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<!DOCTYPE HTML>
<html lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Zhihao Liu (RyuZhihao123)</title>
<meta name="author" content="Zhihao Liu">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" type="text/css" href="stylesheet.css">
<link rel="icon" type="image/png" href="images/seal_icon.png">
</head>
<body>
<table style="width:100%;max-width:950px;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
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<td style="padding:2.5%;width:63%;vertical-align:middle">
<p style="text-align:center">
<name>Zhihao Liu </name> 刘 志浩<br><br>
Email: liuzh96 (at) outlook.com
</p>
<p>
Hi,我是刘志浩,来自山东。 我的研究方向主要是交互式计算机图形学、几何建模、3D视觉的边界领域。
<br><br>
</p>
<p style="text-align:center">
<!-- <a href="https://orcid.org/0000-0003-1099-5745">ORCiD</a>  /  -->
<!-- <a href="https://scholar.google.com/citations?user=3SNYa0EAAAAJ">Google Scholar</a>  /  -->
 <a href="https://github.com/RyuZhihao123">[Github]</a>  
<a href="https://space.bilibili.com/8109631">[B站]</a>  
<a href="https://ryuzhihao123.github.io/">[English Page]</a>  
</p>
</td>
<td style="padding:2.5%;width:15%;max-width:15%">
<a href="image/profile.png"><img style="width:100%;max-width:100%;border-radius:50%;" alt="profile photo"
src="image/profile.png" class="hoverZoomLink"></a>
</td>
</tr>
</tbody>
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<HR align=center width=920 color=#987cb9 SIZE=2>
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<tr>
<td style="padding:10px;width:100%;vertical-align:middle">
<heading>工作经历</heading>
</td>
</tr>
</tbody>
</table>
<!-- work experiences -->
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<tr>
<td style="padding:10px; width:5%;vertical-align:middle">
<img src='image/tencent.jpg' width="100">
</td>
<td style="padding:10px;width:95%;vertical-align:middle;line-height:1.5">
<papertitle>腾讯 IEG(深圳) </papertitle>
             2021
<br>
成为博士生之前,我曾全职在<b>腾讯IEG</b>的Game AI & Digital Content Research Center从事图形学相关的技术探索。期间,我主要参与了公司的面部表情捕捉技术(facial motion capture)的开发项目。校招时,我拿到了SSP级别的面试评价入职。
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
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</tbody>
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<HR align=center width=920 color=#987cb9 SIZE=2>
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<tr>
<td style="padding:10px;width:100%;vertical-align:middle">
<heading>论文</heading> <br><br>
<strong>星号(*)</strong>表示<strong>共同第一作者(同等贡献).</strong>
</td>
</tr>
</tbody>
</table>
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper6.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>DeepTreeSketch: Neural Graph Prediction for Faithful 3D Tree Modeling from Sketches.</papertitle>
<br>
<u><b>Zhihao Liu</b></u>, Yu Li, Fangyuan Tu, Ruiyuan Zhang,
Zhanglin Cheng, <a href="https://naotoyokoya.com/">Naoto Yokoya</a>.
<br>
<em>ACM CHI conference on Human Factors in Computing Systems</em> <b>(CHI)</b>. 2024.
<br>
➜
<!-- <a href="https://ryuzhihao123.github.io/">[pdf]</a> -->
<!-- [pdf][video][code] <b>(Accepted on Mar.13, 2024. Will be updated soon.)</b> -->
<a href="https://dl.acm.org/doi/10.1145/3613904.3642125">[pdf]</a>
<a href="https://drive.google.com/file/d/1Kvj47Ckju43i9IpJ6OjWzE2ZkxVbOFTX/view?usp=sharing">[video1]</a>
<a href="https://drive.google.com/file/d/1YNooKZMfFbwdyMv2JzuzhmUu7tJSMahL/view?usp=sharing">[video2]</a>
<a href="https://github.com/RyuZhihao123/CHITreeProject">[GitHub]</a>
    (CCF-A, Core-A*)
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
</tr>
<!-- <tr>
<td style="padding:0px; width:25%;vertical-align:middle">
- Before UTokyo.
