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Displaying 1-50 out of 76 total
Vector solid textures
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:July 2010
pp. 1-10
In this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation, a texture...
     
Micropolygon ray tracing with defocus and motion blur
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li, Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li
Issue Date:July 2010
pp. 1-10
We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project into 3D O...
     
Interactive hair rendering under environment lighting
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren, Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren
Issue Date:July 2010
pp. 1-10
We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment light...
     
Line space gathering for single scattering in large scenes
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun, Baining Guo, Kun Zhou, Stephen Lin, Xin Sun
Issue Date:July 2010
pp. 1-10
We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting...
     
An efficient GPU-based approach for interactive global illumination
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Kun Zhou, Minghao Pan, Rui Wang, Hujun Bao, Kun Zhou, Minghao Pan, Rui Wang, Hujun Bao, Kun Zhou, Minghao Pan, Rui Wang, Hujun Bao, Kun Zhou, Minghao Pan, Rui Wang
Issue Date:July 2009
pp. 1-2
This paper presents a GPU-based method for interactive global illumination that integrates complex effects such as multi-bounce indirect lighting, glossy reflections, caustics, and arbitrary specular paths. Our method builds upon scattered data sampling an...
     
Example-based hair geometry synthesis
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:July 2009
pp. 1-2
We present an example-based approach to hair modeling because creating hairstyles either manually or through image-based acquisition is a costly and time-consuming process. We introduce a hierarchical hair synthesis framework that views a hairstyle both as...
     
Joint-aware manipulation of deformable models
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu, Baining Guo, Falai Chen, Jun Wang, KangKang Yin, Kun Zhou, Michiel van de Panne, Weiwei Xu
Issue Date:July 2009
pp. 1-2
Complex mesh models of man-made objects often consist of multiple components connected by various types of joints. We propose a joint-aware deformation framework that supports the direct manipulation of an arbitrary mix of rigid and deformable components. ...
     
Guest Editor's Introduction: Special Section on the Eurographics Symposium on Parallel Graphics and Visualization (EGPGV)
Found in: IEEE Transactions on Visualization and Computer Graphics
By Renato Pajarola,Kun Zhou
Issue Date:June 2012
pp. 837
No summary available.
 
Boundary-Aware Multidomain Subspace Deformation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Yin Yang, Weiwei Xu, Xiaohu Guo, Kun Zhou, Baining Guo
Issue Date:October 2013
pp. 1633-1645
In this paper, we propose a novel framework for multidomain subspace deformation using node-wise corotational elasticity. With the proper construction of subspaces based on the knowledge of the boundary deformation, we can use the Lagrange multiplier techn...
 
Analytic Double Product Integrals for All-Frequency Relighting
Found in: IEEE Transactions on Visualization and Computer Graphics
By Rui Wang, Minghao Pan, Weifeng Chen, Zhong Ren, Kun Zhou, Wei Hua, Hujun Bao
Issue Date:July 2013
pp. 1133-1142
This paper presents a new technique for real-time relighting of static scenes with all-frequency shadows from complex lighting and highly specular reflections from spatially varying BRDFs. The key idea is to depict the boundaries of visible regions using p...
 
TransCut: Interactive Rendering of Translucent Cutouts
Found in: IEEE Transactions on Visualization and Computer Graphics
By Dongping Li, Xin Sun, Zhong Ren,S. Lin, Yiying Tong, Baining Guo, Kun Zhou
Issue Date:March 2013
pp. 484-494
We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interio...
 
A Deformable Surface Model for Real-Time Water Drop Animation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Yizhong Zhang, Huamin Wang, Shuai Wang, Yiying Tong, Kun Zhou
Issue Date:August 2012
pp. 1281-1289
A water drop behaves differently from a large water body because of its strong viscosity and surface tension under the small scale. Surface tension causes the motion of a water drop to be largely determined by its boundary surface. Meanwhile, viscosity mak...
 
Motion Imitation with a Handheld Camera
Found in: IEEE Transactions on Visualization and Computer Graphics
By Guofeng Zhang,Hanqing Jiang,Jin Huang,Jiaya Jia,Tien-Tsin Wong,Kun Zhou,Hujun Bao
Issue Date:October 2011
pp. 1475-1486
In this paper, we present a novel method to extract motion of a dynamic object from a video that is captured by a handheld camera, and apply it to a 3D character. Unlike the motion capture techniques, neither special sensors/trackers nor a controllable env...
 
