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Displaying 1-50 out of 121 total
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:October 2013
pp. 1605
No summary available.
 
Guest Editorial: Special Issue on Haptics, Virtual, and Augmented Reality
Found in: IEEE Transactions on Visualization and Computer Graphics
By Grigore C. Burdea, Ming C. Lin, William Ribarsky, Benjamin Watson
Issue Date:November 2005
pp. 611-613
Guest Editorial: Special Issue on Haptics, Virtual, and Augmented Reality
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:June 2013
pp. 897
No summary available.
 
Editor’s Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:March 2012
pp. 353-353
No summary available.
 
Six Degree-of-Freedom Haptic Display
Found in: Visualization Conference, IEEE
By Arthur Gregory, Ajith Mascarenhas, Stephen Ehmann, Ming C. Lin, Dinesh Manocha
Issue Date:October 2000
pp. 20
We present an algorithm for haptic display of moderately complex polygonal models with a six degree of freedom (DOF) force feedback device. We make use of incremental algorithms for contact determination between convex primitives. The resulting contact inf...
 
State of the Journal
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:January 2014
pp. 1
IEEE Transactions on Visualization and Computer Graphics (TVCG) has published more papers in 2013 than in any previous year. TVCG continues to be in an excellent state. For the first time, the entire proceedings of IEEE VAST 2013 papers became part of the ...
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:January 2012
pp. 2-2
No summary available.
 
A Message from the New Editor-in-Chief
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:March 2011
pp. 263
No summary available.
 
Editor's Note [2013 Best Associate Editor Award & 2013 Best Reviewer Award]
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:June 2014
pp. 822
The success of a journal relies heavily on the quality of submissions and of their reviews. The latter is primarily the work and efforts of the associate editors and the anonymous reviewers. The dedication of associate editors and of external reviewers is ...
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:May 2014
pp. 662-663
The IEEE Computer Society's policy limits the terms of the members of its Editorial Board. This policy allows new people and expertise to come in and benefits the growth and vitality of the journal. On behalf of the IEEE Computer Society and TVCG¿s Editori...
 
Editor's note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:January 2013
pp. 2
THE IEEE Computer Society's policy limits the terms of the members of its Editorial Board. This allows new people and expertise to come in and benefi ts the growth and vitality of the journal. The success of the journal relies on the quality of the submiss...
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:August 2011
pp. 1033
No summary available.
 
Transforming GIS Data into Functional Road Models for Large-Scale Traffic Simulation
Found in: IEEE Transactions on Visualization and Computer Graphics
By David Wilkie,Jason Sewall,Ming C. Lin
Issue Date:June 2012
pp. 890-901
There exists a vast amount of geographic information system (GIS) data that model road networks around the world as polylines with attributes. In this form, the data are insufficient for applications such as simulation and 3D visualization—tools which will...
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:May 2011
pp. 553-554
No summary available.
 
Fast Animation of Lightning Using an Adaptive Mesh
Found in: IEEE Transactions on Visualization and Computer Graphics
By Theodore Kim, Ming C. Lin
Issue Date:March 2007
pp. 390-402
<p><b>Abstract</b>—We present a fast method for simulating, animating, and rendering lightning using adaptive grids. The
 
Guest Editors' Introduction: Haptic Rendering-Touch—Enabled Interfaces
Found in: IEEE Computer Graphics and Applications
By Ming C. Lin, Kenneth Salisbury
Issue Date:November 2004
pp. 20-21
No summary available.
 
Sensation-Preserving Haptic Rendering
Found in: IEEE Computer Graphics and Applications
By Ming C. Lin, Miguel A. Otaduy
Issue Date:July 2005
pp. 8-11
Researchers have recently investigated the problem of rendering the contact forces and torques between 3D virtual objects. This problem is known as 6-DOF haptic rendering, as the computed output includes both 3-DOF forces and 3-DOF torques. This article pr...
 
Real-Time Path Planning in Dynamic Virtual Environments Using Multiagent Navigation Graphs
Found in: IEEE Transactions on Visualization and Computer Graphics
By Avneesh Sud, Erik Andersen, Sean Curtis, Ming C. Lin, Dinesh Manocha
Issue Date:May 2008
pp. 526-538
We present a novel approach for efficient path planning and navigation of multiple virtual agents in complex dynamic scenes. We introduce a new data structure, Multi-agent Navigation Graph (MaNG), which is constructed using first- and second-order Voronoi ...
 