</td>
<td style="padding:0px;width:75%;vertical-align:middle;">
</td>
</tr> -->
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper_cv24.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>SVDTree: Semantic Voxel Diffusion for 3D Tree Generation.</papertitle>
<br>
Yuan Li*, <u><b>Zhihao Liu</u>* (Joint First Authors)</b>, <a href="https://www.cs.purdue.edu/homes/bbenes/">Bedrich Benes</a>, Xiaopeng Zhang, <a href="http://jianweiguo.net/">Jianwei Guo</a>.
<br>
<em>IEEE/CVF Computer Vision and Pattern Recognition Conference</em> <b>(CVPR)</b>. 2024.
<br>
➜
<!-- <a href="https://ryuzhihao123.github.io/">[pdf]</a> -->
<!-- [pdf][codes] <b>(Conditionally Accepted. Will be updated soon.)</b> -->
<a href="https://jianweiguo.net/publications/papers/2024_CVPR_SVDTree_main.pdf">[pdf]</a>
<a href="https://jianweiguo.net/publications/papers/2024_CVPR_SVDTree_supp.pdf">[supp]</a>
<a href="https://github.com/RyuZhihao123/SVDTree">[GitHub]</a>
    (CCF-A, Core-A*)
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
</tr>
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper4.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>BuildingSketch: Freehand Mid-Air Sketching for Building Modeling.</papertitle>
<br>
<b><u>Zhihao Liu</u></b>, Fanxing Zhang, Zhanglin Cheng.
<br>
<em>IEEE International Symposium on Mixed and Augmented Reality</em> <b>(ISMAR)</b>. 2021.
<br>
➜ <a href="data/ismar21_building.pdf">[pdf]</a>
<a href="https://www.bilibili.com/video/BV1wQ4y1z79K?spm_id_from=333.999.0.0">[video]</a> <a href="https://github.com/RyuZhihao123/ISMAR_Building">[code]</a>
    (CCF-B, CORE-A*)
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
</tr>
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper2.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>Mid-Air Finger Sketching for Tree Modeling.</papertitle>
<br>
Fanxing Zhang*, <b><u>Zhihao Liu</u>* (Joint-First Authors)</b>, Zhanglin Cheng, <a
href="https://www.cgmi.uni-konstanz.de/en/persons/prof-dr-oliver-deussen/">Oliver
Deussen</a>, <a href="http://cfcs.pku.edu.cn/baoquan/">Baoquan Chen</a>, <a
href="http://www.yunhaiwang.net/">Yunhai Wang</a>.
<br>
<em>IEEE Conference on Virtual Reality and 3D User Interfaces</em> <b>(VR)</b>. 2021.
<br>
➜ <a href="data/VR21_tree.pdf">[pdf]</a>
<a href="https://github.com/RyuZhihao123/VR_TreeModeling">[code]</a>
        (CCF-A, CORE-A*)
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
</tr>
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper1.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>Single Image Tree Reconstruction via Adversarial Network.</papertitle>
<br>
<u><b>Zhihao Liu</b></u>, Kai Wu,
<a href="http://jianweiguo.net/">Jianwei Guo</a>, <a href="http://www.yunhaiwang.net/">Yunhai
Wang</a>, <a href="https://www.cgmi.uni-konstanz.de/en/persons/prof-dr-oliver-deussen/">Oliver
Deussen</a>, Zhanglin Cheng.
<br>
<em>Graphical Models</em> <b>(GM)</b>. 2021.
<br>
➜ <a href="https://doi.org/10.1016/j.gmod.2021.101115">[pdf]</a>
<a href="https://www.bilibili.com/video/BV1Yv41147tP">[video]</a>
<a href="https://github.com/RyuZhihao123/GM_2021">[code]</a>
    (CCF-B)
<p></p>
<!-- <p>The monocular depth estimates produced by fully convolutional networks can be used to inform intrinsic image estimation.</p> -->
</td>
</tr>
<!-- paper -->
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/paper3.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>Interactive Modeling of Trees using VR Devices.</papertitle>
<br>
<u><b>Zhihao Liu</b></u>, Ce Shen, Zhi Li, Tingyu Weng, <a href="https://www.cgmi.uni-konstanz.de/en/persons/prof-dr-oliver-deussen/">Oliver Deussen</a>, <a href="https://dblp.uni-trier.de/pid/218/0825.html">Zhanglin Cheng</a>, <a href="http://haptic.buaa.edu.cn/EN/English_team_WangDangxiao.htm">Dangxiao Wang</a>.