Interactive Shape Interpolation through Controllable Dynamic Deformation
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jin Huang, Yiying Tong, Kun Zhou, Hujun Bao, Mathieu Desbrun
Issue Date:July 2011
pp. 983-992
In this paper, we introduce an interactive approach to generate physically based shape interpolation between poses. We extend linear modal analysis to offer an efficient and robust numerical technique to generate physically-plausible dynamics even for very...
 
Memory-Scalable GPU Spatial Hierarchy Construction
Found in: IEEE Transactions on Visualization and Computer Graphics
By Qiming Hou, Xin Sun, Kun Zhou, Christian Lauterbach, Dinesh Manocha
Issue Date:April 2011
pp. 466-474
Recent GPU algorithms for constructing spatial hierarchies have achieved promising performance for moderately complex models by using the breadth-first search (BFS) construction order. While being able to exploit the massive parallelism on the GPU, the BFS...
 
Data-Parallel Octrees for Surface Reconstruction
Found in: IEEE Transactions on Visualization and Computer Graphics
By Kun Zhou, Minmin Gong, Xin Huang, Baining Guo
Issue Date:May 2011
pp. 669-681
We present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit functi...
 
Radiance Transfer Biclustering for Real-Time All-Frequency Biscale Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Xin Sun, Qiming Hou, Zhong Ren, Kun Zhou, Baining Guo
Issue Date:January 2011
pp. 64-73
We present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture ...
 
On the User Research Method Based on OMUKE and UPPA
Found in: Computational Intelligence and Design, International Symposium on
By Fei Hu, Kun Zhou, Zhijian Liu
Issue Date:December 2009
pp. 522-525
User research is a user-centered elicitation of experience and research of life. Now user research methods commonly used are focused on users, processes and backgrounds of usage. This paper analyzes the methods of Object-Mediated User Knowledge Elicitation...
 
An Application of Fuzzy Control Based on PLC in the Electrical Control System of Fancy Soap Production
Found in: Fuzzy Systems and Knowledge Discovery, Fourth International Conference on
By Kun Zhou, Yanmin Song, Xintian Shen, Yurong Yan, Wen Wang
Issue Date:October 2008
pp. 279-283
Taking the electronic controlled weighing system of fancy soap production line of Tianjin Procter & Gamble Company as an example, the paper adopted fuzzy control technique and studied the fuzzy controller realized on the basis of SIMENS PLC. The paper ...
 
Fogshop: Real-Time Design and Rendering of Inhomogeneous, Single-Scattering Media
Found in: Computer Graphics and Applications, Pacific Conference on
By Kun Zhou, Qiming Hou, Minmin Gong, John Snyder, Baining Guo, Heung-Yeung Shum
Issue Date:November 2007
pp. 116-125
We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rendering of inhomogeneous media including their shadowing and scattering effects....
 
Low Distortion Shell Map Generation
Found in: Virtual Reality Conference, IEEE
By Kai Ye, Kun Zhou, Zhigeng Pan, Yiying Tong, Baining Guo
Issue Date:March 2007
pp. 203-208
A shell map [7] is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an...
 
Decorating Surfaces with Bidirectional Texture Functions
Found in: IEEE Transactions on Visualization and Computer Graphics
By Kun Zhou, Peng Du, Lifeng Wang, Yasuyuki Matsushita, Jiaoying Shi, Baining Guo, Heung-Yeung Shum
Issue Date:September 2005
pp. 519-528
We present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user intera...
 
FaceWarehouse: A 3D Facial Expression Database for Visual Computing
Found in: IEEE Transactions on Visualization and Computer Graphics
By Chen Cao, Yanlin Weng, Shun Zhou, Yiying Tong, Kun Zhou
Issue Date:March 2014
pp. 413-425
We present FaceWarehouse, a database of 3D facial expressions for visual computing applications. We use Kinect, an off-the-shelf RGBD camera, to capture 150 individuals aged 7-80 from various ethnic backgrounds. For each person, we captured the RGBD data o...
 
Multiscale vector volumes
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu, Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:December 2011
pp. 1-15
We introduce multiscale vector volumes, a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled ...
     
A shading reuse method for efficient micropolygon ray tracing
Found in: ACM Transactions on Graphics (TOG)
By Kun Zhou, Qiming Hou, Kun Zhou, Qiming Hou
Issue Date:December 2011
pp. 1-15
We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and...
     
