Research
Currently, I am supervised by Prof. Huaishu Peng. My research interests include virtual reality (VR), computer graphics, and Interactive design.
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During Mar. 2019 - July. 2019, I was a research intern in the Team of User Experience Design(UXD) at Lenovo Research.
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During Oct. 2018 - Dec. 2018, I was a research intern in the Team of IT-Solution and Process at BMW China AR Lab mentored by Mr. Kai Baier.
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In the 2016-2018 academic year, I worked as a research intern at Prof. Wei Liang's lab at BIT.
March, 2018
Spatially Perturbed Collision Sounds Attenuate Perceived Causality in 3D Launching Events
Wang, D., Kubrlcht, J., Zhu, Y., Lianq, W., Zhu, S. C., Jiang, C., & Lu, H. (2018, March). Spatially Perturbed Collision Sounds Attenuate Perceived Causality in 3D Launching Events. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (pp. 259-266). IEEE.

Projects
Real-time Sound Synthesis of Rigidbody Objects
The main contributions of this work are to utilize the mass-spring-damping system to obtain vibrations on collision events and provide an interface for sound simulation in the current mainstream game engine - Unity.
The innovative parts of this project mainly focus on the accelerating techniques for the real-time sound that could also be used for large scenes with even hundreds of objects producing sounds.
Folding Clothes
Fold clothes arbitrarily in virtual environments or fold clothes according to the coordinates input.


Seat Plus: A Smart Chair for the Good Sitting Posture
Real-time analysis of human being’s sitting postures was performed based on a delicate user study. GUI interactive design & animation are involved.


Interactive Design for Simulated Windshield Displays in Cars
Interaction design & UI animation based on trackpads of Vive Pro Controllers in virtual simulated driving scenarios

ODE's & Particle Dynamics
Utilize Numerical methods to solve simple physically-based simulation problem:
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1) A 3D Artillery Simulator
2) A simple Mass-spring-damping Simulator
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Simulation & Shader
2D Interactive fluid sIMULATION
-Using Taichi Library
-bfecc for advection; Jacobi and Conjugate Gradient for Projection
1) Jacobi

1) cONJUGATE GRADIENT

Rainy wINDOW
-HLSL IN uNITY
-FRAGMENT SHADER; mIPMAP; tRANSPARENT and Blurred Effect
Reference: https://www.shadertoy.com/view/ltffzl
1) Droplet Trail

2) Blur +Transparent

Shadertoy-Style Development
-Using Taichi Library
1) Ray Marching

2) Curve shape and Blur Effect

Dissolve Shader
-Clipping in Fragment Shader

Depth Shader
-Blend VIDEO AND VIRTUAL SCENE
