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Displaying 1-20 out of 20 total
A wave-based anisotropic quadrangulation method
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Jin Huang, Muyang Zhang, Xinguo Liu, Hujun Bao, Jin Huang, Muyang Zhang, Xinguo Liu, Hujun Bao, Jin Huang, Muyang Zhang, Xinguo Liu, Hujun Bao, Jin Huang, Muyang Zhang, Xinguo Liu
Issue Date:July 2010
pp. 1-10
This paper proposes a new method for remeshing a surface into anisotropically sized quads. The basic idea is to construct a special standing wave on the surface to generate the global quadrilateral structure. This wave based quadrangulation method is capab...
     
Structure Preserving Mesh Parameterization
Found in: Computer-Aided Design and Computer Graphics, International Conference on
By Zizhao Wu,Xiaoyan Cai,Xinguo Liu
Issue Date:September 2011
pp. 124-129
The traditional parameterization methods focused on preserving the local geometry properties by minimizing the distortions of angle and stretch. In this paper, we present a mesh parameterization method to preserve some global geometry properties, such as s...
 
A Divide-and-Conquer Approach to Quad Remeshing
Found in: IEEE Transactions on Visualization and Computer Graphics
By Muyang Zhang, Jin Huang, Xinguo Liu, Hujun Bao
Issue Date:June 2013
pp. 941-952
Many natural and man-made objects consist of simple primitives, similar components, and various symmetry structures. This paper presents a divide-and-conquer quadrangulation approach that exploits such global structural information. Given a model represent...
 
Locally Developable Constraint for Document Surface Reconstruction
Found in: Document Analysis and Recognition, International Conference on
By Yuanlong Shao, Xinguo Liu, Xueying Qin, Yi Xu, Hujun Bao
Issue Date:July 2009
pp. 226-230
This article presents a global optimization approach to reconstruct surfaces from a single document image. Instead of assuming globally developable in previous works which restricted the surface to be cylindrical, conical, etc, we use a free form parametri...
 
Synthesis and Rendering of Bidirectional Texture Functions on Arbitrary Surfaces
Found in: IEEE Transactions on Visualization and Computer Graphics
By Xinguo Liu, Yaohua Hu, Jingdan Zhang, Xin Tong, Baining Guo, Heung-Yeung Shum
Issue Date:May 2004
pp. 278-289
<p><b>Abstract</b>—The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and...
 
Directional Histogram Model for Three-Dimensional Shape Similarity
Found in: Computer Vision and Pattern Recognition, IEEE Computer Society Conference on
By Xinguo Liu, Robin Sun, Sing Bing Kang, Heung-Yeung Shum
Issue Date:June 2003
pp. 813
In this paper, we propose a novel shape representation we call Directional Histogram Model (DHM). It captures the shape variation of an object and is invariant to scaling and rigid transforms. The DHM is computed by first extracting a directional distribut...
 
Progressive Geometry Compression for Meshes
Found in: Computer Graphics and Applications, Pacific Conference on
By Xinguo Liu, Hujun Bao, Qunsheng Peng, PhengAnn Heng, TienTsin Wong, Hanqiu Sun
Issue Date:October 2000
pp. 408
A novel progressive geometry compression scheme is presented in the paper. In this scheme a mesh is represented as a base mesh followed by some groups of vertex split operations using an improved simplification method, in which each level of the mesh can b...
 
Templateless Quasi-rigid Shape Modeling with Implicit Loop-Closure
Found in: 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)
By Ming Zeng,Jiaxiang Zheng,Xuan Cheng,Xinguo Liu
Issue Date:June 2013
pp. 145-152
This paper presents a method for quasi-rigid objects modeling from a sequence of depth scans captured at different time instances. As quasi-rigid objects, such as human bodies, usually have shape motions during the capture procedure, it is difficult to rec...
 
SAH KD-tree construction on GPU
Found in: Proceedings of the ACM SIGGRAPH Symposium on High Performance Graphics (HPG '11)
By Fukai Zhao, Xinguo Liu, Zhefeng Wu
Issue Date:August 2011
pp. 71-78
KD-tree is one of the most efficient acceleration data structures for ray tracing. In this paper, we present a kd-tree construction algorithm that is precisely SAH-optimized and runs entirely on GPU. We construct the tree nodes in breadth-first order. In o...
     
A wave-based anisotropic quadrangulation method
Found in: ACM SIGGRAPH 2010 papers (SIGGRAPH '10)
By Hujun Bao, Jin Huang, Muyang Zhang, Xinguo Liu
Issue Date:July 2010
pp. 10-18
This paper proposes a new method for remeshing a surface into anisotropically sized quads. The basic idea is to construct a special standing wave on the surface to generate the global quadrilateral structure. This wave based quadrangulation method is capab...
     
