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Jing-Ye Qian

dblp:186/1960 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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.

Artificial intelligence
1 paper
3D vision · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d human reconstruction
0.212016
Parametric Human Body Reconstruction Based on Sparse Key Points · IEEE Trans. Vis. Comput. Graph. 2016
Computer vision › 3D vision › human mesh recovery
parametric body model fitting
0.212016
Parametric Human Body Reconstruction Based on Sparse Key Points · IEEE Trans. Vis. Comput. Graph. 2016
Geometric modeling and processing › point cloud processing › range image processing
shape estimation from range data
0.212016
Parametric Human Body Reconstruction Based on Sparse Key Points · IEEE Trans. Vis. Comput. Graph. 2016

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

sparse key point correspondence · 0.5regression · 0.5dense refinement · 0.5
YearPublicationVenuePosition
2016 Parametric Human Body Reconstruction Based on Sparse Key Points
abstract
We propose an automatic parametric human body reconstruction algorithm which can efficiently construct a model using a single Kinect sensor. A user needs to stand still in front of the sensor for a couple of seconds to measure the range data. The user's body shape and pose will then be automatically constructed in several seconds. Traditional methods optimize dense correspondences between range data and meshes. In contrast, our proposed scheme relies on sparse key points for the reconstruction. It employs regression to find the corresponding key points between the scanned range data and some annotated training data. We design two kinds of feature descriptors as well as corresponding regression stages to make the regression robust and accurate. Our scheme follows with dense refinement where a pre-factorization method is applied to improve the computational efficiency. Compared with other methods, our scheme achieves similar reconstruction accuracy but significantly reduces runtime.
Ke-Li Cheng, Ruofeng Tong 0001, Min Tang 0001, Jing-Ye Qian, Michel Sarkis
IEEE Trans. Vis. Comput. Graph.4
2015 GPU based real-time simulation of massive falling leaves
abstract
As an important autumn feature, scenes with large numbers of falling leaves are common in movies and games. However, it is a challenge for computer graphics to simulate such scenes in an authentic and efficient manner. This paper proposes a GPU based approach for simulating the falling motion of many leaves in real time. Firstly, we use a motionsynthesis based method to analyze the falling motion of the leaves, which enables us to describe complex falling trajectories using low-dimensional features. Secondly, we transmit a primitive-motion trajectory dataset together with the low-dimensional features of the falling leaves to video memory, allowing us to execute the appropriate calculations on the GPU.
Jing-Ye Qian, Ruofeng Tong 0001, Jian Chang 0001, Jian J. Zhang 0001
Comput. Vis. Media2