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Nan Zhang 0011

dblp:z/NanZhang11 · DBLP profile ↗
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9ranked-venue papers
4as first author
0since 2021 · last 2011
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 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
Geometric modeling and processing · 42% Computer animation and physical simulation · 28% Rendering · 21%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
deformation modeling
0.112011
Orientation-Preserving Rod Elements for Real-Time Thin-Shell Simulation · IEEE Trans. Vis. Comput. Graph. 2011
Computer animation and physical simulation › deformable body simulation
thin shell simulation
0.112011
Orientation-Preserving Rod Elements for Real-Time Thin-Shell Simulation · IEEE Trans. Vis. Comput. Graph. 2011
Medical and health informatics › medical simulation
surgical simulation
0.112010
Volumetric Modeling in Laser BPH Therapy Simulation · IEEE Trans. Vis. Comput. Graph. 2010
Geometric modeling and processing › shape modeling
volumetric modeling
0.112010
Volumetric Modeling in Laser BPH Therapy Simulation · IEEE Trans. Vis. Comput. Graph. 2010
Visualization and visual analytics › volume visualization
stereoscopic volume rendering
0.012004
Interactive Stereoscopic Rendering of Volumetric Environments · IEEE Trans. Vis. Comput. Graph. 2004
Rendering
volume rendering
0.012004
Interactive Stereoscopic Rendering of Volumetric Environments · IEEE Trans. Vis. Comput. Graph. 2004
Rendering › volume rendering
ray casting
0.012000
Interactive Stereoscopic Rendering of Voxel-based Terrain · VR 2000
Rendering › multi-view rendering
stereoscopic rendering
0.012000
Interactive Stereoscopic Rendering of Voxel-based Terrain · VR 2000
Rendering
parallel rendering
0.012004
Interactive Stereoscopic Rendering of Volumetric Environments · IEEE Trans. Vis. Comput. Graph. 2004
Visualization and visual analytics › geospatial visualization
terrain visualization
0.012000
Interactive Stereoscopic Rendering of Voxel-based Terrain · VR 2000