Spectral quadrangulation with orientation and alignment control
Found in: ACM Transactions on Graphics (TOG)
By Hujun Bao, Jin Huang, Jin Ma, Leif Kobbelt, Muyang Zhang, Xinguo Liu
Issue Date:December 2008
pp. 1-49
This paper presents a new quadrangulation algorithm, extending the spectral surface quadrangulation approach where the coarse quadrangular structure is derived from the Morse-Smale complex of an eigenfunction of the Laplacian operator on the input mesh. In...
     
Lighting and material of Halo 3
Found in: ACM SIGGRAPH 2008 classes (SIGGRAPH '08)
By Hao Chen, Xinguo Liu
Issue Date:August 2008
pp. 1-2
Lighting and material are very important aspects of the visual appearances of games and they present some of the hardest challenges in real time graphics today. For Halo and indeed many other games, keeping the players immersed in the virtual environment f...
     
Efficient mesh deformation using tetrahedron control mesh
Found in: Proceedings of the 2008 ACM symposium on Solid and physical modeling (SPM '08)
By Hujun Bao, Jin Huang, Lu Chen, Xinguo Liu
Issue Date:June 2008
pp. 13-14
It is a challenging problem to interactively deform densely sampled complex objects. This paper proposed an easy but efficient approach to it by using coarse control meshes to embed the target objects. The control mesh can be efficiently deformed by variou...
     
Subspace gradient domain mesh deformation: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: ACM SIGGRAPH 2006 Papers (SIGGRAPH '06)
By Baining Guo, Heung-Yeung Shum, Hujun Bao, Jin Huang, Kun Zhou, Li-Yi Wei, Shang-Hua Teng, Xiaohan Shi, Xinguo Liu
Issue Date:July 2006
pp. 74-es
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints ...
     
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: ACM SIGGRAPH 2006 Papers (SIGGRAPH '06)
By Baining Guo, Bo Sun, Hujun Bao, John Snyder, Kun Zhou, Peter-Pike Sloan, Qunsheng Peng, Rui Wang, Xinguo Liu, Zhong Ren
Issue Date:July 2006
pp. 57-es
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency ...
     
Subspace gradient domain mesh deformation: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Baining Guo, Heung-Yeung Shum, Hujun Bao, Jin Huang, Kun Zhou, Li-Yi Wei, Shang-Hua Teng, Xiaohan Shi, Xinguo Liu
Issue Date:July 2006
pp. 74-es
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints ...
     
Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation: Copyright restrictions prevent ACM from providing the full text for this work.
Found in: Material presented at the ACM SIGGRAPH 2006 conference (SIGGRAPH '06)
By Baining Guo, Bo Sun, Hujun Bao, John Snyder, Kun Zhou, Peter-Pike Sloan, Qunsheng Peng, Rui Wang, Xinguo Liu, Zhong Ren
Issue Date:July 2006
pp. 57-es
Previous methods for soft shadows numerically integrate over many light directions at each receiver point, testing blocker visibility in each direction. We introduce a method for real-time soft shadows in dynamic scenes illuminated by large, low-frequency ...
     
Clustering method for fast deformation with constraints
Found in: Proceedings of the 2005 ACM symposium on Solid and physical modeling (SPM '05)
By Baining Guo, Heung-Yeung Shum, Hujun Bao, Jin Huang, Xinguo Liu
Issue Date:June 2005
pp. 221-226
We present a fast deformation method for flexible objects. The deformation of the object is physically modeled using a linear elasticity model with a displacement based finite elements method, yielding a linear system at each time step of simulation. We so...
     
Bi-scale radiance transfer
Found in: ACM SIGGRAPH 2003 Papers (SIGGRAPH '03)
By Heung-Yeung Shum, John Snyder, Peter-Pike Sloan, Xinguo Liu
Issue Date:July 2003
pp. 56-ff
Radiance transfer represents how generic source lighting is shadowed and scattered by an object to produce view-dependent appearance. We generalize by rendering transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing g...
     
Synthesizing bidirectional texture functions for real-world surfaces
Found in: Proceedings of the 28th annual conference on Computer graphics and interactive techniques (SIGGRAPH '01)
By Heung-Yeung Shum, Xinguo Liu, Yizhou Yu
Issue Date:August 2001
pp. 97-106
In this paper, we present a novel approach to synthetically generating bidirectional texture functions (BTFs) of real-world surfaces. Unlike a conventional two-dimensional texture, a BTF is a six-dimensional function that describes the appearance of textur...
     
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