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| 1 | GPU-based dynamic quad stream for forest rendering显示文摘Rendering large-scale forest scenes in real-time is a challenging problem, since the geometric complexity is far beyond the capabilities of current graphics hardware. In this paper, we propose a novel approach that adopts a dynamic quad stream residing on GPU buffers for view-dependent forest rendering. The incremental quad stream updating process is well-suited to the massively parallel architecture of the GPU pipeline, and it requires no continuous data exchange between CPU and GPU. The implementation of the algorithm is quite straightforward. Despite its simplicity, the algorithm achieves good performance with low memory, storage, and CPU costs. | LIU Feng, HUA Wei & BAO HuJun State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, Hangzhou 310058, China | 2010 | Science China(Information Sciences)2010,53,8: | 4 |
| 2 | Parameterization for fitting triangular mesh显示文摘In recent years, with the development of 3D data acquisition equipments, the study on reverse engineering has become more and more important. However, the existing methods for parameterization can hardly ensure that the parametric domain is rectangular, and the parametric curve grid is regular. In order to overcome these limitations, we present a novel method for parameterization of triangular meshes in this paper. The basic idea is twofold: first, because the isotherms in the steady temperature do not intersect with each other, and are distributed uniformly, no singularity (fold-over) exists in the parameterization; second, a 3D harmonic equation is solved by the finite element method to obtain the steady temperature field on a 2D triangular mesh surface with four boundaries. Therefore, our proposed method avoids the embarrassment that it is impossible to solve the 2D quasi-harmonic equation on the 2D triangular mesh without the parametric values at mesh vertices. Furthermore, the isotherms on the temperature field are taken as a set of iso-parametric curves on the triangular mesh surface. The other set of iso-parametric curves can be obtained by connecting the points with the same chord-length on the isotherms sequentially. The obtained parametric curve grid is regular, and distributed uniformly, and can map the triangular mesh surface to the unit square domain with boundaries of mesh surface to boundaries of parametric domain, which ensures that the triangular mesh surface or point cloud can be fitted with the NURBS surface. | LIN Hongwei WANG Guojin LIU Ligang BAO Hujun | 2006 | Progress in Natural Science:Materials International2006,16,11: | 4 |
| 3 | Survey and evaluation of monocular visual-inertial SLAM algorithms for augmented reality显示文摘Although VSLAM/VISLAM has achieved great success,it is still difficult to quantitatively evaluate the localization results of different kinds of SLAM systems from the aspect of augmented reality due to the lack of an appropriate benchmark.For AR applications in practice,a variety of challenging situations(e.g.,fast motion,strong rotation,serious motion blur,dynamic interference)may be easily encountered since a home user may not carefully move the AR device,and the real environment may be quite complex.In addition,the frequency of camera lost should be minimized and the recovery from the failure status should be fast and accurate for good AR experience.Existing SLAM datasets/benchmarks generally only provide the evaluation of pose accuracy and their camera motions are somehow simple and do not fit well the common cases in the mobile AR applications.With the above motivation,we build a new visual-inertial dataset as well as a series of evaluation criteria for AR.We also review the existing monocular VSLAM/VISLAM approaches with detailed analyses and comparisons.Especially,we select 8 representative monocular VSLAM/VISLAM approaches/systems and quantitatively evaluate them on our benchmark.Our dataset,sample code and corresponding evaluation tools are available at the benchmark website http://gffzz3e1cca23d9984cb3huqvu6cbonb5u6kkn.ffgz.tsg.suse.edu.cn/eval-vislam/. | Jinyu LI Bangbang YANG Danpeng CHEN Nan WANG Guofeng ZHANG Hujun BAO | 2019 | Virtual Reality & Intelligent Hardware2019,1,4: | 3 |
| 4 | Improving reflectance estimation by BRDF-consistent region clustering显示文摘在反射评价的以前的研究通常要求一幅图象的优先的分割进一致反射的区域。由于措施噪音和 BRDF (双向反射功能) 的有限采样方向,反射的如此的估计的结果不是精确的。在这篇论文,我们为由合并有一致反射观察的图象区域在反射估计减少不确定性建议一个新奇方法。每个图象区域充当一个反射潜水艇空格,因此图象区域合并能导致潜水艇空格减小。我们建议一个贝叶斯的分割框架减少由使用新奇合并标准的反射不确定性。最后,一个最大的可能性反射评价为每个产生图象区域被做。试验性的结果验证合并方法的这个面向反射的区域的可行性和优势。 | ZHANG Hongxin WU Xiangyang LIN Steve BAO Hujun | 2006 | Progress in Natural Science:Materials International2006,16,3: | 3 |