Out-of-core multigrid solver for streaming meshes
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Kun Zhou, Xiaohan Shi, Hujun Bao, Kun Zhou, Xiaohan Shi
Issue Date:December 2009
pp. 1-2
We present an out-of-core multigrid for solving the Poisson equation defined over gigantic meshes. This enables gradient-domain operations on out-of-core meshes with irregular connectivity. Taking a streaming mesh and boundary constraints as input, our sol...
     
RenderAnts: interactive Reyes rendering on GPUs
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Minmin Gong, Qiming Hou, Xin Sun, Zhong Ren, Baining Guo, Kun Zhou, Minmin Gong, Qiming Hou, Xin Sun, Zhong Ren
Issue Date:December 2009
pp. 1-2
We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bound...
     
Debugging GPU stream programs through automatic dataflow recording and visualization
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Qiming Hou, Baining Guo, Kun Zhou, Qiming Hou
Issue Date:December 2009
pp. 1-2
We present a novel framework for debugging GPU stream programs through automatic dataflow recording and visualization. Our debugging system can help programmers locate errors that are common in general purpose stream programs but very difficult to debug wi...
     
Motion field texture synthesis
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Chongyang Ma, Kun Zhou, Li-Yi Wei, Baining Guo, Chongyang Ma, Kun Zhou, Li-Yi Wei
Issue Date:December 2009
pp. 1-2
A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationall...
     
Cone Tracing for Furry Object Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Hao Qin,Menglei Chai,Qiming Hou,Zhong Ren,Kun Zhou
Issue Date:August 2014
pp. 1-1
We present a cone-based ray tracing algorithm for high-quality rendering of furry objects with reflection, refraction and defocus effects. By aggregating many sampling rays in a pixel as a single cone, we significantly reduce the high supersampling rate re...
 
Exploring Topical Lead-Lag across Corpora
Found in: IEEE Transactions on Knowledge and Data Engineering
By Shixia Liu,Yang Chen,Hao Wei,Jing Yang,Kun Zhou,Steven M. Drucker
Issue Date:May 2014
pp. 1
Identifying which text corpus leads in the context of a topic presents a great challenge of considerable interest to researchers. Recent research into lead-lag analysis has mainly focused on estimating the overall leads and lags between two corpora. Howeve...
 
Bayesian Depth-from-Defocus with Shading Constraints
Found in: 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
By Chen Li,Shuochen Su,Yasuyuki Matsushita,Kun Zhou,Stephen Lin
Issue Date:June 2013
pp. 217-224
We present a method that enhances the performance of depth-from-defocus (DFD) through the use of shading information. DFD suffers from important limitations - namely coarse shape reconstruction and poor accuracy on texture less surfaces - that can be overc...
 
GPU-based out-of-core many-lights rendering
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Kun Zhou, Wei Hua, Yuchi Huo, Rui Wang, Yazhen Yuan
Issue Date:November 2013
pp. 1-10
In this paper, we present a GPU-based out-of-core rendering approach under the many-lights rendering framework. Many-lights rendering is an efficient and scalable rendering framework for a large number of lights. But when the data sizes of lights and geome...
     
Line segment sampling with blue-noise properties
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Guofu Xie, Jie Guo, Jingui Pan, Kun Zhou, Wencheng Wang, Xin Sun
Issue Date:July 2013
pp. 1-14
Line segment sampling has recently been adopted in many rendering algorithms for better handling of a wide range of effects such as motion blur, defocus blur and scattering media. A question naturally raised is how to generate line segment samples with goo...
     
3D shape regression for real-time facial animation
Found in: ACM Transactions on Graphics (TOG)
By Chen Cao, Kun Zhou, Stephen Lin, Yanlin Weng
Issue Date:July 2013
pp. 1-10
We present a real-time performance-driven facial animation system based on 3D shape regression. In this system, the 3D positions of facial landmark points are inferred by a regressor from 2D video frames of an ordinary web camera. From these 3D points, the...
     
Interpreting concept sketches
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Niloy J. Mitra, Tianjia Shao, Weiwei Xu, Wilmot Li
Issue Date:July 2013
pp. 1-10
Concept sketches are popularly used by designers to convey pose and function of products. Understanding such sketches, however, requires special skills to form a mental 3D representation of the product geometry by linking parts across the different sketche...
     
Dynamic hair manipulation in images and videos
Found in: ACM Transactions on Graphics (TOG)
By Kun Zhou, Lvdi Wang, Menglei Chai, Xiaogang Jin, Yanlin Weng
Issue Date:July 2013
pp. 1-8
This paper presents a single-view hair modeling technique for generating visually and physically plausible 3D hair models with modest user interaction. By solving an unambiguous 3D vector field explicitly from the image and adopting an iterative hair gener...
     