<br>
<em>IEEE International Conference on Virtual Reality and Visualization</em> <b>(IEEE ICVRV)</b>. 2019.
<br>
➜ <a href="https://ieeexplore.ieee.org/document/9212896">[pdf]</a>
<a href="https://github.com/RyuZhihao123/VR_Tree_Modeling">[code]</a>
    (CCF-C)
<p></p>
</td>
</tr>
</tbody>
</table>
<!--
<table style="width:100%;border:0px;border-spacing:0pcx;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
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<td style="padding:10px;width:100%;vertical-align:middle">
<subheading> --- Other experience:</subheading>
</td>
</tr>
</tbody>
</table> -->
<!-- <table width="100%" align="center" border="0" cellpadding="20">
<tbody>
<tr>
<td style="padding:20px; width:25%;vertical-align:middle">
<img src='image/project5.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle;line-height:1.5">
<papertitle>[Brief] To Explore the Usage of Deep Learning for Machine Graphical Perception Task.</papertitle>
<br>
<em><strong>Zhihao Liu</strong></em>, Daniel Haehn, Donglai Wei, <a
href="https://dblp.uni-trier.de/pid/218/0825.html">Zhanglin Cheng</a>, <a
href="https://vcg.seas.harvard.edu/people/hanspeter-pfister">Hanspeter Pfister</a>, <a
href="http://cfcs.pku.edu.cn/baoquan/">Baoquan Chen</a>, <a
href="http://www.yunhaiwang.net/">Yunhai Wang</a>.
<br>
<em>Submitted to IEEE VIS.</em> 2020. (This work is currently paused after previous submission
as I've left that institution and joined the company. We got 3.5/4/3/4 scores at that time.)
<p></p>
</td>
</tr>
</tbody>
</table> -->
<HR align=center width=920 color=#987cb9 SIZE=2>
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<td style="padding:10px;width:100%;vertical-align:middle">
<heading>Selected Personal Projects</heading>
</td>
</tr>
</tbody>
</table>
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project0.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Parametric 3D Tree Modeling. 2017</projecttitle>
<br>
<p></p>
<p> This is my implementation of the parametric L-system algorithm for 3D tree modeling. One can use it to automatically produce different types of trees by adjusting the structural rules and procedural parameters.
<hr />
<font color="red"> <strong> [News]</strong> </font> My code was also used by a recent paper in <font color="red"> <b> SIGGRAPH Asia</b></font>. Please see their Acknowledgement section:<br>
- <strong>TreePartNet: Neural Decomposition of Point Clouds for 3D Tree Reconstruction.</strong></i> <br> - <strong>SIGGRAPH Asia 2021</strong></i>. <a href="https://vcc.tech/research/2021/TreePartNet">[Project]</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/proj-sketch.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Interactive Plant Modeling Software. 2018</projecttitle>
<br>
<p></p>
<p> This is the old version software of our recent Paper DeepTreeSketch. This tool enables users to easily design 3D tree models from 2D sketches. <b>The use of this software doesn't require any configuration in Windows 10+ operating systems </b> since it is based on only computer graphics algorithms without using deep neural networks. Please feel free to have a try! </p>
➜ <a href="https://github.com/RyuZhihao123/TreeDesigner17">[GitHub & Software]</a>
<a href="https://drive.google.com/file/d/1DacX4doX6oevivpZYOWCYfSVtomccKgG/view?usp=sharing">[Video]</a>
</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project-fluid-1.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Physical Fluid Simulation. 2021</projecttitle>
<br>
<p></p>
<p> This project is to pysically simulate the fluid deformation based on the Affine Particle-In-Cell method (APIC), which is originally introduced by a <i>SIGGRAPH</i> paper
<a href="https://dl.acm.org/doi/10.1145/2766996"
target="_blank">[Jiang et al.]</a>. The algorithm is basically implemented in C++, while a few parts of numerical computation are achieved in Python and CUDA. The images are all rendered offine using the basic Ray-Tracing with OpenGL and C++.</p>
➜ <a href="https://www.bilibili.com/video/BV11m4y1F7c6">[video]</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project-coral.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>3D Coral Rugosity. 2022</projecttitle>
<br>
<p></p>
<p> This is an open-source software that I implemened for visualizing the 3D corals and interactively obtaining its rugosity.
