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Tze-Yui Ho

dblp:89/6951 · DBLP profile ↗
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14ranked-venue papers
5as first author
1since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 2 first-author

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
4 papers
Rendering · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
summed-area table
0.312018
Summed Area Tables for Cube Maps · IEEE Trans. Vis. Comput. Graph. 2018
Rendering › global illumination
precomputed radiance transfer
0.212015
All-Frequency Direct Illumination with Vectorized Visibility · IEEE Trans. Vis. Comput. Graph. 2015
Rendering › texture mapping
environment mapping
0.112011
Unicube for Dynamic Environment Mapping · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › texture mapping › environment mapping
spherical mapping
0.112011
Unicube for Dynamic Environment Mapping · IEEE Trans. Vis. Comput. Graph. 2011
Rendering › global illumination
all-frequency lighting
0.112010
All-Frequency Lighting with Multiscale Spherical Radial Basis Functions · IEEE Trans. Vis. Comput. Graph. 2010
Rendering › global illumination
environment lighting
0.112010
All-Frequency Lighting with Multiscale Spherical Radial Basis Functions · IEEE Trans. Vis. Comput. Graph. 2010
Rendering
global illumination
0.112010
All-Frequency Lighting with Multiscale Spherical Radial Basis Functions · IEEE Trans. Vis. Comput. Graph. 2010
Rendering
real-time rendering
0.112015
All-Frequency Direct Illumination with Vectorized Visibility · IEEE Trans. Vis. Comput. Graph. 2015
Rendering › texture mapping
texture filtering
0.012011
Unicube for Dynamic Environment Mapping · IEEE Trans. Vis. Comput. Graph. 2011

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

graphics hardware lookup · 0.33d auxiliary function integration · 0.3summed area table · 0.2lookup vector modification · 0.1spherical radial basis functions · 0.1hierarchical basis · 0.1compression · 0.1
YearPublicationVenuePosition
2024 Temporal vectorized visibility for direct illumination of animated models
abstract
Direct illumination rendering is an important technique in computer graphics. Precomputed radiance transfer algorithms can provide high quality rendering results in real time, but they can only support rigid models. On the other hand, ray tracing algorithms are flexible and can gracefully handle animated models. With NVIDIA RTX and the AI denoiser, we can use ray tracing algorithms to render visually appealing results in real time. Visually appealing though, they can deviate from the actual one considerably. We propose a visibility-boundary edge oriented infinite triangle bounding volume hierarchy (BVH) traversal algorithm to dynamically generate visibility in vector form. Our algorithm utilizes the properties of visibility-boundary edges and infinite triangle BVH traversal to maximize the efficiency of the vector form visibility generation. A novel data structure, temporal vectorized visibility, is proposed, which allows visibility in vector form to be shared across time and further increases the generation efficiency. Our algorithm can efficiently render close-to-reference direct illumination results. With the similar processing time, it provides a visual quality improvement around 10 dB in terms of peak signal-to-noise ratio (PSNR) w.r.t. the ray tracing algorithm reservoir-based spatiotemporal importance resampling (ReSTIR).
Zhenni Wang, Tze-Yui Ho, Yi Xiao 0004, Andrew Chi-Sing Leung
Comput. Vis. Media2
2019 Seamless Mipmap Filtering for Dual Paraboloid Maps
abstract
Abstract Dual paraboloid mapping is an approach for environment mapping. Its major advantage is its fast map generation speed. For graphics applications, when filtering is needed, the filtering tool would naturally be mipmapping. However, directly applying mipmapping to dual paraboloid mapping would give us three problems. They are the discontinuity across the dual paraboloid map boundary, the non‐uniform sampling problem and the depth testing issue. We propose three approaches to solve these problems. Our approaches are based on some closed form equations derived via theoretical analysis. Using these equations, we modify the coordinates involved during the rendering process. In other words, these problems are handled just by using dual paraboloid maps and mipmaps differently, instead of fundamentally altering their data structures. Consequently, we are fixing the problems without damaging the map generation speed advantage. Applying all three approaches, we improve the rendering quality of dual paraboloid map mipmaps to a level equivalent to that of cubemap mipmaps, while preserving its fast map generation speed advantage. This gives dual paraboloid map mipmaps the potential to be a better choice than cubemap mipmaps for the devices with less computational power. The effectiveness and the efficiency of the proposed approaches are demonstrated using a glossy reflection application and an omnidirectional soft shadow generation application.
