Yu Fang 方燠

Ph.D. Student
Computer and Information Science, University of Pennsylvania

LEFT PHOHO: Zijing Dorm 2018; RIGHT PHOTO(mid): ACM-ICPC Competition 2018


I am a first-year Ph.D. student majoring in Computer and Information Science at University of Pennsylvania. I am advised by Prof. Chenfanfu Jiang. I graduated from Tsinghua University in July 2018.
My primary research interest is physically based simulation.
Currently, I have been working on utilizing material point method to simulate different phenomena and developing novel technology to accelerate existing simulation framework.
Wechat: squarefk
Phone: +1 2672940837
Email: squarefk@gmail.com


One Paper Submitted to SIGGRAPH 2019
(first author)

Another Paper Submitted to SIGGRAPH 2019
(second author)

A Temporally Adaptive Material Point Method with Regional Time Stepping
Yu Fang*, Yuanming Hu*, Shi-Min Hu, Chenfanfu Jiang, (*equal contributors), (SCA 2018)
[Paper] [Watch Online]
A Moving Least Squares Material Point Method with Displacement Discontinuity and Two-Way Rigid Body Coupling
Yuanming Hu, Yu Fang, Ziheng Ge, Ziyin Qu, Yixin Zhu, Andre Pradhana, Chenfanfu Jiang, (SIGGRAPH 2018)
[Paper] [Tech Doc] [Watch Online]
An Asynchronous Material Point Method
Yuanming Hu*, Yu Fang*, (*equal contributors), (SIGGRAPH 2017, Poster)
[Paper] [Watch Online]


An Open source computer graphics library in C++ and python.
I participated in the development of Taichi with MPM, time-variant level sets, and a WebGL-based visualization system (which allows checking results remotely).
I'm collaborating with the project creator (Yuanming Hu).

Individual project, based on C++
Final project for the course, Fundamentals of Computer Graphics, which get the only full marks
Offline renderer based on path tracing and probabilistic progressive photon mapping, which implements caustics, volumetric scattering, etc.

Phantouch VR
Team project, based on OpenGL
Built for A round financing for a start-up company (Phantouch)
A graphics system for real-time virtual reality applications, built from scratch
I am responsible for shadow maps and the whole real-time post-processing pipeline, including lens distortion, bloom FX, light-shafts, etc.