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Zhongchen Shi

Publications and source records attributed to Zhongchen Shi.

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A Geometry-Driven, Framework-Agnostic Optimization for Object Pose Estimation

Current object pose estimation research remains predominantly model-centric, focusing on architectural innovations and post-processing refinements. This paper introduces a data-centric optimization by proposing a novel, physically grounded rotation representation through principal axes alignment. Our method aligns the object's coordinate system with its inherent geometric axes, derived from inertial properties, yielding three key advantages: Inherent Stability-leveraging the energy-minimizing property of principal axes provides a robust representation that is less sensitive to noise and occlusions; Symmetry-Aware Canonicalization-explicitly resolving rotational ambiguities for symmetric objects at the data level, which fundamentally eliminates label confusion during network training; and Framework Agnosticism-the optimization is applied purely at the dataset level, ensuring plug-and-play compatibility with existing networks without any architectural modification. We validate the framework across diverse category-level and instance-level models. Extensive experiments demonstrate consistent and significant accuracy improvements, while preserving the integrity of the baseline network. This work establishes a new, geometry-driven direction for enhancing pose estimation, circumventing the need for complex network redesign.

cs.CV

Locomotion in CAVE: Enhancing Immersion through Full-Body Motion

Cave Automatic Virtual Environment (CAVE) is one of the virtual reality (VR) immersive devices currently used to present virtual environments. However, the locomotion methods in the CAVE are limited by unnatural interaction methods, severely hindering the user experience and immersion in the CAVE. We proposed a locomotion framework for CAVE environments aimed at enhancing the immersive locomotion experience through optimized human motion recognition technology. Firstly, we construct a four-sided display CAVE system, then through the dynamic method based on Perspective-n-Point to calibrate the camera, using the obtained camera intrinsics and extrinsic parameters, and an action recognition architecture to get the action category. At last, transform the action category to a graphical workstation that renders display effects on the screen. We designed a user study to validate the effectiveness of our method. Compared to the traditional methods, our method has significant improvements in realness and self-presence in the virtual environment, effectively reducing motion sickness.

cs.GR