<ins>This tool has been already used by a few ocean biologists in their researches.</ins> It is implemented using C++ and OpenGL.</p>
➜ <a href="https://github.com/RyuZhihao123/CoralRugosity3D-Zhihao">[Github code]</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project2.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>LowPoly-style Image Generator. 2018</projecttitle>
<br>
<p></p>
<p> I tried to reproduce a journal paper published in <i>the Visual Computer</i> <a
href="https://link.springer.com/article/10.1007/s00371-015-1082-2" target="_blank">[Gai
et al.]</a> during my undergraduate time. It translates the input images into the popular
low-polygon fashion style.
</p>
➜
<!-- <a href="https://www.bilibili.com/video/BV1xb411F7Kd">[video]</a> -->
<a href="https://github.com/RyuZhihao123/LowPoly-Image-Converter/tree/master">[Github code]</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/proj_l_system.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Realistic Houseplant Modeling. 2021</projecttitle>
<br>
<p></p>
<p> I implemented a very powerful 3D modeling engine for plants by using a grammar-based growing algorithm, which supports parameter control and algebra expression for designing various plant species. </p>
<!-- ➜ [code, coming soon] -->
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project4.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Non-Photorealistic Rendering. 2016</projecttitle>
<br>
<p></p>
<p>I implemented several NPR effects with OpenGL, for example, the pencil drawing and oil painter etc.,
with reference to a popular <a href="http://www.realtimerendering.com/">book</a> titled
'real-time rendering'.</p>
➜ <a href="https://www.bilibili.com/video/BV1Fb411S76h">[video]</a>
</td>
</tr>
<!-- project -->
<tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/minecraft-2.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Simple Minecraft in 2 Days using OpenGL! 2021</projecttitle>
<br>
<p></p>
<!-- <p> Yes...I reproduced the Minecraft again based on my previous program... But this time the rendering effects and efficiency were heavily improved (shadow mapping, 200 FPS, diverse customizable materials, etc.). The caves were generated procedurally by using 3D simplex noise algorithm.</p> -->
<p> I tried to develope a simple but nice
looking Minecraft using OpenGL within only two days. It supports infinite terrain, shadow mappimg, dynamic water as well as diverse customizable materials. The scene can be rendered very efficiently (around 150 FPS). The caves were generated procedurally by using 3D simplex noise algorithm. Moreover, the players can freely
construct their own buildings. </p>
➜ <a href="https://www.bilibili.com/video/BV1zq4y1y7zm/">[video]</a>
</td>
</tr>
<!-- project -->
<!-- <tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project6.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Face Detection via Cascade AdaBoost Classifier. 2018</projecttitle>
<br>
<p></p>
<p> Despite the fact that deep learning methods like Mask R-CNN greatly facilitate detecting
objects from photos. However, conventional algorithms that are devised more mathmatically
also deserve our study. This program achieved realtime face detection via cascade AdaBoost
in C++ (no use of OpenCV), with reference to <a
href="https://ieeexplore.ieee.org/document/990517?denied=">[Viola et al.]</a>
published in CVPR. <strong>(Alright, only my face was not detected
accurately).</strong></p>
</td>
</tr> -->
<!-- project -->
<!-- <tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project7.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>Simple Minecraft in 3 Days using OpenGL! 2017</projecttitle>
<br>
<p></p>
<p> I tried to build a simple but nice
looking Minecraft using OpenGL within 3 days. I implemented the infinite terrain and tried to
render it with high performance (150 FPS). Moreover, the players can freely
construct their own buildings. By the way, all textures it used were designed by myself
from scratch using PhotoShop Haha.</p>
</td>
</tr> -->
<!-- project -->
<!-- <tr>
<td style="padding:20px; width:20%;vertical-align:middle">
