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Addy Ngan

dblp:02/849 · also Wai Kit Addy Ngan · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2006
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 66% Geometric modeling and processing · 16% Audio and music processing · 9%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
appearance modeling
0.112006
Analysis of human faces using a measurement-based skin reflectance model · ACM Trans. Graph. 2006
Rendering › appearance modeling
skin reflectance modeling
0.112006
Analysis of human faces using a measurement-based skin reflectance model · ACM Trans. Graph. 2006
Rendering
subsurface scattering
0.112006
Analysis of human faces using a measurement-based skin reflectance model · ACM Trans. Graph. 2006
Rendering
image-based rendering
0.012002
Image-based 3D photography using opacity hulls · ACM Trans. Graph. 2002
Geometric modeling and processing
shape representation
0.012002
Image-based 3D photography using opacity hulls · ACM Trans. Graph. 2002
Audio and music processing › speech recognition
acoustic modeling
0.012001
Modeling acoustics in virtual environments using the uniform theory of diffraction · SIGGRAPH 2001
Virtual and augmented reality
virtual environment
0.012001
Modeling acoustics in virtual environments using the uniform theory of diffraction · SIGGRAPH 2001

Methods — techniques the papers use, named apart from their topics

texture synthesis · 0.1BRDF measurement · 0.1relighting · 0.0multi-background matting · 0.0alpha matte · 0.0uniform theory of diffraction · 0.0
YearPublicationVenuePosition
2006 Statistical Acquisition of Texture Appearance
Addy Ngan, Frédo Durand
Rendering Techniques1
2006 Image-driven Navigation of Analytical BRDF Models
Addy Ngan, Frédo Durand, Wojciech Matusik
Rendering Techniques1
2006 Analysis of human faces using a measurement-based skin reflectance model
abstract
We have measured 3D face geometry, skin reflectance, and subsurface scattering using custom-built devices for 149 subjects of varying age, gender, and race. We developed a novel skin reflectance model whose parameters can be estimated from measurements. The model decomposes the large amount of measured skin data into a spatially-varying analytic BRDF, a diffuse albedo map, and diffuse subsurface scattering. Our model is intuitive, physically plausible, and -- since we do not use the original measured data -- easy to edit as well. High-quality renderings come close to reproducing real photographs. The analysis of the model parameters for our sample population reveals variations according to subject age, gender, skin type, and external factors (e.g., sweat, cold, or makeup). Using our statistics, a user can edit the overall appearance of a face (e.g., changing skin type and age) or change small-scale features using texture synthesis (e.g., adding moles and freckles). We are making the collected statistics publicly available to the research community for applications in face synthesis and analysis.
Tim Weyrich, Wojciech Matusik, Hanspeter Pfister, Bernd Bickel, Craig Donner, Chien Tu, Janet McAndless, Addy Ngan, Henrik Wann Jensen, Markus Gross 0001
ACM Trans. Graph.9
2005 Experimental Analysis of BRDF Models
Addy Ngan, Frédo Durand, Wojciech Matusik
Rendering Techniques1
2002 Image-based 3D photography using opacity hulls
abstract
We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as fur and feathers. The hardware set-up consists of a turntable, two plasma displays, an array of cameras, and a rotating array of directional lights. We use multi-background matting techniques to acquire alpha mattes of the object from multiple viewpoints. The alpha mattes are used to construct an opacity hull. The opacity hull is a new shape representation, defined as the visual hull of the object with view-dependent opacity. It enables visualization of complex object silhouettes and seamless blending of objects into new environments. Our system also supports relighting of objects with arbitrary appearance using surface reflectance fields, a purely image-based appearance representation. Our system is the first to acquire and render surface reflectance fields under varying illumination from arbitrary viewpoints. We have built three generations of digitizers with increasing sophistication. In this paper, we present our results from digitizing hundreds of models.
Wojciech Matusik, Hanspeter Pfister, Addy Ngan, Paul A. Beardsley, Remo Ziegler, Leonard McMillan
ACM Trans. Graph.3
2001 Modeling acoustics in virtual environments using the uniform theory of diffraction
abstract
Realistic modeling of reverberant sound in 3D virtual worlds provides users with important cues for localizing sound sources and understanding spatial properties of the environment. Unfortunately, current geometric acoustic modeling systems do not accurately simulate reverberant sound. Instead, they model only direct transmission and specular reflection, while diffraction is either ignored or modeled through statistical approximation. However, diffraction is important for correct interpretation of acoustic environments, especially when the direct path between sound source and receiver is occluded.
Nicolas Tsingos, Thomas A. Funkhouser, Addy Ngan, Ingrid Carlbom
SIGGRAPH3