Yu Fang

  • Ph.D., Computer and Information Science, University of Pennsylvania 2018 - Present
  • B.Eng., Computer and Science Technology, Tsinghua University 2014 - 2018
  • Email: squarefk@gmail.com
  • Resume: Download

Personal Information

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.

Publications
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Silly Rubber: An Implicit Material Point Method for Simulating Non-equilibrated Viscoelastic and Elastoplastic Solids

Yu Fang, Minchen Li, Ming Gao, Chenfanfu Jiang
ACM Transactions on Graphics (SIGGRAPH 2019)


CD-MPM: Continuum Damage Material Point Methods for Dynamic Fracture Animation

Joshuah Wolper, Yu Fang, Minchen Li, Jiecong Lu, Ming Gao, Chenfanfu Jiang
ACM Transactions on Graphics (SIGGRAPH 2019)


A Temporally Adaptive Material Point Method with Regional Time Stepping

Yu Fang*, Yuanming Hu*, Shi-Min Hu, Chenfanfu Jiang, (*equal contributors)
ACM SIGGRAPH / Eurographics Symposium on Computer Animation (SCA 2018)


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
ACM Transactions on Graphics (SIGGRAPH 2018)


An Asynchronous Material Point Method

Yuanming Hu*, Yu Fang*, (*equal contributors)
ACM Transactions on Graphics (SIGGRAPH 2017, Poster)

Projects

Taichi

  • 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).

NaivePT

  • Individual project, based on C++
  • Final project for the course, Fundamentals of Computer Graphics
  • 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.