Yu Fang

  • Ph.D., Computer and Information Science, University of Pennsylvania 2018 - Present
  • B.Eng., Computer and Science Technology, Tsinghua University 2014 - 2018
  • squarefk@gmail.com
  • (1)267 294 0837

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.

Wechat: squarefk


One Paper Conditionally Accepted by SIGGRAPH 2019

(First Author)

Another Paper Conditionally Accepted by 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)

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)

An Asynchronous Material Point Method

Yuanming Hu*, Yu Fang*, (*equal contributors), (SIGGRAPH 2017, Poster)



  • 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
  • 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.