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:January 2013
pp. 1
The journal continues to be in an excellent state. For the fi rst time, the entire proceedings of IEEE VR 2012 long papers became a special issue of TVCG (April 2012 issue). At the start of October 2012, TVCG had received more than 220 regular submissions,...
 
Directing Crowd Simulations Using Navigation Fields
Found in: IEEE Transactions on Visualization and Computer Graphics
By Sachin Patil, Jur van den Berg, Sean Curtis, Ming C. Lin, Dinesh Manocha
Issue Date:February 2011
pp. 244-254
We present a novel approach to direct and control virtual crowds using navigation fields. Our method guides one or more agents toward desired goals based on guidance fields. The system allows the user to specify these fields by either sketching paths direc...
 
Guest Editor's Introduction: Special Section on the IEEE Virtual Reality Conference (VR)
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin, Anthony Steed, Carolina Cruz-Neira
Issue Date:May 2009
pp. 353-354
No summary available.
 
Efficient and Accurate Sound Propagation Using Adaptive Rectangular Decomposition
Found in: IEEE Transactions on Visualization and Computer Graphics
By Nikunj Raghuvanshi, Rahul Narain, Ming C. Lin
Issue Date:September 2009
pp. 789-801
Accurate sound rendering can add significant realism to complement visual display in interactive applications, as well as facilitate acoustic predictions for many engineering applications, like accurate acoustic analysis for architectural design [CHECK END...
 
Virtual Reality Software and Technology
Found in: IEEE Computer Graphics and Applications
By Ming C. Lin, Miguel A. Otaduy, Ronan Boulic
Issue Date:November 2008
pp. 18-19
This special issue contains an introductory survey on 3D user interfaces by leading VR authorities and significantly expanded versions of the four best short papers from the proceedings of the 14th ACM Symposium on Virtual Reality Software and Technology (...
   
Interactive Navigation of Heterogeneous Agents Using Adaptive Roadmaps
Found in: IEEE Transactions on Visualization and Computer Graphics
By Russell Gayle, Avneesh Sud, Erik Andersen, Stephen J. Guy, Ming C. Lin, Dinesh Manocha
Issue Date:January 2009
pp. 34-48
We present a novel algorithm for collision-free navigation of a large number of independent agents in complex and dynamic environments. We introduce adaptive roadmaps to perform global path planning for each agent simultaneously. Our algorithm takes into a...
 
Guest Editor's Introduction: Special Section on Virtual Reality
Found in: IEEE Transactions on Visualization and Computer Graphics
By Anthony Steed, William Sherman, Ming C. Lin
Issue Date:May 2008
pp. 485-486
No summary available.
 
A Survey on Hair Modeling: Styling, Simulation, and Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Kelly Ward, Florence Bertails, Tae-Yong Kim, Stephen R. Marschner, Marie-Paule Cani, Ming C. Lin
Issue Date:March 2007
pp. 213-234
<p><b>Abstract</b>—Realistic hair modeling is a fundamental part of creating virtual humans in computer graphics. This paper surveys the state of the art in the major topics of hair modeling: hairstyling, hair simulation, and hair renderi...
 
Haptic Display of Interaction between Textured Models
Found in: Visualization Conference, IEEE
By Miguel A. Otaduy, Nitin Jain, Avneesh Sud, Ming C. Lin
Issue Date:October 2004
pp. 297-304
Surface texture is among the most salient haptic characteristics of objects; it can induce vibratory contact forces that lead to perception of roughness. In this paper, we present a new algorithm to display haptic texture information resulting from the int...
 
Incremental Penetration Depth Estimation between Convex Polytopes Using Dual-Space Expansion
Found in: IEEE Transactions on Visualization and Computer Graphics
By Young J. Kim, Ming C. Lin, Dinesh Manocha
Issue Date:March 2004
pp. 152-163
<p><b>Abstract</b>—We present a fast algorithm to estimate the penetration depth between convex polytopes in 3D. The algorithm incrementally seeks a
 
Fast and Accurate Collision Detection for Virtual Environments
Found in: Scientific Visualization Conference
By Ming C. Lin
Issue Date:June 1997
pp. 171
A realistic simulation system, which couples geometry and physics, can provide a useful toolkit for virtual environments. Interactions among moving objects in the virtual worlds are modeled by dynamic constraints and contact analysis. In order to portray t...
 