<img src='image/project3.png' width="200">
</td>
<td style="padding:20px;width:75%;vertical-align:middle">
<projecttitle>[Demo & tutorial] SVM via Sequential Minimal Optimization. 2017</projecttitle>
<br>
<p></p>
<p> This SVM visualization system was programmed using C++ and Qt, which was originally used for
my Numerical Optimization course at UCAS. The binary classification was solved by Sequential
Minimal Optimization (SMO).</p>
<a href="https://www.bilibili.com/video/BV1Sb411k7c3">[video]</a>
</td>
</tr>
</tbody> -->
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<table width="100%" align="center" border="0" cellspacing="0" cellpadding="10">
<tbody>
<tr>
<td>
<heading>部分奖项</heading>
</td>
</tr>
</tbody>
</table>
<table width="100%" align="center" border="0" cellpadding="20">
<tbody>
<tr>
<td width="75%" valign="center">
<award>
<papertitle>>>></papertitle> <b>国家奖学金</b>。连续3年获得,2015, 2016, 2017.<br>
<papertitle>>>></papertitle> <b>山东省-省级三好学生</b>。 2014. <br>
<papertitle>>>></papertitle> <b>物理奥赛山东省二等奖</b>。 (排名:65/1800), 2013.</award>
</td>
</tr>
</tbody>
</table>
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<HR align=center width=920 color=#987cb9 SIZE=2>
<table width="100%" align="center" border="0" cellspacing="0" cellpadding="10">
<tbody>
<tr>
<td>
<heading>乱七八糟</heading>
</td>
</tr>
</tbody>
</table>
<table width="100%" align="center" border="0" cellpadding="20">
<tbody>
<tr>
<td width="75%" valign="center">
<subheading>+ 兴趣-Game:</subheading> <br><br>
<img src='image/logo/logo-genshin.jpg' height="90">
<img src='image/logo/logo-lol.png' height="90">
<img src='image/logo/logo-onmyoji.png' height="90">
<img src='image/logo/logo-zero.png' height="90">
<img src='image/logo/logo-dmc.png' height="90">
<img src='image/logo/logo-terraria.png' height="90">
<img src='image/logo/logo-sky.jpg' height="90">
<img src='image/logo/logo-starve.png' height="90">
<img src='image/logo/logo-ff.png' height="90">
</td>
<tbody>
<tr>
<td width="75%" valign="center">
<subheading>+ 兴趣-アニメ:</subheading> <br><br>
<img src='image/anime/Aisaka.jpg' height="90">
<img src='image/anime/konan.png' height="90">
<img src='image/anime/inori.png' height="90">
<img src='image/anime/jojo.jpg' height="90">
<img src='image/anime/lanma.jpg' height="90">
<img src='image/anime/suzumiya.png' height="90">
<img src='image/anime/shinobu.png' height="90">
<img src='image/anime/saber.png' height="90">
<img src='image/anime/misaka.png' height="90">
</td>
</tr>
<tbody>
<tr>
<td width="75%" valign="center">
<subheading>+ 兴趣-其他:</subheading> <br><br>
<img src='image/other/nogizaka.jpg' height="90">
<!-- <img src='image/other/sakamoto.png' height="90"> -->
</td>
</tr>
<!-- <tr>
<td width="75%" valign="center">
<subheading>+ Useful links:</subheading> <br><br>
- <a href="http://kesen.realtimerendering.com/">[Ke-Sen Huang]</a>
- <a href="https://dritchie.github.io/2017/10/12/three-phase-paper-writing.html">[Three-phase Paper Writing]</a>
- <a href="https://www.cc.gatech.edu/~turk/math_gr.html">[Mathmatics for Computer Graphics]</a>
<br> - <a href="https://sites.cs.ucsb.edu/~lingqi/">[Prof. Lingqi Yan's Rendering Courses]</a>
- <a href="https://danielcohenor.com/courses/">[Prof. Daniel Cohen-Or's Graphics Courses]</a>
<br> - <a href="https://www.ccf.org.cn/en/Bulletin/2019-05-13/663884.shtml">[CCF Recommended
List]</a>
- <a href="http://portal.core.edu.au/conf-ranks/">[Core Conferences]</a>
</td>
</tr> -->
<!-- <tr>
<td width="75%" valign="center">
<subheading>+ Gallery for my painting and other works:</subheading> <br><br>
<img src='image/drawing1.jpg' width="236">
<img src='image/gallery.png' width="580">
<img src='image/2.png' width="800">
<img src='image/1.png' width="800">
</td>
</tr> -->
</tbody>
</table>
<table style="width:100%;border:0px;border-spacing:0px;border-collapse:separate;margin-right:auto;margin-left:auto;">
<tbody>
<tr>
<td style="padding:0px">
<br>
<p style="text-align:right;font-size:small;">
Thank <a href="https://jonbarron.info/">Jon Barron</a> for this nice template!
</p>
</td>
</tr>
</tbody>
</table>
</td>
</tr>
</table>
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