Zhihao Liu 刘 志浩

Email: liuzh96 (at) outlook.com

Hi, I am Zhihao, currently a first year Ph.D. student at The University of Tokyo (UTokyo), advised by Prof. Naoto Yokoya (at Sugiyama-Yokoya-Ishida Lab). I am also affliated with RIKEN AIP as a junior research assistant. My interest lies at the intersection of computer graphics, geometry modeling and 3D vision.

 [Github]   [Bilibili]  

profile photo

Employment
Tencent (Shenzhen) Technology Ltd.              Graphics Engineer (Regular employee).                  2021.
Before my PhD, I worked as a graphics engineer at Game AI & Digital Content Research Center, Tencent IEG (腾讯IEG 游戏AI研究中心), developing techniques on facial motion capture, etc.


Publications
--- Papers as Primary Author: (*) indicates co-first authors with equal contribution.
DeepTreeSketch: Neural Graph Prediction for Faithful 3D Tree Modeling from Sketches.
Zhihao Liu, Yu Li, Fangyuan Tu, Ruiyuan Zhang, Zhanglin Cheng, Naoto Yokoya.
ACM CHI conference on Human Factors in Computing Systems (CHI). 2024.
[pdf] [video1] [video2] [GitHub]     (Core-A*, CCF-A)

SVDTree: Semantic Voxel Diffusion for 3D Tree Generation.
Yuan Li*, Zhihao Liu* (Joint first authors), Bedrich Benes, Xiaopeng Zhang, Jianwei Guo.
IEEE/CVF Computer Vision and Pattern Recognition Conference (CVPR). 2024.
[pdf] [supp] [GitHub]     (Core-A*, CCF-A)

BuildingSketch: Freehand Mid-Air Sketching for Building Modeling.
Zhihao Liu, Fanxing Zhang, Zhanglin Cheng.
IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 2021.
[pdf] [video] [GitHub]     (CORE-A*, CCF-B)

Mid-Air Finger Sketching for Tree Modeling.
F. Zhang*, Zhihao Liu* (Joint first authors), Z. Cheng, Oliver Deussen, Baoquan Chen, Yunhai Wang.
IEEE Conference on Virtual Reality and 3D User Interfaces (VR). 2021.
[pdf] [video] [GitHub]     (CORE-A*, CCF-A)

Single Image Tree Reconstruction via Adversarial Network.
Zhihao Liu, Kai Wu, Jianwei Guo, Yunhai Wang, Oliver Deussen, Zhanglin Cheng.
Graphical Models (GM). 2021.
[pdf] [video] [GitHub]     (CCF-B, SCI CiteScore Q1)

Interactive Modeling of Trees using VR Devices.
Zhihao Liu, Ce Shen, Zhi Li, Tingyu Weng, Oliver Deussen, Zhanglin Cheng, Dangxiao Wang.
IEEE International Conference on Virtual Reality and Visualization. 2019.
[pdf] [GitHub]     (CCF-C)

--- Other Papers:

VRTree: Example-Based 3D Interactive Tree Modeling in Virtual Reality.
  Di Wu, Mingxin Yang, Zhihao Liu, Fangyuan Tu, Zhanglin Cheng.
  Computer Graphics Forum (CGF). 2024. [pdf]   (CCF-B)


Selected Personal Projects
Parametric 3D Tree Modeling. 2017

This is my implementation of the parametric L-system algorithm for 3D tree modeling. One can use it to automatically produce different types of trees by adjusting the structural rules and procedural parameters.


[News] My code was also used by a recent paper in SIGGRAPH (ToG). Please see their Acknowledgement section:
- TreePartNet: Neural Decomposition of Point Clouds for 3D Tree Reconstruction.
- SIGGRAPH Asia 2021. [Project]

Interactive Plant Modeling Software. 2018

This is the old version software of our recent Paper DeepTreeSketch. This tool enables users to easily design 3D tree models from 2D sketches. The use of this software doesn't require any configuration in Windows 10+ operating systems since it is based on only computer graphics algorithms without using deep neural networks. Please feel free to have a try!

[GitHub & Software] [Video]
Physical Fluid Simulation. 2021

This project is to pysically simulate the fluid deformation based on the Affine Particle-In-Cell method (APIC), which is originally introduced by a SIGGRAPH paper [Jiang et al.]. The algorithm is basically implemented in C++, while a few parts of numerical computation are achieved in Python and CUDA. The images are all rendered offine using the basic Ray-Tracing with OpenGL and C++.

[video]
3D Coral Rugosity. 2022

This is an open-source software that I implemened for visualizing the 3D corals and interactively obtaining its rugosity. This tool has been already used by a few ocean biologists in their researches. It is implemented using C++ and OpenGL.

[Github code]
LowPoly-style Image Generator. 2018

I tried to reproduce a journal paper published in the Visual Computer [Gai et al.] during my undergraduate time. It translates the input images into the popular low-polygon fashion style.

[Github code]
Realistic Houseplant Modeling. 2021

I implemented a very powerful 3D modeling engine for plants by using a grammar-based growing algorithm, which supports parameter control and algebra expression for designing various plant species.

Non-Photorealistic Rendering. 2016

I implemented several NPR effects with OpenGL, for example, the pencil drawing and oil painter etc., with reference to a popular book titled 'real-time rendering'.

[video]
Simple Minecraft in 2 Days using OpenGL! 2021

I tried to develope a simple but nice looking Minecraft using OpenGL within only two days. It supports infinite terrain, shadow mappimg, dynamic water as well as diverse customizable materials. The scene can be rendered very efficiently (around 150 FPS). The caves were generated procedurally by using 3D simplex noise algorithm. Moreover, the players can freely construct their own buildings.

[video]

Awards (一些奖励)
>>> National Scholarships   (国家奖学金). 2015, 2016, 2017.
>>> Provincial Merit Student Award (山东省省级三好学生). 2014.
>>> Chinese Physics Middle School Olympic Competition, Second Prize (物理奥赛,山东省排名65/1800) 2013.

Miscellaneous (乱七八糟)
+ Favorite Games:


Thank Jon Barron for this nice template!