| 5 | 2-D SHAPE BLENDING OF NURBS CURVE SHAPES显示文摘2-DSHAPEBLENDINGOFNURBSCURVESHAPESJinXiaogang;BaoHujun;PengQunsheng2-DSHAPEBLENDINGOFNURBSCURVESHAPES¥JinXiaogang;BaoHujun;Pe... | Jin Xiaogang Bao Hujun Peng Qunsheng | 1994 | Computer Aided Drafting,Design and Manufacturing1994,4,1: | 2 |
| 6 | Appearance manifolds for modeling time-variant appearance of materials显示文摘 | Jiaping Wang Xin Tong Stephen Lin Minghao Pan Chao Wang Hujun Bao Baining Guo Heung-Yeung Shum | 2006 | ACM Transactions on Graphics (TOG)2006,,3: | 2 |
| 7 | Interactive texture mapping for polygonal models显示文摘 | HUJUN Bao | 2000 | Computational Geometry2000,15,3: | 1 |
| 8 | Hierarchical surface fragments显示文摘A new compact level-of-detail representation, called hierarchical surface fragments, for geometric objects with highly complex shape is presented. The representation comprises a set of irregular unstructured sampled surface fragments, whose boundary is a circle viewed along its normal. An efficient algorithm to construct the representation is described. In depiction of the framework for visualization, a screen tile technique for acceleration of rendering is proposed. Since an approximate z-buffer algorithm is adopted to fast determine visibility of each rendering primitive, a new buffer, z-delta-buffer, is designed to facilitate solving the problems raised by the approximation and to improve the image fidelity. Finally, a solution is provided to integrate our rendering approach for hierarchical surface fragments with traditional polygon-based methods. | HUA Wei , BAO Hujun and PENG Qunsheng(State Key Laboratory of CAD & CG, Zhejiang University, Hangzhou 310027, China) | 2002 | Progress in Natural Science:Materials International2002,12,9: | 1 |
| 9 | Spectral quadrangulation with orientation and alignment control显示文摘 | Jin Huang Muyang Zhang Jin Ma Xinguo Liu Leif Kobbelt Hujun Bao | 2008 | ACM Transactions on Graphics (TOG)2008,,5: | 1 |
| 10 | Controllable highly regular triangulation显示文摘This paper presents a novel algorithm for generating a highly regular triangle mesh under various user requirements. Three scalar fields are first computed on the input mesh. Then, the intersections of their isocontours with one another are used to construct the highly regular mesh result. The proposed algorithm uses the N-symmetry direction field to guide the edge orientation. Size control is achieved by using a density function on the surface. All user requirements are incorporated into an energy optimization framework of the scalar fields, and then the isocontours of the generated scalar fields are used to construct a high quality result that satisfies all requirements. The experimental results show that the proposed method can successfully handle various user requirements and complex shapes. | HUANG Jin ZHANG MuYang PEI WenJie HUA Wei & BAO HuJun | 2011 | Science China(Information Sciences)2011,54,6: | 1 |
| 11 | CAM sys- tem for filament winding on elbows 显示文摘 | LI Haisheng LIANG Youdong BAO Hujun | 2005 | Journal of Mate- rials Processing Technology2005,161,3: | 1 |
| 12 | Real-time smoke rendering using compensated ray marching显示文摘 | Kun Zhou Zhong Ren Stephen Lin Hujun Bao Baining Guo Heung-Yeung Shum | 2008 | ACM Transactions on Graphics (TOG)2008,,3: | 1 |
| 13 | Mesh puppetry显示文摘 | Xiaohan Shi Kun Zhou Yiying Tong Mathieu Desbrun Hujun Bao Baining Guo | 2007 | ACM Transactions on Graphics (TOG)2007,,3: | 1 |
| 14 | √2 Subdivision for Quadrilateral Meshes显示文摘 | Li Guiqing Ma Weiyin Bao Hujun | 2004 | The Visual Computer2004,20,6: | 1 |
| 15 | Subspace gradient domain mesh deformation显示文摘 | Jin Huang Xiaohan Shi Xinguo Liu Kun Zhou Li-Yi Wei Shang-Hua Teng Hujun Bao Baining Guo Heung-Yeung Shum | 2006 | ACM Transactions on Graphics (TOG)2006,,3: | 1 |
| 16 | Continuous field based free-form surface modeling and morphing 显示文摘 | FANG Xiang BAO Hujun Heng Pheng Ann | 2001 | Computers & Graphics2001,25,: | 1 |
| 17 | GPU-based shooting and bouncing ray method for fast RCS prediction 显示文摘 | Tao Yubo Lin Hal Bao Hujun | 2010 | IEEE Tran- sactions on Antennas &Propagation2010,58,2: | 1 |
| 18 | 3D Surface Filtering Using Spherical Harmonics 显示文摘 | Zhou Kun Bao Hujun Shi Jiaoying | 2004 | Computer-aided Design2004,36,4: | 1 |
| 19 | Adaptive patch-based mesh fitting for reverse engineering显示文摘 | Hongwei Lin Wei Chen Hujun Bao | | 0,,12: | 1 |
| 20 | 3D surface filtering using spherical harmonics显示文摘 | Zhou Kun Bao Hujun Shi Jiaoying | 2004 | Computer-Aided Design2004,36,: | 1 |