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Patch-Grid: An Efficient and Feature-Preserving Neural Implicit Surface Representation
Guying Lin*,
Lei Yang*✝,
Congyi Zhang,
Hao Pan,
Yuhan Ping,
Guodong Wei,
Taku Komura,
John Keyser,
Wenping Wang✝
ACM Trans. Graph., 2025 (will be presented at SIGGRAPH 2025)
arXiv
A unified neural implicit representation that models complex shapes efficiently, preserves sharp features, and effectively models surfaces with open boundaries and thin geometric features.
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On Optimal Sampling for Learning SDF Using MLPs Equipped with Positional Encoding
Guying Lin*,
Lei Yang*,
Yuan Liu,
Congyi Zhang,
Junhui Hou,
Xiaogang Jin,
Taku Komura,
John Keyser,
Wenping Wang
IEEE Transactions on Visualization and Computer Graphics, 2025
arXiv
Studying the optimal sampling problem in network training for modeling neural implicit
surfaces, especially those with rich geometric details.
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Large Images are Gaussians: High-quality Large Image Representation with Levels of 2D Gaussian Splatting
Lingting Zhu,
Guying Lin,
Jinnan Chen,
Xinjie Zhang,
Zhenchao Jin,
Zhao Wang,
Lequan Yu,
AAAI Conference on Artificial Intelligence (AAAI), 2025
An effective representation that enhances 2DGS for large image fitting through optimized strategies and a Level-of-Gaussian approach.
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ProLiF: Progressively-connected Light Field network for efficient view synthesis
Peng Wang,
Yuan Liu,
Guying Lin,
Jiatao Gu,
Lingjie Liu,
Taku Komura,
Wenping Wang
Computers & Graphics, 2024
project page
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arXiv
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code
A Progressively-connected Light Field network for the novel view synthesis of complex forward-facing scenes which is able to achieve significantly better rendering quality than the vanilla neural light fields and comparable results to NeRF-like rendering methods.
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Surface Extraction from Neural Unsigned Distance Fields
Congyi Zhang*,
Guying Lin*,
Lei Yang,
Xin Li,
Taku Komura,
Scott Schaefer
John Keyser,
Wenping Wang
In Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV), 2023
project page
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arXiv
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code
A robust and efficient method to extract a high-quality surface from neural unsigned distance functions (UDFs).
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Neural parametric surfaces for shape modeling
Lei Yang,
Yongqing Liang,
Xin Li,
Congyi Zhang,
Guying Lin,
Alla Sheffer,
Scott Schaefer,
John Keyser,
Yuan Liu,
Taku Komura,
Wenping Wang
ArXiv
arXiv
The first piecewise neural surface representation that allows coarse patch layouts of arbitrary n-sided surface patches to model complex surface geometries with high precision, offering greater flexibility over traditional parametric surface.
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Miscellanea
In addition to graphics, I have a profound appreciation for literature and history, particularly the works of Yasunari Kawabata,
Orhan Pamuk,
Jared Diamond,
and Dafu Yu.
During my undergraduate studies, I was selected for an honors program in the humanities and social sciences, where I took fascinating courses in aesthetic literature, world civilization history, Eastern and Western philosophy, and classical Chinese literature, achieving a ranking of 2 out of 46 in these courses.
I enjoy engaging with people to uncover and document their stories. So I interned as a journalist at Qianjiang Evening News, one of the leading news organizations in China, for six months.
During my time there, I had the invaluable opportunity to publish over 20 news articles under the guidance of the Chief Reporter.
I also derive joy from painting, cooking, and 3D art creation. Here are some projects I worked on during my undergraduate studies.
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Character Modeling: Little Girl Waiting with Flowers
Related Tools Used: Zbrush
I utilize Zbrush for character design, modeling, and coloring, while also employing skeleton binding to manipulate her posture.
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Post-apocalyptic Game Scene Design
Related Tools Used: Maya, Substance 3D Painter, Unreal Engine4 (group work)
Video
We started with sketching the post-apocalyptic game scene design, utilizing Maya for modeling, Substance 3D Painter for creating texture maps, and Unreal Engine 4 for terrain modeling and rendering.
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Game Design: Night Walker
Related Tools Used: Unity, Maya, Substance 3D Painter (group work)
We designed and developed a game using the Unity framework. In this game, we started from scratch and accomplished a series of tasks, including scene construction, character modeling, character control, and animation implementation.
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