About Me
Welcome to my academic homepage! I’m Lizhe Chen, a student at North China University of Technology. My primary research interests lie in the fields of rendering techniques and digital content generation within the realm of computer graphics.
Lately, I have been delving into innovative methods that synergize the capabilities of large language models with the foundational principles of traditional computer graphics. This exploration aims to unlock new potentials and broaden the horizons in the way we generate and interact with digital content.
Mail:chenlizheme@outlook.com or chenlizhe@mail.ncut.edu.cn
Interests
- Rendering Techniques
- Digital Content Generation
- Large Language Models
Education
- North China University of Technology
- Bachelor of Science in Computer, 2021 - Present
Publications
Frequency-Importance Gaussian Splatting for Real-Time Lightweight Radiance Field Rendering

- JCR Q2, CCF-C | First Author, Accepted | Keywords: 3D Reconstruction, 3D Gaussian Splatting
- This work addresses the lack of frequency domain consideration in the original 3DGS method by designing an enhanced Gaussian function. A frequency-sensitive loss function was proposed, along with a dynamic adaptive density control strategy, significantly reducing performance overhead while maintaining rendering quality.
Attack based on data: A novel perspective to attack sensitive points directly

- CCF-C | Third Author, Published | Keywords: Evolutionary Algorithms, Adversarial Attacks
- We introduce a novel black-box attack method targeting time-series classification models. Focused on data location, this method identifies and perturbs sensitive points within the data based on statistical features, employing a predictive model to optimize attack efficiency with minimal perturbations.
Translating Words to Worlds: Zero-Shot Synthesis of 3D Terrain from Textual Descriptions Using Large Language Models

- JCR Q2 | Co-First Author, Accepted | Keywords: Large Language Models, Text-to-3D
- This work eliminates the dependency on diffusion models in Text-to-3D tasks, directly using large language models for 3D terrain synthesis. A new data-terrain mapping method was designed, introducing strategies to guide large language model inference of terrain data, and a multi-agent-based terrain re-editing method was constructed.
实时像素化非真实感渲染方法

- 中文核心 | Fourth Author, Published | Keywords: NPR (Non-Photorealistic Rendering)
- This article primarily implements a high-performance real-time pixelated non-photorealistic rendering method by optimizing edge detection operators for sampling, while also applying a dithering algorithm to stylize the pixelated objects.
面向游戏与动漫的黑白漫画风格非真实感实时渲染方法

- 中文核心, CCF T1 | Second Author & Corresponding Author, Published | Keywords: NPR (Non-Photorealistic Rendering)
基于Unity3D的RPG类游戏关键技术实现
- 中文核心 | Second Author, Published | Keywords: Client-Side Development
Recent Posts
Projects
Common Projects
Games
The following projects are some interesting games created using the Unity engine, some of which are entries my team and I submitted in competitions like Gamejam. Due to file size restrictions on code hosting platforms such as Github, it is challenging for me to directly share the source code of the games. However, I welcome any enthusiasts interested to email me, and I would be happy to provide the source code and any other support through alternative means.
Recent Plans
- Creating a Superior Photoshop Alternative
- I’m developing a superior alternative to Photoshop. Leveraging Vulkan for rendering and employing Rust, QT, or WPF for the graphical interface, this software aims to replicate most functionalities found in Photoshop while introducing node-based editing for each layer. Additionally, I’m exploring the possibility of importing 3D models, allowing users to directly render these models into their 2D editing workspace. This ambitious endeavor seeks to bridge the gap between 2D and 3D design, offering creatives a more versatile and powerful tool for their projects.