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

volume correction · 0.2tetrahedral grid · 0.2predictor-corrector · 0.2distance field · 0.2rod element model · 0.1deformation gradient tensor · 0.1volumetric ray casting · 0.0task partitioning · 0.03d warping · 0.0a-buffer · 0.0
YearPublicationVenuePosition
2011 Orientation-Preserving Rod Elements for Real-Time Thin-Shell Simulation
abstract
We propose a new computation model for simulating elastic thin shells at interactive rates. Existing graphical simulation methods are mostly based on dihedral angle energy functions, which need to compute the first order and second order partial derivatives with respect to current vertex positions as bending forces and stiffness matrices. The symbolic derivatives are complicated in nonisometric element deformations. To simplify computing the derivatives, instead of directly constructing the dihedral angle energy, we use the orientation change energy of mesh edges. A continuum-mechanics-based orientation-preserving rod element model is developed to provide the bending forces. The advantage of our method is simple bending force and stiffness matrix computation, since in the rod model, we apply a novel incremental construction of the deformation gradient tensor to linearize both tensile and orientation deformations. Consequently, our model is efficient, easy to implement, and supports both quadrilateral and triangle meshes. It also treats shells and plates uniformly.
Nan Zhang 0011, Huamin Qu, Robert M. Sweet
IEEE Trans. Vis. Comput. Graph.1
2010 Volumetric Modeling in Laser BPH Therapy Simulation
abstract
In this paper, we introduce a novel application of volume modeling techniques on laser Benign Prostatic Hyperplasia (BPH) therapy simulation. The core technique in our system is an algorithm for simulating the tissue vaporization process by laser heating. Different from classical volume CSG operations, our technique takes experimental data as the guidance to determine the vaporization amount so that only a specified amount of tissue is vaporized in each time. Our algorithm uses a predictor-corrector strategy. First, we apply the classical CSG algorithm on a tetrahedral grid based distance field to estimate the vaporized tissue amount. Then, a volume-correction phase is applied on the distance field. To improve the performance, we further propose optimization approaches for efficient implementation.
Nan Zhang 0011, Xiangmin Zhou, Yunhe Shen, Robert M. Sweet
IEEE Trans. Vis. Comput. Graph.1
2005 CSG operations on point models with implicit connectivity
abstract
We propose point with implicit connectivity (PIC) as a new data structure for representing solid objects using points. In the PIC representation, an object is adaptively sampled into an octree, where each leaf cell contains at most one surface component of the object. Each surface component is represented by a vertex, together with inside/outside classification values of the cell corners. PIC objects are compact, feature-preserving, and supports easy construction of the boundary surfaces. To convert geometric objects into the PIC representation, we propose a sampling algorithm and use quadric error functions as error metrics. For CSG operations between PIC objects, we present a feature-preserving, adaptive CSG algorithm on the octrees. Our experiments show promising results for PIC objects with sharp features and large flat regions.
Nan Zhang 0011, Huamin Qu, Arie E. Kaufman
Computer Graphics International1
2005 Stippling and Silhouettes Rendering in Geometry-Image Space
Xiaoru Yuan, Minh X. Nguyen, Nan Zhang 0011, Baoquan Chen
Rendering Techniques3
2005 Volume cutout
Xiaoru Yuan, Nan Zhang 0011, Minh X. Nguyen, Baoquan Chen
Vis. Comput.2
2004 Dual Contouring with Topology-Preserving Simplification Using Enhanced Cell Representation
abstract
We present a fast, topology-preserving approach for isosurface simplification. The underlying concept behind our approach is to preserve the disconnected surface components in cells during isosurface simplification. We represent isosurface components in a novel representation, called enhanced cell, where each surface component in a cell is represented by a vertex and its connectivity information. A topology-preserving vertex clustering algorithm is applied to build a vertex octree. An enhanced dual contouring algorithm is applied to extract error-bounded multiresolution isosurfaces from the vertex octree while preserving the finest resolution isosurface topology. Cells containing multiple vertices are properly handled during contouring. Our approach demonstrates better results than existing octree-based simplification techniques.
Nan Zhang 0011, Wei Hong 0006, Arie E. Kaufman
IEEE Visualization1
2004 Interactive Stereoscopic Rendering of Volumetric Environments
abstract
We present an efficient stereoscopic rendering algorithm supporting interactive navigation through large-scale 3D voxel-based environments. In this algorithm, most of the pixel values of the right image are derived from the left image by a fast 3D warping based on a specific stereoscopic projection geometry. An accelerated volumetric ray casting then fills the remaining gaps in the warped right image. Our algorithm has been parallelized on a multiprocessor by employing effective task partitioning schemes and achieved a high cache coherency and load balancing. We also extend our stereoscopic rendering to include view-dependent shading and transparency effects. We have applied our algorithm in two virtual navigation systems, flythrough over terrain and virtual colonoscopy, and reached interactive stereoscopic rendering rates of more than 10 frames per second on a 16-processor SGI Challenge.
Nan Zhang 0011, Huamin Qu, Arie E. Kaufman
IEEE Trans. Vis. Comput. Graph.2
2003 Ray Tracing Height Fields
abstract
We present a novel surface reconstruction algorithm which can directly reconstruct surfaces with different levels of smoothness in one framework from height fields using 3D discrete grid ray tracing. Our algorithm exploits the 2.5D nature of the elevation data and the regularity of the rectangular grid from which the height field surface is sampled. Based on this reconstruction method, we also develop a hybrid rendering method which has the features of both rasterization and ray tracing. This hybrid method is designed to take advantage of GPUs newly available flexibility and processing power.
Huamin Qu, Nan Zhang 0011, Arie E. Kaufman
Computer Graphics International3
2000 Interactive Stereoscopic Rendering of Voxel-based Terrain
abstract
Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.
Nan Zhang 0011, Arie E. Kaufman, Huamin Qu
VR2