An interactive approach to semantic modeling of indoor scenes with an RGBD camera
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Dongping Li, Jingdong Wang, Kun Zhou, Tianjia Shao, Weiwei Xu
Issue Date:November 2012
pp. 1-11
We present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labe...
     
Single-view hair modeling for portrait manipulation
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Kun Zhou, Lvdi Wang, Menglei Chai, Yanlin Weng, Yizhou Yu
Issue Date:July 2012
pp. 1-8
Human hair is known to be very difficult to model or reconstruct. In this paper, we focus on applications related to portrait manipulation and take an application-driven approach to hair modeling. To enable an average user to achieve interesting portrait m...
     
Interactive images: cuboid proxies for smart image manipulation
Found in: ACM Transactions on Graphics (TOG)
By Kun Zhou, Ming-Ming Cheng, Niloy J. Mitra, Shi-Min Hu, Xiang Chen, Youyi Zheng
Issue Date:July 2012
pp. 1-11
Images are static and lack important depth information about the underlying 3D scenes. We introduce interactive images in the context of man-made environments wherein objects are simple and regular, share various non-local relations (e.g., coplanarity, par...
     
Multiscale vector volumes
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:December 2011
pp. 1-137
We introduce multiscale vector volumes, a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled ...
     
A shading reuse method for efficient micropolygon ray tracing
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Kun Zhou, Qiming Hou
Issue Date:December 2011
pp. 1-137
We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and...
     
Multiscale vector volumes
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:December 2011
pp. 1-8
We introduce multiscale vector volumes, a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled ...
     
A shading reuse method for efficient micropolygon ray tracing
Found in: Proceedings of the 2011 SIGGRAPH Asia Conference (SA '11)
By Kun Zhou, Qiming Hou
Issue Date:December 2011
pp. 1-8
We present a shading reuse method for micropolygon ray tracing. Unlike previous shading reuse methods that require an explicit object-to-image space mapping for shading density estimation or shading accuracy, our method performs shading density control and...
     
Vector solid textures
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Baining Guo, Kun Zhou, Lvdi Wang, Yizhou Yu
Issue Date:July 2010
pp. 10-18
In this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation, a texture...
     
Micropolygon ray tracing with defocus and motion blur
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Baining Guo, Hao Qin, Kun Zhou, Qiming Hou, Wenyao Li
Issue Date:July 2010
pp. 10-18
We present a micropolygon ray tracing algorithm that is capable of efficiently rendering high quality defocus and motion blur effects. A key component of our algorithm is a BVH (bounding volume hierarchy) based on 4D hyper-trapezoids that project into 3D O...
     
Interactive hair rendering under environment lighting
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Baining Guo, Kun Zhou, Tengfei Li, Wei Hua, Zhong Ren
Issue Date:July 2010
pp. 10-18
We present an algorithm for interactive hair rendering with both single and multiple scattering effects under complex environment lighting. The outgoing radiance due to single scattering is determined by the integral of the product of the environment light...
     
Line space gathering for single scattering in large scenes
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Baining Guo, Kun Zhou, Stephen Lin, Xin Sun
Issue Date:July 2010
pp. 10-18
We present an efficient technique to render single scattering in large scenes with reflective and refractive objects and homogeneous participating media. Efficiency is obtained by evaluating the final radiance along a viewing ray directly from the lighting...
     
Out-of-core multigrid solver for streaming meshes
Found in: ACM SIGGRAPH Asia 2009 papers (SIGGRAPH Asia '09)
By Hujun Bao, Kun Zhou, Xiaohan Shi
Issue Date:December 2009
pp. 1-6
We present an out-of-core multigrid for solving the Poisson equation defined over gigantic meshes. This enables gradient-domain operations on out-of-core meshes with irregular connectivity. Taking a streaming mesh and boundary constraints as input, our sol...
     
RenderAnts: interactive Reyes rendering on GPUs
Found in: ACM SIGGRAPH Asia 2009 papers (SIGGRAPH Asia '09)
By Baining Guo, Kun Zhou, Minmin Gong, Qiming Hou, Xin Sun, Zhong Ren
Issue Date:December 2009
pp. 1-6
We present RenderAnts, the first system that enables interactive Reyes rendering on GPUs. Taking RenderMan scenes and shaders as input, our system first compiles RenderMan shaders to GPU shaders. Then all stages of the basic Reyes pipeline, including bound...
     
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