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Displaying 1-19 out of 19 total
Geodesic Distance-Based Realistic Facial Animation Using RBF Interpolation
Found in: Computing in Science & Engineering
By Xianmei Wan,Shengjun Liu,Jim X. Chen,Xiaogang Jin
Issue Date:September 2012
pp. 49-55
A geodesic distance-based approach synthesizes natural facial animations using radial basis function (RBF) interpolation. The approach consists of two parts: the geodesic distance calculation and the geodesic distance-based RBF interpolation. The method wo...
 
Enhancing the Symmetry and Proportion of 3D Face Geometry
Found in: IEEE Transactions on Visualization and Computer Graphics
By Qiqi Liao,Xiaogang Jin,Wenting Zeng
Issue Date:October 2012
pp. 1704-1716
We present an engine for enhancing the geometry of a 3D face mesh model while making the enhanced version share close similarity with the original. After obtaining the feature points of a given scanned 3D face model, we first perform a local and global sym...
 
Real-Time Image Smoothing Based on True Edges
Found in: Computer-Aided Design and Computer Graphics, International Conference on
By Xujie Li,Hanli Zhao,Xiaogang Jin,Xiaochun Qin
Issue Date:September 2011
pp. 141-145
are as close as possible to the center of true edges. This gives us an opportunity to judge how well edges are preserved for an edge-preserving smoothing filter. We therefore propose a nonlinear edge-preserving interpolation technique guided by the Canny t...
 
Color-Mood-Aware Clothing Re-texturing
Found in: Computer-Aided Design and Computer Graphics, International Conference on
By Jianbing Shen,Hanqiu Sun,Xiaoyang Mao,Yanwen Guo,Xiaogang Jin
Issue Date:September 2011
pp. 151-154
In this paper, we present a novel color-mood-aware technique to re-texture clothing in a photograph. An efficient classification algorithm is developed to classify clothing textures using color mood scheme. To re-texture the clothing, our approach first co...
 
Interactive Control of Large-Crowd Navigation in Virtual Environments Using Vector Fields
Found in: IEEE Computer Graphics and Applications
By Xiaogang Jin, Jiayi Xu, Charlie C.L. Wang, Shengsheng Huang, Jun Zhang
Issue Date:November 2008
pp. 37-46
Providing interactive control is a hot topic in crowd-navigation research. Here, the authors propose a simple but effective way for authoring a crowd scene. With their governing tool, users can easily drive the flow of crowds by sketching velocities on anc...
 
Real-Time Tone Mapping for High-Resolution HDR Images
Found in: Cyberworlds, International Conference on
By Hanli Zhao, Xiaogang Jin, Jianbing Shen
Issue Date:September 2008
pp. 256-262
High dynamic range rendering attempts to take an HDR image and produce a more realistic representation on a limited range computer monitor. Although several tone mapping operators have been proposed in recent years, no evaluation has yet been undertaken to...
 
Efficient and Stable Simulation of Cloth Undergoing Large Rotations
Found in: Computing in Science and Engineering
By Chuan Zhou, Xiaogang Jin, Charlie C.L. Wang
Issue Date:July 2008
pp. 30-40
The semi-implicit integration scheme is often used to simulate cloth animation because of its high stability and efficiency. However, it gives notable vibrations because of linear approximation in large rotations, which always occur in cloth simulations. H...
 
Nondissipative Marbling
Found in: IEEE Computer Graphics and Applications
By Jiayi Xu, Xiaoyang Mao, Xiaogang Jin
Issue Date:March 2008
pp. 35-43
A real-time marbling system for creating marbling textures interactively uses a modern GPU. The approach models the marbling texture design process as a 2D fluid-dynamics problem and forms textures as a result of the color advection in the 2D flow fields.
 
Mesh Composition on Models with Arbitrary Boundary Topology
Found in: IEEE Transactions on Visualization and Computer Graphics
By Juncong Lin, Xiaogang Jin, Charlie Wang, Kin-Chuen Hui
Issue Date:May 2008
pp. 653-665
This paper presents a new approach for the mesh composition on models with arbitrary boundary topology. After cutting the needed parts from existing mesh models and putting them into the right pose, an implicit surface is adopted to smoothly interpolate th...
 
