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Deli Dong

Publications and source records attributed to Deli Dong.

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A Smooth-Activation Maximum-History Elastoplastic Update for Graphics Simulation

History-dependent graphics solids need material updates that preserve residual deformation while remaining practical in explicit simulation and inverse problems. We present a smooth candidate activation followed by an irreversible maximum-history projection and a closed-form branchwise energy derivative. A deviatoric plastic-strain tensor stores residual direction. The downstream variable D attenuates only inelastic work and is not measured stiffness damage; an optional separate state d models unloading-stiffness loss. The radial update targets isotropic proportional or nearly proportional loading. Material-point, reduced-order, and 192-tetrahedron FEM residual-shape inverse tasks converge from all five tested initial guesses, versus two for nonsmoothed J2; smoothed J2 also succeeds in all five, demonstrating a generic benefit of smooth activation. Full-FEM gradients agree with finite differences below 3.1e-11, while analytical J2 retains the lowest forward/backward cost. The proportional-path stress RMSE against CalculiX 2.22 is 0.0314% of yield stress. An every-step audit shows that 100.000% and 99.965% of activity-weighted history growth in cube and torus compression occurs at direction turns no larger than 30 degrees; same-path Smooth History/J2 stress-discrepancy RMS is 8.88% and 9.61% of yield stress. A controlled 90-degree turn nevertheless reaches 49.39% normalized stress error, and public reverse-loading steel data falsify general cyclic use. Corrected exact-mesh structural/contact comparisons give 1.30-1.50% reaction NRMSE. An optional stiffness-loss extension calibrated on nine public concrete cycles gives a 3.35-5.83% uncertainty range on complete held-out cylinder reactions, versus 9.22% without stiffness loss. The method is a scoped graphics update with inverse-design utility, not a general constitutive or fracture model.

cs.GR

HiGS: Hierarchical Generative Scene Framework for Multi-Step Associative Semantic Spatial Composition

Three-dimensional scene generation holds significant potential in gaming, film, and virtual reality. However, most existing methods adopt a single-step generation process, making it difficult to balance scene complexity with minimal user input. Inspired by the human cognitive process in scene modeling, which progresses from global to local, focuses on key elements, and completes the scene through semantic association, we propose HiGS, a hierarchical generative framework for multi-step associative semantic spatial composition. HiGS enables users to iteratively expand scenes by selecting key semantic objects, offering fine-grained control over regions of interest while the model completes peripheral areas automatically. To support structured and coherent generation, we introduce the Progressive Hierarchical Spatial-Semantic Graph (PHiSSG), which dynamically organizes spatial relationships and semantic dependencies across the evolving scene structure. PHiSSG ensures spatial and geometric consistency throughout the generation process by maintaining a one-to-one mapping between graph nodes and generated objects and supporting recursive layout optimization. Experiments demonstrate that HiGS outperforms single-stage methods in layout plausibility, style consistency, and user preference, offering a controllable and extensible paradigm for efficient 3D scene construction.

cs.CV

Real-Time Interactive Hybrid Ocean: Spectrum-Consistent Wave Particle-FFT Coupling

Fast Fourier Transform-based (FFT) spectral oceans are widely adopted for their efficiency and large-scale realism, but they assume global stationarity and spatial homogeneity, making it difficult to represent non-uniform seas and near-field interactions (e.g., ships and floaters). In contrast, wave particles capture local wakes and ripples, yet are costly to maintain at scale and hard to match global spectral statistics.We present a real-time interactive hybrid ocean: a global FFT background coupled with local wave-particle (WP) patch regions around interactive objects, jointly driven under a unified set of spectral parameters and dispersion. At patch boundaries, particles are injected according to the same directional spectrum as the FFT, aligning the local frequency-direction distribution with the background and matching energy density, without disturbing the far field.Our approach introduces two main innovations: (1) Hybrid ocean representation. We couple a global FFT background with local WP patches under a unified spectrum, achieving large-scale spectral consistency while supporting localized wakes and ripples.(2) Frequency-bucketed implementation. We design a particle sampling and GPU-parallel synthesis scheme based on frequency buckets, which preserves spectral energy consistency and sustains real-time interactive performance.Together, these innovations enable a unified framework that delivers both large-scale spectral realism and fine-grained interactivity in real time.

eess.SP