Bosheng Li
I am a PhD graduate and researcher working on computer graphics, procedural modeling, botanical reconstruction, plant geometry, and interactive systems. Much of my work focuses on trees and vegetation: how to reconstruct them, simulate them, and build tools that make complex structure editable and useful.
Research
My recent work sits at the intersection of several areas:
- Procedural vegetation and tree modeling: structure, growth, volumetric detail, roots, and authoring workflows for complex botanical forms.
- Botanical reconstruction and learned priors: recovering tree and plant structure from images and point clouds using machine learning, geometry, and procedural representations.
- Interactive graphics systems: reusable rendering, editor, and simulation infrastructure for experiments, tools, and technical applications.
Selected publications
Stressful Tree Modeling: Breaking Branches with Strands (2025), SIGGRAPH Conference Papers
Interactive Invigoration: Volumetric Modeling of Trees with Strands (2024), ACM Transactions on Graphics
Rhizomorph: The Coordinated Function of Shoots and Roots (2023), ACM Transactions on Graphics
Learning to Reconstruct Botanical Trees from Single Images (2021), ACM Transactions on Graphics
You can find the full publication list on the publications page or on Google Scholar.
Projects
EvoEngine
EvoEngine is my interactive application and rendering framework for Windows and Linux. It brings together layered engine architecture, data-oriented systems, editor tooling, Vulkan-based rendering, ray tracing support, and Python bindings in one reusable codebase.
The project matters to me because a large part of graphics research also depends on systems work: rendering infrastructure, tools, asset pipelines, and interactive experimentation. EvoEngine is where much of that investment lives.
