selected current projects
Real-time Video-based Facial Performance Capture and ManipulationAutomatic algorithms to real-time capture 3D high-quality facial mesh sequences as well as video-based facial expression manipulation and face swapping
Analysis and Modeling Human Behaviors in Multiparty ConversationsQuantifying, understanding, and modeling human behaviors and gestures when they are involved with multiparty conversations
Skeletal Rigging from Mesh/Point SequencesUsing the input of an animated mesh sequence, this approach can automatically extract its optimal skeleton structure, joint positions, linear blend skinning weights, and the corresponding bone transformations.
Crowd Simulation and EvacuationNew algorithms and systems to simulate crowds or group behavior in unexpected hazard situations, computational model of crowd emotion evolution, or simulated crowds by integrating physical strength consumption
Visual Traffic Simulation, Modeling, and EvaluationDesign of novel and efficient algorithms and systems to simulate large-scale realistic traffic in various road and urban settings, including mixed traffic, lane-changing, simulated traffic evaluation, and intersectional traffic simulation.
3D Face Modeling from In-the-wild Images or VideoAutomatic methods to reconstruct 3D face models with fine-scale details from a single in-the-wild image or video, including automatically augment coarse-scale 3D faces with synthesized fine-scale geometric wrinkles.
Hexahedral Mesh Generation, Optimization, and EvaluationA first and complete pipeline to optimize the global structure of a hex-mesh, by identifying and removing those valid removal base-complex sheets that contain misaligned singularities, and a volumetric partitioning strategy based on a generalized sweeping framework to seamlessly partition the volume of an input triangle mesh into a collection of deformed cuboids.
Interactive Complex Object Modeling from Multi-view Imagesdevelopment of a novel interactive modeling approach based on multi-view images including interactive 3D modeling and stochastic motion parameter estimation.
Our paper "Tele-Mentoring Using Augmented Reality: A Feasibility Study to Assess Teaching of Laparoscopic Suturing Skills" published on the IEEE International Symposium on Computer-based Medical Systems (CBMS) 2023 received IEEE TCCLS Best Paper Award given by the IEEE Technical Committee on Computational Life Sciences.
I was invited to serve as the program co-chair for Pacific Graphics 2023 conference. Welcome to submit papers to PG 2023 at Daejeon, Korea!
I and colleagues (at UH ECE, U of Arkansas, and UT MD Anderson) was awarded an NIH R01 grant to work on AI-Doctor Collaborative Medical Image Diagnosis.
I served as the program co-chair of ACM SIGGRAPH Conference on Motion, Interaction, and Games (MIG) 2022, which held at Guanajuato, Mexico in November 2022. Here is the MIG 2022 website.
My co-authored ACM TOG paper "A Practical Model for Realistic Butterfly Flight Simulation" was presented on ACM SIGGRAPH 2022 Conference, which introduces the first-of-its-kind computational model to animate the flights of 3D butterflies.
I was named as an ACM Distinguished Member (2021 class). Here is its ACM Press Release, and UH News.
I was invited to serve as an Associate Editor for the IEEE Transactions on Visualization and Computer Graphics in 2021.
I was selected to receive the "Moores Professorship" at the University of Houston, starting from the academic year 2021. Here is its UH Computer Science News.
I was awarded a NSF IIS grant to work on understanding and modeling behaviors of small group conversations.
Two CGF papers are Top 10% downloaded CGF papers 2018 - 2019 (i.e., from Jan 2018 to Dec 2019).
I will give an invited plenary talk on AIVR 2020 (4th International Conference on Artificial Intelligence and Virtual Reality) in October at Kumamoto, Japan.
Our SSDR work ("Smooth Skinning Decomposition with Rigid Bones", Siggraph Asia 2012) has been incorporated into many mainstream graphics/animation packages, including Maya, Houdini, and Blender, and has been used in many game studios including Electronic Arts (EA) and Naughty Dog. The open-source code of our SSDR work can be found in this LINK. Also check out this UH News.
Our paper "Topologically Consistent Leafy Tree Morphing" won the Best Paper Award on the International Conference on Computer Animation and Social Agents (CASA) 2017.
I am a co-recipient of "Ten Year Technical Impact Award" (on ACM ICMI 2014 Conference) for my co-authored ICMI 2004 paper "Analysis of Emotion Recognition using Facial Expressions, Speech and Multimodal Information".