Using Hilbert-Huang Transform to Characterize Intrusions in Computer Networks
Found in: International Conference on Natural Computation
By Weihong Wang, Kai Pei, Xiaogang Jin
Issue Date:August 2007
pp. 749-753
As there is a rapid rampancy of malicious intrusion, people pay more attentions to the network security. This paper presents a new method based on Hilbert-Huang Transform(HHT) to characterize intrusions that can detect many kinds of intrusion according to ...
 
Computer-Generated Marbling Textures: A GPU-Based Design System
Found in: IEEE Computer Graphics and Applications
By Xiaogang Jin, Shaochun Chen, Xiaoyang Mao
Issue Date:March 2007
pp. 78-84
A computer system for interactively creating marbling textures is built on the physical model of the traditional marbling process. The approach generates marbling designs as the result of color advection in the 2D flow fields obtained by numerically solvin...
 
Water Wave Animation on Mesh Surfaces
Found in: Computing in Science and Engineering
By Shengjun Liu, Xiaogang Jin, Charlie C. L. Wang, Jim X. Chen
Issue Date:September 2006
pp. 81-87
This article proposes a practical approach for simulating the phenomenon of water waves on 3D mesh surfaces. First of all, the geodesic distance map, which will govern the movement of water waves in the simulation, is computed on a given mesh surface. Base...
 
Efficient and Simple Cloth Animation
Found in: Computer Aided Design and Computer Graphics, International Conference on
By Chuan Zhou, Huaibing Zhu, Xiaogang Jin, Jieqing Feng
Issue Date:December 2005
pp. 483-488
Physical-based cloth modeling and animation is a hot topic in computer graphics. Recently the semi-implicit integration scheme has been widely employed in cloth animation because of its high stability. In this paper, we propose an efficient and simple iter...
 
High Quality Triangulation of Implicit Surfaces
Found in: Computer Aided Design and Computer Graphics, International Conference on
By Shengjun Liu, Xuehui Yin, Xiaogang Jin, Jieqing Feng
Issue Date:December 2005
pp. 133-138
We present a new high quality tessellation method for implicit surfaces in this paper. The approach can handle arbitrary implicit functions and dynamic implicit surfaces based on skeletal primitives. We first samples the implicit surface uniformly using pa...
 
General Constrained Deformations based on Generalized Metaballs
Found in: Computer Graphics and Applications, Pacific Conference on
By Xiaogang Jin, Y.F. Li, Qunsheng Peng
Issue Date:October 1998
pp. 115
Space deformation is an important tool in computer animation and shape design. In this paper we propose a new local deformation model based on generalized metaballs. The user specifies a series of constraints, which can be made up of points, lines, surface...
 
Arc-Length-Based Axial Deformation and Length Preserved Animation
Found in: Computer Animation
By Qunsheng Peng, Xiaogang Jin, Jieqing Feng
Issue Date:June 1997
pp. 86
In real life, some objects may deform along axial curves and the lengths of their skeletons usually remain constant during the axial deformation, such as a swimming fish, a swaying tree etc. This paper presents a practical approach of arc-length based axia...
 
Mathematical Marbling
Found in: IEEE Computer Graphics and Applications
By Shufang Lu,A. Jaffer, Xiaogang Jin, Hanli Zhao, Xiaoyang Mao
Issue Date:November 2012
pp. 26-35
In this paper, the proposed method takes a mathematical approach with closed-form expressions to simulate marbling. This method improves control, ease of implementation, parallelism, and speed, enabling real-time visual feedback and creation of vivid flowi...
 
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...
     
Ellipsoid-tree construction for solid objects
Found in: Proceedings of the 2007 ACM symposium on Solid and physical modeling (SPM '07)
By Charlie C. L. Wang, Hanli Zhao, Kin-Chuen Hui, Shengjun Liu, Xiaogang Jin
Issue Date:June 2007
pp. 303-308
As ellipsoids have been employed in the collision handling of many applications in physical simulation and robotics systems, we present a novel algorithm for generating a bounding volume hierarchy (BVH) from a given model with ellipsoids as primitives. Our...
     
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