Research Projects
QuantiPhy: a Quantitative Benchmark Evaluating Vision-Language Models’ Physical Reasoning Ability
Researcher, Supervised by Prof. Fei-fei Li and Prof. Ehsan Adeli

- Create a controlled physical video dataset that includes Blender simulations, real lab captures, and curated internet videos, each with known ground-truth physical quantities.
- Design quantitative estimation tasks that require answering physics-related questions (e.g., speed, acceleration, distance) directly from video.
- Evaluate both humans and VLMs on the same tasks to compare their accuracy and analyze how background complexity, motion type, and data source affect reasoning performance.
Real-Time Watermarking for VR Motion
Lead Researcher, Supervised by Prof. Dianna Xu and Prof. Aline Normoyle


- Developed a real-time watermark embedding system using Quantization Index Modulation (QIM), optimized for VR motion data with angular velocity-based filtering.
- Simulated various real-world distortions, including frame rate resampling, partial frame loss, and motion blending, to test watermark robustness.
- Evaluated performance using both text and image watermarks, comparing accuracy, visual impact, and resilience under different attack types.
Digital Doppelgangers
Co-Researcher, Leaded by Prof. Aline Normoyle
- Developed realistic digital replicas, utilizing 3D scanning technologies to create lifelike avatars in Unreal Engine.
- Integrated advanced voice and gesture technologies, implementing voice cloning, speech recognition, and
gesture capture to ensure digital avatars closely mirrored real-world interactions, including gaze and blink
animations.
Immersive VR Theater
Co-Researcher, Leaded by Prof. Aline Normoyle
- Created an immersive theater experience by combining the Meta Quest 3 VR headset with realistic puppetry, using motion capture technologies to seamlessly synchronize physical and digital elements.
- Enhanced motion capture precision by optimizing reflective marker placement for stable camera visibility and refining camera calibration in Vicon Shogun.
- Implemented inverse kinematics in Unity to achieve realistic joint movements for a 1:1 Maya-modeled and rigged puppet based on motion capture data.
- Preparing to open an immersive theater experience to volunteer testers for evaluation and further refinement.
- Integrated advanced voice and gesture technologies, implementing voice cloning, speech recognition, and
gesture capture to ensure digital avatars closely mirrored real-world interactions, including gaze and blink
animations.
Simulation and Visualization of Reflective Surfaces
Co-Researcher, Supervised by Prof. Dianna Xu
Frances Velay Women’s Science Research Fellowship (2024)



- Created an island scene in Blender with various reflective objects for testing mirror reflection techniques.
- Implemented advanced reflection methods in OpenGL, including Cubemap, planar reflection, and SSR (Screen Space Reflection) on the island scene.
- Analyzed different methods for visual quality and computational efficiency on objects with different reflective sizes and surrounding complexity, using timing measurements and comparative analysis on visual effects.
- Created a new technique by applying different algorithms to different objects based on the analysis, which significantly improved visual realism with sacrifices on time cost.