Currently I am a full-time researcher of Advanced Innovation Center for Future Visual Entertainment in Beijing Film Academy. I earned my Ph.D in November 2012 from Beihang University, advised by Prof. Shuling Dai. From Aug. 2010 to Aug. 2012, I experienced two-year's wonderful life in the Sensorimotor System Lab at University of British Columbia, Canada, working with Prof. Dinesh K. Pai and Prof. François Faure, from University Joseph Fourier, Grenoble, France. I have been a Research Fellow from April 2013 to April 2014 in National University of Singapore, supervised by Prof. Kangkang Yin. From 2014 to 2016, I did my postdoctoral researcher at Visual Computing Research Center in SIAT, leading by Prof. Hui Huang.

My research interests are in the areas of computer graphics, physically based modeling and simulation, especially material inverse modelling.


Deformation Capture and Modeling of Soft Objects

Bin Wang , Longhua Wu , KangKang Yin, Uri Ascher, Libin Liu, Hui Huang *

ACM Transactions on Graphics (Proceedings of SIGGRAPH 2015), Vol.34(4), 2015

[project page]

Simulation and Control of Skeleton-driven Soft Body Characters

Libin Liu, Kangkang Yin, Bin Wang, and Baining Guo

ACM Transactions on Graphics (SIGGRAPH Asia 2013), Vol. 32(6), 2013.

[project page][pdf] [demo]

6D Frictional Contact for Rigid Bodies

Charles Bouchard , Matthieu Nesme , Maxime Tournier , Bin Wang, Francois Faure , Paul G. Kry

Proceedings of the 41st Graphics Interface Conference, 105-114, 2015.

[project page][pdf] [demo]

Adaptive Image-based Intersection Volume

Bin Wang, François Faure, and Dinesh K. Pai

ACM Transactions on Graphics (SIGGRAPH 2012), Vol. 31(4), 2012.

[project page]

Experience based grasping gesture synthesis and data glove calibration

Bin Wang, Shuling Dai.

Journal of Beijing University of Aeronautics and Astronautics, Vol. 36(9), 2010 (in Chinese)

Dataglove Calibration with Constructed Grasping Gesture Database

Bin Wang, Shuling Dai.

IEEE Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems (VECIMS) 2009

Simulation of Lens System Imaging in Virtual Reality

Bin Wang, Shuling Dai.

Journal of System Simulation, Vol. 19(6), 2007 (in Chinese)

Professional Activities

Paper review for International Journals

ACM Transactions on Graphics (TOG) (ACM)

IEEE Transactions on Visualization and Computer Graphics (TVCG) (IEEE Computer Society)

Journal of Visualization (Springer)

Paper review for International Conferences

SIGGRAPH, SIGGRAPH Asia, Eurographics, Pacific Graphics, WorldHaptics


China Scholarship Council (CSC) Scholarship, 2010 - 2012

National Natural Science Foundation of China (Grant No: 61402459 ), 2015~2017

Shenzhen Innovation Program (Grant No: JCYJ20140901003939034), 2015~2016


Knowledge Based Grasping Gesture Synthesis and Glove Calibration

The major objective of this research was improving the quality of dataglove based virtual hand motion. Firstly, a more realistic virtual hand model was established, which can realize soft palm effect and flexible thumb motion. Secondly, a multi-object optimization method was conducted for optimal grasping gesture synthesis, with the knowledge of grasping task and object's shape feature. Regarding the combination of contact distance, shape similarity, grasp stability and collision penetration as object function, the optimize procedure was realized by means of real-coded genetic algorithm. A low-cost method for grasp stability evaluation was designed, which adopted the direct sum decomposition of Grasping Matrix solution space to get the explicit relationship between contact force and external force, then using the maximum eigenvalue of the acquired transform matrix indicate how much contact force were needed to resist external disturbance. Thirdly, on the basis of previous constructed gesture database, data glove calibration was implemented. Especially for the sensors detecting thumb's motion, a closed-kinematics calibration method was used to increase the precision. In this section, screw theory was used to simplify Jacobian Matrix calculation.

Carrier-based Aircraft Taking Off & Landing Simulation

In this work, a dynamic model of the deck arresting gear was designed. Corresponding to the real prototype, the developed numerical model contained three basic elements, as aircraft dynamic model, arresting cable dynamic model and hydraulic braking system model. Under taking both high-fidelity and real-time concurrency into consideration, the cable model was abstracted as a spring-mass model, and the hydraulic barking system was simplified as a linear damp system. Simulations with specific conditions of the arrest, such as various aircraft mass, landing velocity were performed, and its influence on breaking distance was analyzed. The research also covered virtual ocean environment rendering. Perlin noisy and project-grid concept were utilized for infinite ocean surface rendering. The reflection and refraction effect were accelerated by GPU.

Visual Simulation of Lunar Exploration

The study targeted on establishing a distributed system for lunar soft landing simulation. By analyzing the four-support rover mechanism and transient dynamics behavior, we derived its dynamic equations and analyzed the stability criteria for soft landing. According to the developed kinetics equations, landing process was simulated by ODE (Open Dynamics Engine) in virtual reality system; with the deformable footpad system is treated as a spring joint. Moreover, project-grid method was extended for planet-scaled lunar surface rendering. Normal mapping and alpha-splat technology were used for terrain detail representing.

Simulation of Lens System Imaging in Virtual Reality

In the research, a lens imaging system model was proposed which can compensate the insufficient cue of depth for traditional pin-hole camera model. The study aimed at analyzing how to map the concepts of lens systems into the image generation system, such as the focal, the aperture, the confusion circle, and the depth of field. It made full use of GPU's multi-render target and programmable ability to transfer the considerable calculation from CPU to GPU.

Immersion Virtual Reality Teaching System Based on HMD and CyberGlove

The study designed a typical Immersive Virtual Reality System for teaching, which consists of three PCs, one Head Mounted Display, one CyberGlove, and two 6DOF sensors. It implemented three kinds of human computer interaction, including pushing button, playing piano, and performing virtual assembly task. In view of the binocular parallax principle, a clear stereoscopic image was successfully obtained. A shake hand mechanism was proposed to synchronize data and swapBuffer point between PCs. The reusable framework for customized HCI system development has been used in the graduate experimental course in the university.