Zhenni Wang, Tze-Yui Ho, Andrew Chi-Sing Leung, Eric Wing Ming Wong
Comput. Graph. Forum2
2018 Summed Area Tables for Cube Maps
abstract
The original Summed Area Table (SAT) structure is designed for handling 2D rectangular data. Due to the nature of spherical functions, the SAT structure cannot handle cube maps directly. This paper proposes a new SAT structure for cube maps and develops the corresponding lookup algorithm. Our formulation starts by considering a cube map as part of an auxiliary 3D function defined in a 3D rectangular space. We interpret the 2D integration process over the cube map surface as a 3D integration over the auxiliary 3D function. One may suggest that we can create a 3D SAT for this auxiliary function, and then use the 3D SAT to achieve the 3D integration. However, it is not practical to generate or store this special 3D SAT directly. This 3D SAT has some nice properties that allow us to store it in a storage-friendly data structure, namely Summed Area Cube Map (SACM). A SACM can be stored in a standard cube map texture. The lookup algorithm of our SACM structure can be implemented efficiently on current graphics hardware. In addition, the SACM structure inherits the favorable properties of the original SAT structure.
Yi Xiao 0004, Tze-Yui Ho, Andrew Chi-Sing Leung
IEEE Trans. Vis. Comput. Graph.2
2015 All-Frequency Direct Illumination with Vectorized Visibility
abstract
Many existing pre-computed radiance transfer (PRT) approaches for all-frequency lighting store the information of a 3D object in the pre-vertex manner. To preserve the fidelity of high frequency effects, the 3D object must be tessellated densely. Otherwise, rendering artifacts due to interpolation may appear. This paper presents an all-frequency lighting algorithm for direct illumination based on a new visibility representation which approximates a visibility function using a sequence of 3D vectors. The algorithm is able to construct the visibility function of an on-screen pixel on-the-fly. Hence even though the 3D object is not tessellated densely, the rendering artifacts can be suppressed greatly. Besides, a summed area table based rendering algorithm, which is able to handle the integration over a non-axis aligned polygon, is developed. Using our approach, we can rotate lighting environment, change view point, and adjust the shininess of the 3D object in a real-time manner. Experimental results show that our approach can render plausible all-frequency lighting effects for direct illumination in real-time, especially for specular shadows, which are difficult for other methods to obtain.
Tze-Yui Ho, Yi Xiao 0004, Ruibin Feng, Andrew Chi-Sing Leung, Tien-Tsin Wong
IEEE Trans. Vis. Comput. Graph.1
2013 Concentric Spherical Representation for Omnidirectional Soft Shadow
abstract
Abstract Soft shadows play an important role in photo‐realistic rendering. Although there are many efficient soft shadow algorithms, most of them focus on the one‐side light source situation, where a planar light source is on the outside of the scene. In fact, in many situations, such as games, light sources are omnidirectional. They may be surrounded by a number of 3D objects. This paper proposes a soft shadow algorithm for the omnidirectional situation. We develop a concentric spherical representation to model the behaviour of omnidirectional light sources. To provide better rendering results, a novel summed area table based filtering scheme for spherical functions is proposed. In addition, we utilize unicube mapping, which samples the spherical space more uniformly, to further improve the filtering quality.