Interactive and Continuous Collision Detection for Avatars in Virtual Environments
Found in: Virtual Reality Conference, IEEE
By Stephane Redon, Young J. Kim, Ming C. Lin, Dinesh Manocha, Jim Templeman
Issue Date:March 2004
pp. 117
We present a fast algorithm for continuous collision detection between a moving avatar and its surrounding virtual environment. We model the avatar as an articulated body using line-skeletons with constant offsets and the virtual environment as a collectio...
 
Message from the Editor-in Chief
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:April 2014
pp. v
No summary available.
   
Message from the Editor-in-Chief
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:April 2013
pp. v
No summary available.
   
Message from the Editor-in-Chief
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:April 2012
pp. v-v
No summary available.
   
Editor's Note
Found in: IEEE Transactions on Visualization and Computer Graphics
By Ming C. Lin
Issue Date:January 2012
pp. 1-2
No summary available.
 
Synthesizing contact sounds between textured models
Found in: Virtual Reality Conference, IEEE
By Zhimin Ren, Hengchin Yeh,Ming C Lin
Issue Date:March 2010
pp. 139-146
We present a new interaction handling model for physics-based sound synthesis in virtual environments. A new three-level surface representation for describing object shapes, visible surface bumpiness, and microscopic roughness (e.g. friction) is proposed t...
 
Virtualized Traffic: Reconstructing Traffic Flows from Discrete Spatiotemporal Data
Found in: IEEE Transactions on Visualization and Computer Graphics
By Jason Sewall, Jur van den Berg, Ming C. Lin, Dinesh Manocha
Issue Date:January 2011
pp. 26-37
We present a novel concept, Virtualized Traffic, to reconstruct and visualize continuous traffic flows from discrete spatiotemporal data provided by traffic sensors or generated artificially to enhance a sense of immersion in a dynamic virtual world. Given...
 
Accelerated Proximity Queries for Haptic Rendering of Deformable Models
Found in: World Haptics Conference
By Nico Galoppo, Miguel A. Otaduy, Paul Mecklenburg, Markus Gross, Ming C. Lin
Issue Date:March 2007
pp. 591-592
We present a fast proximity query algorithm for haptic display of complex deformable models using a layered representation. Assuming that each solid model can be represented as a rigid core covered by a layer of deformable material, the deformation field o...
 
Fast Simulation of Laplacian Growth
Found in: IEEE Computer Graphics and Applications
By Theodore Kim, Jason Sewall, Avneesh Sud, Ming C. Lin
Issue Date:March 2007
pp. 68-76
Laplacian instability is the physical mechanism driving pattern formation in many disparate natural phenomena. Current algorithms for simulating this instability are slow and memory intensive. A new algorithm, based on the dielectric breakdown model from p...
 
Physically Based Sound Synthesis for Large-Scale Virtual Environments
Found in: IEEE Computer Graphics and Applications
By Nikunj Raghuvanshi, Ming C. Lin
Issue Date:January 2007
pp. 14-18
Recorded sound clips have two main drawbacks. First, the sound generated is repetitive. Real sounds depend on how objects collide and where impact occurs, and prerecorded sound clips fail to capture such factors. Second, recording original sound clips for ...
 
Fast and Reliable Collision Culling Using Graphics Hardware
Found in: IEEE Transactions on Visualization and Computer Graphics
By Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha
Issue Date:March 2006
pp. 143-154
<p><b>Abstract</b>—We present a reliable culling algorithm that enables fast and accurate collision detection between triangulated models in a complex environment. Our algorithm performs fast visibility queries on the GPUs for eliminating...
 
Interactive Simulation of Fibrin Fibers in Virtual Environments
Found in: Virtual Reality Conference, IEEE
By Jeffrey L. Schoner, Michael R. Falvo, Susan T. Lord, Russell M. II Taylor, Ming C. Lin
Issue Date:March 2006
pp. 27-34
We present a data-driven method for interactive simulation and visualization of fibrin fibers, a major component of blood clotting. A fibrin fiber is a complex system consisting of a hierarchy with at least three separate levels of detail. Using measuremen...
 
