with both open partial and closed shapes, and imperfect models with gaps and noise, through its use of the implicit vector representation. Experimental results on several datasets demonstrate the robustness of the proposed method.
Zhi-Quan Cheng, Gang Dang, Ralph R. Martin, Jun Li 0042, Honghua Li, Yin Chen 0003, Bao Li 0002, Kai Xu 0004, Shiyao Jin
Shape Modeling International1
2010 Robust normal estimation for point clouds with sharp features
Bao Li 0002, Ruwen Schnabel, Reinhard Klein, Zhi-Quan Cheng, Gang Dang, Shiyao Jin
Comput. Graph.4
2010 Style-content separation by anisotropic part scales
abstract
We perform co-analysis of a set of man-made 3D objects to allow the creation of novel instances derived from the set. We analyze the objects at the part level and treat the anisotropic part scales as a shape style. The co-analysis then allows style transfer to synthesize new objects. The key to co-analysis is part correspondence, where a major challenge is the handling of large style variations and diverse geometric content in the shape set. We propose style-content separation as a means to address this challenge. Specifically, we define a correspondence-free style signature for style clustering. We show that confining analysis to within a style cluster facilitates tasks such as co-segmentation, content classification, and deformation-driven part correspondence. With part correspondence between each pair of shapes in the set, style transfer can be easily performed. We demonstrate our analysis and synthesis results on several sets of man-made objects with style and content variations.
Kai Xu 0004, Honghua Li, Hao (Richard) Zhang, Daniel Cohen-Or, Yueshan Xiong, Zhi-Quan Cheng
ACM Trans. Graph.6
2009 A Reverse-Projecting Pixel-Level Painting Algorithm
abstract
Traditional Texturing using a set of two dimensional image maps is an established and widespread practice. However, it is difficult to parameterize a model in texture space, particularly with representations such as implicit surfaces, subdivision surfaces, and very dense or detailed polygonal meshes. Based on an adaptive octree textures definition, this paper proposes a direct reverse-projecting pixel-level painting approach which has less storage requirements to general octree textures maps. In addition, it depends on texture lookup in the GPU, which particularly lookup faster than the Non-GPU program.
Gang Dang, Zhi-Quan Cheng
ICIG2
2009 An incremental extremely random forest classifier for online learning and tracking
abstract
Decision trees have been widely used for online learning classification. Many approaches usually need large data stream to finish decision trees induction, as show notable limitations (even fail) with small data stream. In fact, there exist many real instances with small data stream. In the paper, we propose a novel incremental extremely random forest algorithm, dealing with online learning classification with small streaming data. In our method, arriving examples are stored at the leaf nodes and used to determine when to split the leaf nodes combined with Gini index, so the trees can be expanded efficiently with a few examples. Our algorithm has been applied to solve both online learning and video object tracking problems, and the results on UCI datasets and challenging video sequences demonstrate its effectiveness and robustness.
Aiping Wang, Guowei Wan, Zhi-Quan Cheng, Sikun Li
ICIP3
2009 An Adaptive Octree Textures Painting Algorithm
abstract
Traditional texturing using a set of two dimensional image maps is an established and widespread practice. However, it is difficult to parameterize a model in texture space, particularly with representations such as implicit surfaces, subdivision surfaces, and very dense or detailed polygonal meshes. Based on an adaptive octree textures definition, this paper proposes a direct reverse-projecting pixel-level painting approach which has less storage requirements to general octree textures maps. In addition, it depends on texture lookup in the GPU, which particularly lookup faster than the non-GPU program.
Gang Dang, Zhi-Quan Cheng, Kai Xu 0004, Bao Li 0002
SMC3
2009 Quality encoding for tetrahedral mesh optimization
Kai Xu 0004, Zhi-Quan Cheng, Yueshan Xiong, Hao (Richard) Zhang
Comput. Graph.2
2008 An Error-Resilient Arithmetic Coding Algorithm for Compressed Meshes
abstract
The effort of on-the-fly accessing 3D contents over the Internet has been done in recent years. And 3D streaming has been investigated to represent 3D models in the compact format and progressively transmit them on the limited-bandwidth and lossy channel. In the paper, an error resilient 3D mesh coding algorithm is presented, which employs an extended multiple quantization (EMQ) arithmetic coder method, inspired by the error-resilient JPEG 2000 image coding standards. With periodic arithmetic coder restarting and termination markers, the error resilient EMQ coder divides bit stream into little independent parts and enables basic transmission error containment. Furthermore, the EMQ coder has the intrinsic capacity of handling noise by using the maximum a posteriori (MAP) decoder. Experiments show that the method improves the mesh transmission quality in a simulated network environment.
Zhi-Quan Cheng, Bao Li 0002, Kai Xu 0004, Gang Dang, Shiyao Jin
CW1
2008 Meaningful Mesh Segmentation Guided by the 3D Short-Cut Rule
Zhi-Quan Cheng, Bao Li 0002, Gang Dang, Shiyao Jin
GMP1
2008 2D shape deformation based on rigid square matching
abstract
Abstract In this paper, we propose a fast and stable method for 2D shape deformation based on rigid square matching. Our method utilizes uniform quadrangular control meshes for 2D shapes and tries to maintain the rigidity of each square in the control mesh during user manipulation. A rigid shape matching method is performed to find an optimal pure rotational transformation for each square in the control mesh. An iterative solver is proposed to compute the final deformation result for the entire control mesh by minimizing the difference between the deformed vertices and their counterparts in the neighboring rigid square. The deformation result on the 2D shape is as rigid as possible and the details of the shape are preserved well. As extensions, we present a shape‐aware splitting method to improve the deformation effect for coarse meshes and a simple sketch‐based clustering method for skeletal deformation. Experiments with various 2D shapes show that our method is efficient and easy to use, and can provide physically plausible result for shapes of objects in real world. Therefore, our shape deformation method is especially suitable for applications in cartoon character animation. Copyright © 2008 John Wiley & Sons, Ltd.
Kai Xu 0004, Yueshan Xiong, Zhi-Quan Cheng
Comput. Animat. Virtual Worlds4
2007 A Meaningful Mesh Segmentation Based on Local Self-similarity Analysis
abstract
On the basis of minima rule from the cognitive theory, this paper presents an algorithm decomposing a mesh into smaller parts by feature contours, gotten from the minima negative curvature vertices. The algorithm is carried out in two steps. Firstly, to avoid over-segmentation, our method excludes unimportant local adjacent similar contours. Secondly, the remnant salient contours are automatically completed to form short loops around mesh's parts, constrained by two near parallel cutting planes that are determined by principal component analysis of all vertices. The algorithm has been demonstrated on many meshes, and the results show that it not only can perceptual group the adjacent self-similarity regions, but also can achieve reasonable segmentations.
Zhi-Quan Cheng, Gang Dang, Shiyao Jin
CAD/Graphics1
2007 The progressive mesh compression based on meaningful segmentation
Zhi-Quan Cheng, Shiyao Jin
Vis. Comput.1