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Displaying 1-18 out of 18 total
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...
     
Evaluation of Invisible Conveyance Ability for Logistics Enterprise Based on BP Neural Network
Found in: 2013 Fifth International Conference on Computational and Information Sciences (ICCIS)
By Pu Zhong,Ren Wei,Ren Yuan,Wei Zhuo
Issue Date:June 2013
pp. 642-647
In this paper, the concept of invisible conveyance ability for logistics enterprise is put forward. According to the characters of road conveyance for logistics enterprise, we establish the index system of road conveyance capacity. After delimiting and ana...
 
Finite Ridgelet Transform Based Listless Block-Partitioning Image Coding Algorithm
Found in: 2013 International Conference on Cyber-Enabled Distributed Computing and Knowledge Discovery (CyberC)
By Zhenghua Shu, Guodong Liu, Zhihua Xie, Zhong Ren, Lixin Gan
Issue Date:October 2013
pp. 510-513
In this paper, an image coding algorithm based on a rate-distortion optimized orthonormal finite ridge let transform (OFRIT) decomposition and on an improved listless block-partitioning coding scheme which quantizes each sub band separately is proposed. Th...
 
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 Simulation Study of Unstructured P2P Overlay for Multimedia Streaming
Found in: IEEE TrustCom/IEEE ICESS/FCST, International Joint Conference of
By Deng Li,Zhigang Chen,Jiaqi Liu,Hui Liu,Zhong Ren
Issue Date:November 2011
pp. 1393-1399
P2P overlay potentially provides an efficient routing architecture that is self-organizing, massively scalable, and robust in a wide area. To improve the requesting nodes' QoS routing and to reduce the bandwidth and processing consumption of the nodes in a...
 
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 ...
 
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...
     
Anti-debugging Framework Based on Hardware Virtualization Technology
Found in: Research Challenges in Computer Science, International Conference on
By Tengfei Yi, Aijun Zong, Miao Yu, Shang Gao, Qian Lin, Peijie Yu, Zhong Ren, Zhengwei Qi
Issue Date:December 2009
pp. 218-220
Anti-debugging technique is widely used to protect executable files in commercial software applications. However, most of contemporary anti-debugging products fail to guarantee their functionalities in that when the application code is running on Ring 0 or...
 
A Method of 3-D object Recognition Based on Digital Holography
Found in: Electronic Commerce and Security, International Symposium
By Zhen Huang, Guodong Liu, Zhong Ren, Lvming Zeng
Issue Date:May 2009
pp. 96-99
In this paper a method of three-dimensional object recognition based on digital holography is presented. Firstly,the holograms of the target and reference objects are generated with the digital holography technique. Next, the reconstructed images of the ho...
 
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...
 
Animating bubble interactions in a liquid foam
Found in: ACM Transactions on Graphics (TOG)
By Huamin Wang, Oleksiy Busaryev, Tamal K. Dey, Zhong Ren
Issue Date:July 2012
pp. 1-8
Bubbles and foams are important features of liquid surface phenomena, but they are difficult to animate due to their thin films and complex interactions in the real world. In particular, small bubbles (having diameter <1cm) in a dense foam are highly af...
     
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...
     
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...
     
Real-time smoke rendering using compensated ray marching
Found in: ACM Transactions on Graphics (TOG)
By Baining Guo, Heung-Yeung Shum, Hujun Bao, Kun Zhou, Stephen Lin, Zhong Ren
Issue Date:August 2008
pp. 1-49
We present a real-time algorithm called compensated ray marching for rendering of smoke under dynamic low-frequency environment lighting. Our approach is based on a decomposition of the input smoke animation, represented as a sequence of volumetric density...
     
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 ...
     
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 ...
     
Building Comprehensive Financial Early-Warning System Based on the AHP and Z - SCORE Model
Found in: Information Science and Engineering, International Conference on
By Yong-chen Li, Hui-fang Li, Zhong-ren Wu
Issue Date:December 2009
pp. 4782-4787
Comprehensive consideration of the financial indicators and non-financial factors, establishing the effective financial early-warning system is the important aspect of modern enterprise financial management. On one hand, this paper based on the AHP method ...
 
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