Huadong Zhang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Huadong Zhang has a total of 32 co-authors. Here are the top co-authors by number of shared publications:
- Chao Peng
Rochester Institute of Technology, Rochester, New York, USA
10 shared publications - Lizhou Cao
Rochester Institute of Technology, Rochester, New York, USA and University of Maryland Eastern Shore, Princess Anne, Maryland, USA
7 shared publications - David Schwartz
Rochester Institute of Technology
4 shared publications - Xuhang Yuan
Rochester Institute of Technology, Rochester, New York, USA
2 shared publications - Cielo Serna
School of Film and Animation, and MAGIC Spell Studios, Rochester Institute of Technology, United States of America
1 shared publication - David Long
Rochester Institute of Technology, Rochester, USA
1 shared publication
Latest Publications
- Open Access
- 30 June 2026
- Published by Elsevier in International Journal of Disaster Risk Reduction
- Vol. 143
LLM-ResiGame: Multi-agent large language models for creating scenario-based resilience games in critical infrastructure decision-making practices
- 30 June 2026
- Published by Elsevier in International Journal of Disaster Risk Reduction
- Vol. 143
Open AccessLLM-ResiGame: Multi-agent large language models for creating scenario-based resilience games in critical infrastructure decision-making practices
- Open Access
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
AV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD
- 13 April 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-20
Open AccessAV-Play: Co-Designing VR Games to Study Audiovisual Integration in Children with ADHD
- Open Access
- 14 March 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (2) , 82
Performance-driven foveated VR rendering system for large 3D meshes
- 14 March 2026
- Published by Springer Nature in Virtual Reality
- Vol. 30 (2) , 82
Open AccessPerformance-driven foveated VR rendering system for large 3D meshes
- Open Access
- 9 August 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Lunar Roving Adventure: Stepping into Historic Apollo Missions in Virtual Reality
- 9 August 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessLunar Roving Adventure: Stepping into Historic Apollo Missions in Virtual Reality
- Open Access
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-19
UltraMeshRenderer: Efficient Structure and Management of GPU Out-of-core Memory for Real-time Rendering of Gigantic 3D Meshes
GPUs can encounter memory capacity constraints, which pose challenges for achieving real-time rendering performance when processing large 3D models that exceed available memory. State-of-the-art out-of-core rendering frameworks have leveraged Level of Detail (LOD) and frame-to-frame coherence data management techniques to optimize memory usage and minimize CPU-to-GPU data transfer costs. However, the size of view-dependently selected data may still exceed GPU memory capacity, and data transfer remains the most significant bottleneck in overall performance costs. To address these, we introduce a new GPU out-of-core rendering approach that includes a LOD selection method that takes into account both memory and coherence constraints and a parallel in-place GPU memory management algorithm that efficiently assembles the data of the current frame with GPU-resident data from the previous frame and transferred data. Our approach bounds memory usage and data transfer costs, prioritizes and schedules the transfer of essential data, incrementally refining the LOD over subsequent frames to converge toward the desired visual fidelity. Our parallel memory management algorithm consolidates frame-different and reusable data, dynamically reallocating GPU memory slots for efficient in-place operations. Hierarchical LOD representations remain a core component, and we emphasize their role in supporting adaptive data transfer and coherence management, characterized by a uniform depth and near-equal patch size at all levels. Our approach adapts seamlessly to scenarios with varying levels of coherence by balancing real-time performance with visual consistency. Experimental results demonstrate that our system achieves significant performance improvements, rendering scenes with billions of triangles in real-time, outperforming existing methods while maintaining consistent visual quality during dynamic interactions.
- 27 July 2025
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 44 (4) , 1-19
Open AccessUltraMeshRenderer: Efficient Structure and Management of GPU Out-of-core Memory for Real-time Rendering of Gigantic 3D Meshes
GPUs can encounter memory capacity constraints, which pose challenges for achieving real-time rendering performance when processing large 3D models that exceed available memory. State-of-the-art out-of-core rendering frameworks have leveraged Level of Detail (LOD) and frame-to-frame coherence data management techniques to optimize memory usage and minimize CPU-to-GPU data transfer costs. However, the size of view-dependently selected data may still exceed GPU memory capacity, and data transfer remains the most significant bottleneck in overall performance costs. To address these, we introduce a new GPU out-of-core rendering approach that includes a LOD selection method that takes into account both memory and coherence constraints and a parallel in-place GPU memory management algorithm that efficiently assembles the data of the current frame with GPU-resident data from the previous frame and transferred data. Our approach bounds memory usage and data transfer costs, prioritizes and schedules the transfer of essential data, incrementally refining the LOD over subsequent frames to converge toward the desired visual fidelity. Our parallel memory management algorithm consolidates frame-different and reusable data, dynamically reallocating GPU memory slots for efficient in-place operations. Hierarchical LOD representations remain a core component, and we emphasize their role in supporting adaptive data transfer and coherence management, characterized by a uniform depth and near-equal patch size at all levels. Our approach adapts seamlessly to scenarios with varying levels of coherence by balancing real-time performance with visual consistency. Experimental results demonstrate that our system achieves significant performance improvements, rendering scenes with billions of triangles in real-time, outperforming existing methods while maintaining consistent visual quality during dynamic interactions.