Yi Xiao 0004, Andrew Chi-Sing Leung, Tze-Yui Ho, Tien-Tsin Wong
Comput. Graph. Forum3
2013 HEALPIX DCT technique for compressing PCA-based illumination adjustable images
John Sum, Andrew Chi-Sing Leung, Ray C. C. Cheung, Tze-Yui Ho
Neural Comput. Appl.4
2012 Self-organizing map-based color palette for high-dynamic range texture compression
Yi Xiao 0004, Andrew Chi-Sing Leung, Ping-Man Lam, Tze-Yui Ho
Neural Comput. Appl.4
2011 A GPU implementation for LBG and SOM training
Yi Xiao 0004, Andrew Chi-Sing Leung, Tze-Yui Ho, Ping-Man Lam
Neural Comput. Appl.3
2011 Unicube for Dynamic Environment Mapping
abstract
Cube mapping is widely used in many graphics applications due to the availability of hardware support. However, it does not sample the spherical surface evenly. Recently, a uniform spherical mapping, isocube mapping, was proposed. It exploits the six-face structure used in cube mapping and samples the spherical surface evenly. Unfortunately, some texels in isocube mapping are not rectilinear. This nonrectilinear property may degrade the filtering quality. This paper proposes a novel spherical mapping, namely unicube mapping. It has the advantages of cube mapping (exploitation of hardware and rectilinear structure) and isocube mapping (evenly sampling pattern). In the implementation, unicube mapping uses a simple function to modify the lookup vector before the conventional cube map lookup process. Hence, unicube mapping fully exploits the cube map hardware for real-time filtering and lookup. More importantly, its rectilinear partition structure allows a direct and real-time acquisition of the texture environment. This property facilitates dynamic environment mapping in a real time manner.
Tze-Yui Ho, Andrew Chi-Sing Leung, Ping-Man Lam, Tien-Tsin Wong
IEEE Trans. Vis. Comput. Graph.1
2010 All-Frequency Lighting with Multiscale Spherical Radial Basis Functions
abstract
This paper proposes a novel multiscale spherical radial basis function (MSRBF) representation for all-frequency lighting. It supports the illumination of distant environment as well as the local illumination commonly used in practical applications, such as games. The key is to define a multiscale and hierarchical structure of spherical radial basis functions (SRBFs) with basis functions uniformly distributed over the sphere. The basis functions are divided into multiple levels according to their coverage (widths). Within the same level, SRBFs have the same width. Larger width SRBFs are responsible for lower frequency lighting while the smaller width ones are responsible for the higher frequency lighting. Hence, our approach can achieve the true all-frequency lighting that is not achievable by the single-scale SRBF approach. Besides, the MSRBF approach is scalable as coarser rendering quality can be achieved without reestimating the coefficients from the raw data. With the homogeneous form of basis functions, the rendering is highly efficient. The practicability of the proposed method is demonstrated with real-time rendering and effective compression for tractable storage.
Ping-Man Lam, Tze-Yui Ho, Andrew Chi-Sing Leung, Tien-Tsin Wong
IEEE Trans. Vis. Comput. Graph.2
2009 Efficient Relighting of RBF-Based Illumination Adjustable Images
abstract
An illumination adjustable image (IAI) contains a large number of prerecorded images under various light directions. Relighting a scene under complicated lighting conditions can be achieved from the IAI. Using the radial basis function (RBF) approach to represent an IAI is proven to be more efficient than using the spherical harmonic approach. However, to represent high-frequency lighting effects, we need to use many RBFs. Hence, the relighting speed could be very slow. This brief investigates a partial reconstruction scheme for relighting an IAI based on the locality of RBFs. Compared with the conventional RBF and spherical harmonics (SH) approaches, the proposed scheme has a much faster relighting speed under the similar distortion performance.
Tze-Yui Ho, Andrew Chi-Sing Leung, Ping-Man Lam, Tien-Tsin Wong
IEEE Trans. Neural Networks1
2008 Parallelization of cellular neural networks on GPU
Tze-Yui Ho, Ping-Man Lam, Andrew Chi-Sing Leung
Pattern Recognit.1
2007 Noise-proofing the doubly SH-projected coefficients for synthesizing images under environment lighting
Ping-Man Lam, Tze-Yui Ho, Andrew Chi-Sing Leung, Tien-Tsin Wong
Signal Process. Image Commun.2
2006 GPU-friendly rendering for illumination adjustable images
Tze-Yui Ho, Ping-Man Lam, Andrew Chi-Sing Leung, Tien-Tsin Wong
Signal Process. Image Commun.1