Image: Chayanan via Getty Images
2 min
Lingjie Liu, an assistant professor in the Department of Computer and Information Science in the School of Engineering and Applied Science, uses AI both as a subject of research and as a core methodology for building new 3D visual computing systems. Her work resides at the interface of computer graphics, computer vision, and AI, where she focuses on learning-based methods for representing, reconstructing, and generating 3D humans and scenes from visual observations.
“More broadly, I am interested in how AI can help us move from pixels to structured 3D understanding: recovering geometry, appearance, motion, and dynamics in ways that are not only visually compelling but also controllable and useful for downstream applications,” she says.
Liu is intrigued by a new genre of 3D reconstruction and rendering algorithms for human characters and general scenes. She says this area is especially exciting because it sits right between strong mathematical rules about geometric structures and the flexibility of modern machine learning.
Classical computer graphics provides powerful built-in rules regarding geometry, rendering, and animation, while deep learning is able to handle the complexity, ambiguity, and scale of real-world data, she explains. So the ability to combine them is particularly important for rendering realistic human characters and general scenes, which are “highly dynamic, visually complex, and difficult to model with purely hand-engineered pipelines.”
Recently, Liu has been especially excited about projects that push 3D vision and generation beyond visual realism toward more physically accurate motion. For example, in the PhysCtrl project, Liu and researchers explored how to make video generation more physically grounded (i.e., consistent with physics) and controllable.
“Instead of generating motion that only looks plausible, the goal is to model physical dynamics in a way that can respond meaningfully to force and material parameters,” she says. “I find that direction exciting because it moves generative models toward being more interpretable, editable, and connected to the physical world.”
Another project, PhysHMR, focuses on reconstructing physically plausible human motion from a single-camera video.
“A central challenge there is that motion can look reasonable in image space while still being unstable or physically implausible in 3D,” she says. She adds that in PhysHMR, they address this issue by teaching an AI system to convert visual input into realistic human movement within a physics-based simulator, producing motion that is both visually aligned and physically grounded.
“More broadly, these projects reflect a direction I care a lot about: building models that do not just reconstruct or generate what the world looks like but also capture how it moves and behaves,” Liu says.
In the future, Liu says she sees her work with AI growing toward a much tighter integration of visual modeling, physical reasoning, and controllable generation.
“For a long time, reconstruction and rendering methods have focused primarily on visual realism — making outputs look accurate or photorealistic,” she says. “But I think the next important step is to build models that are not only visually convincing but also physically grounded, structurally consistent, and easier to control.”
On Wednesday, April 22, Liu will discuss “Beyond Photorealism: 3D Reconstruction and Generation with Multimodal and Physical Grounding” from noon to 1:15 p.m. Amy Gutmann Hall, Room 414. The talk is also available on Zoom at https://upenn.zoom.us/j/91849643116.
Image: Chayanan via Getty Images
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