Fei Zhu
Last modified: 2021/04/23

About

I am currently fully devoted to exploring the application of simulation techniques in industry. Wish me luck.

I was a senior staff engineer at Bigo, where I did algorithm R&D in computer graphics and video processing areas: video enhancement infrastructure, portrait beautification solutions, visual effects on mobile platforms, etc. Before Bigo, I led the R&D team of a startup to build cloth simulation and rendering software suite for its clothing brand Frilly.

I obtained my Ph.D. from Graphics and Interactive Technology Lab of Peking University in 2015, advised by Prof. Guoping Wang. My Ph.D. research was about fast simulation and artistic control of complex deformable materials. I am also experienced in computational simulation of cloth, fluid, hair, and solid fracture.

News

[2021/4/23] Our paper "A Homogenization Method for Nonlinear Inhomogeneous Elastic Materials" is published by Virtual Reality & Intelligent Hardware journal. It's been 6 years since we completed the project. How time flies!

[2017/5/25] Our paper "Peridynamics-based Fracture Animation for Elastoplastic Solids" is accepted by Computer Graphics Forum.

[2017/4/6] Our paper "Real-time Example-based Materials in Laplace-Beltrami Shape Space" is accepted by CASA 2017.

Publications



homogenization preview

A Homogenization Method for Nonlinear Inhomogeneous Elastic Materials

Jing Zhao, Fei Zhu, Liyou Xu, Yong Tang, Sheng Li
Virtual Reality & Intelligent Hardware 2021: 3(2), 156-170.

peridynamics fracture preview

Peridynamics-Based Fracture Animation for Elastoplastic Solids

Wei Chen*, Fei Zhu*, Jing Zhao, Sheng Li, Guoping Wang
*joint first authors
Computer Graphics Forum 2018: 37(1), 112-124.

real-time example-based material preview

Real-time Example-based Materials in Laplace-Beltrami Shape Space

Jing Zhao, Fei Zhu, Yong Tang, Liyou Xu, Sheng Li, Guoping Wang
Computer Animation and Social Agents 2017: 99-108.

PKU logo

Fast and Directable Simulation of Complex Deformable Materials

(Full text in Chinese with abstract in English)

Fei Zhu
Peking Univeristy Ph.D. thesis, June 2015.
enriched mpm preview

Dynamically Enriched MPM for Invertible Elasticity

Fei Zhu, Jing Zhao, Sheng Li, Yong Tang, Guoping Wang
Computer Graphics Forum 2017: 36(6), 381-392.

example-based material preview

Example-based Materials in Laplace-Beltrami Shape Space

Fei Zhu, Sheng Li, Guoping Wang
Computer Graphics Forum 2015: 34(1), 36-46.

anisotrpic kernel preview

Anisotropic Kernels for Meshless Elastic Solids

Ning Liu, Fei Zhu, Sheng Li, Guoping Wang
CAD/Graphics 2011: 349-356.

Projects



Physika architecture

I'm the author and maintainer of Physika, a versatile physics simulation library written in C++. Physika is designed for multi-physics simulations, such as rigid bodies, deformable objects, fluids, and fracture, etc. It was started as a personal project of mine in October 2013, and later developed by 4 other students and me till July 2015 (my graduation). Since then, Physika has been separately developed by me and the PKU Graphics Lab. My personal repository of Physika could be found here: [GitHub].

MPM hair

This research is conducted under the supervision of Prof. Joseph Teran during my visit at UCLA. We proposed a method to simulate hair using Material Point Method (MPM). We make use of the cartesian grids in MPM for effcient collision handling. The hair is modeled as a continuum, and different hair behaviors can be simulated with proper constitutive modeling of the material properties. Below are some ray-traced and OpenGL-rendered results.

QMesh

I'm the author of QMesh, a 3D mesh viewer that runs on iOS devices. QMesh allows the user to manipulate 3D models on iOS devices with their fingers: translation, rotation, and zoom. Materials and textures are supported. QMesh provides 3 different view modes (vertex, wireframe, solid) and 2 shading modes (smooth / flat). It also allows for custom background color. The mesh files are transferred through iTunes. QMesh now only supports wavefront obj format, more formats will be supported in the future. [GitHub]

PUM

I'm a code contributor of PUM, a 3D geometric modeling system developed by Peking University Graphics Lab. PUM supports various mesh processing algorithms: subdivision, smoothing, feature detection, etc. I developed the tessellation tool and semantic editing tool in PUM. The tessellation tool can tessellate 3D models into finer meshes. The semantic editing tool allows the user to edit 3D shapes with predefined constraints such as parllelism and perpendicularity.

Mesh simplification

I'm a code contributor of 2-3DView, a multi-view reconstruction system which reconstructs 3D models from a series of photographs. My part of work is focused on improving the quality of the reconstructed meshes and the simplification of the meshes for online demonstration. I proposed a simple strategy to smooth the artifacts due to binary visual hull data. Besides, I studied and implemented the state of art mesh simplification algorithms into the system. Features of the meshes are preserved during simplification. The video below is a real-time demonstration of my work in the system. [mesh simplification]