- Open Access
- 17 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Ellic's Exercise Camp: Engaging Children in Physical Activity Through Virtual Reality Gaming
Incorporating virtual reality (VR) games into children’s physical activity routines offers an innovative way to promote exercise in a fun and engaging manner. By immersing children in captivating digital worlds that require physical movement to navigate, VR games transform daily sports activities into exciting adventures, as shown in Figure 1. Set within a vibrant cartoon environment, this game features a virtual exercise camp that captivates and draws children in, keeping them engaged and enthusiastic about participating in physical activities. We have crafted several mini-games inspired by various sports activities, each designed to be both fun and easy to learn. Adorable cartoon characters come to life to guide players through the gameplay, enhancing the interactive experience. This immersive approach entertains and encourages children to embrace exercise as a joyful part of their daily routine.
- 17 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessEllic's Exercise Camp: Engaging Children in Physical Activity Through Virtual Reality Gaming
Incorporating virtual reality (VR) games into children’s physical activity routines offers an innovative way to promote exercise in a fun and engaging manner. By immersing children in captivating digital worlds that require physical movement to navigate, VR games transform daily sports activities into exciting adventures, as shown in Figure 1. Set within a vibrant cartoon environment, this game features a virtual exercise camp that captivates and draws children in, keeping them engaged and enthusiastic about participating in physical activities. We have crafted several mini-games inspired by various sports activities, each designed to be both fun and easy to learn. Adorable cartoon characters come to life to guide players through the gameplay, enhancing the interactive experience. This immersive approach entertains and encourages children to embrace exercise as a joyful part of their daily routine.
- Open Access
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Integrating Independent Contributions in a Game Programming Assignment
In game development curriculum, mastering programming skills is important. Traditional methods to teach programming in computer science curriculum often face challenges in relevance for game development students, leaning towards individual mastery of the knowledge. This has shown a sign of contrast with the collaborative nature of game design and development courses where teamwork is emphasized. In our approach, especially for a game programming assignment that is often integrated with computer graphics requirements, we introduce the strategy of embedding “imagined social elements” into individual programming assignments, simulating team dynamics without a formal team structure. Through this approach, an assignment promotes the integration of independent contributions while maintaining the individual rigor essential for programming practices. The proposed assignment aims to be adopted in a game programming course. We have set up a git repository for this assignment (https://github.com/LizhouCao/Integrating-Independent-Contributions-in-a-Game-Programming-Assignment.git), with build instructions and required dependencies included.
- 13 July 2024
- Published by Association for Computing Machinery (ACM)
- p. 1-2
Open AccessIntegrating Independent Contributions in a Game Programming Assignment
In game development curriculum, mastering programming skills is important. Traditional methods to teach programming in computer science curriculum often face challenges in relevance for game development students, leaning towards individual mastery of the knowledge. This has shown a sign of contrast with the collaborative nature of game design and development courses where teamwork is emphasized. In our approach, especially for a game programming assignment that is often integrated with computer graphics requirements, we introduce the strategy of embedding “imagined social elements” into individual programming assignments, simulating team dynamics without a formal team structure. Through this approach, an assignment promotes the integration of independent contributions while maintaining the individual rigor essential for programming practices. The proposed assignment aims to be adopted in a game programming course. We have set up a git repository for this assignment (https://github.com/LizhouCao/Integrating-Independent-Contributions-in-a-Game-Programming-Assignment.git), with build instructions and required dependencies included.
- 13 August 2023
- Published by Springer Nature in Virtual Reality
- Vol. 27 (4) , 2895-2909
An educational virtual reality game for learning historical events
- 13 August 2023
- Published by Springer Nature in Virtual Reality
- Vol. 27 (4) , 2895-2909
An educational virtual reality game for learning historical events
- 9 July 2023
- Published by Springer Nature
- p. 604-618
Multi-user VR Experience for Creating and Trading Non-fungible Tokens
- 9 July 2023
- Published by Springer Nature
- p. 604-618
Multi-user VR Experience for Creating and Trading Non-fungible Tokens
- 2 February 2023
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 82 (16) , 25427-25448
Real-time multimodal interaction in virtual reality - a case study with a large virtual interface
- 2 February 2023
- Published by Springer Nature in Multimedia Tools and Applications
- Vol. 82 (16) , 25427-25448
Real-time multimodal interaction in virtual reality - a case study with a large virtual interface