A Simulation-based VR System for Interactive Hairstyling
Found in: Virtual Reality Conference, IEEE
By Kelly Ward, Nico Galoppo, Ming C. Lin
Issue Date:March 2006
pp. 257-260
We have developed a physically-based VR system that enables users to interactively style dynamic virtual hair by using multiresolution simulation techniques and graphics hardware rendering acceleration for simulating and rendering hair in real time. With a...
 
Stable and Responsive Six-Degree-of-Freedom Haptic Manipulation Using Implicit Integration
Found in: World Haptics Conference
By Miguel A. Otaduy, Ming C. Lin
Issue Date:March 2005
pp. 247-256
In this paper we present a novel approach for simulating the rigid body dynamics of a haptically manipulated object using implicit integration. Our formulation requires the linearization of contact and manipulation forces, and it provides higher stability ...
 
Quick-CULLIDE: Fast Inter- and Intra-Object Collision Culling Using Graphics Hardware
Found in: Virtual Reality Conference, IEEE
By Naga K. Govindaraju, Ming C. Lin, Dinesh Manocha
Issue Date:March 2005
pp. 59-66, 319
We present a fast collision culling algorithm for performing inter- and intra-object collision detection among complex models using graphics hardware. Our algorithm is based on CULLIDE [8] and performs visibility queries on the GPUs to eliminate a subset o...
 
A Versatile Interactive 3D Brush Model
Found in: Computer Graphics and Applications, Pacific Conference on
By William V. Baxter, Ming C. Lin
Issue Date:October 2004
pp. 319-328
We present a flexible modeling approach capable of realistically simulating many varieties of brushes commonly used in painting. Our geometric model of brush heads is a combination of subdivision surfaces and hundreds of individual bristles represented by ...
 
Physically Based Animation and Rendering of Lightning
Found in: Computer Graphics and Applications, Pacific Conference on
By Theodore Kim, Ming C. Lin
Issue Date:October 2004
pp. 267-275
We present a physically-based method for animating and rendering lightning and other electric arcs. For the simulation, we present the dielectric breakdown model, an elegant formulation of electrical pattern formation. We then extend the model to animate a...
 
Accelerated Geometric Queries and Physical Simulation Using Graphics Processors
Found in: Computer Graphics and Applications, Pacific Conference on
By Ming C. Lin
Issue Date:October 2004
pp. 37-39
Given the increasing power and usage of commodity graphics processor units (GPUs), promising potential exists for exploiting the fast growing computational power on GPUs for general-purpose computing. We will present some of our recent research on fast geo...
 
Adaptive Grouping and Subdivision for Simulating Hair Dynamics
Found in: Computer Graphics and Applications, Pacific Conference on
By Kelly Ward, Ming C. Lin
Issue Date:October 2003
pp. 234
We present a novel approach for adaptively grouping and subdividing hair using discrete level-of-detail (LOD) representations. The set of discrete LODs include hair strands, clusters and strips. Their dynamic behavior is controlled by a base skeleton. The ...
 
Modeling Hair Using Level-of-Detail Representations
Found in: Computer Animation and Social Agents, International Conference on
By Kelly Ward, Ming C. Lin, Joohi Lee, Susan Fisher, Dean Macri
Issue Date:May 2003
pp. 41
We present a novel approach for modeling hair using level-of-detail representations. The set of representations include individual strands, hair clusters, and hair strips. They are represented using subdivision curves or surfaces, and have the same underly...
 
Six-Degree-of-Freedom Haptic Display Using Localized Contact Computations
Found in: Haptic Interfaces for Virtual Environment and Teleoperator Systems, International Symposium on
By Young J. Kim, Miguel A. Otaduy, Ming C. Lin, Dinesh Manocha
Issue Date:March 2002
pp. 209
We present a six-degree-of-freedom haptic rendering algorithm using localized contact computations. It takes advantage of high motion coherence due to fast force update and spatial locality near the contact regions. We first decompose the surface of each p...
 
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