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Xiaoqi Yan

dblp:04/7951 · DBLP profile ↗
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5ranked-venue papers
2as 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 · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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
2 papers
Computational fabrication · 43% Geometric modeling and processing · 25% Virtual and augmented reality · 25%

Topics — the 2 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › navigation
3d navigation
0.212016
3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze · IEEE Trans. Vis. Comput. Graph. 2016
Computational fabrication
assembly planning
0.212015
Computational interlocking furniture assembly · ACM Trans. Graph. 2015

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

view-dependent construction · 0.2dynamic reconfiguration · 0.2group decomposition · 0.2dependency analysis · 0.2
YearPublicationVenuePosition
2016 CardboardSense: Interacting with DIY Cardboard VR Headset by Tapping
abstract
DIY cardboard-based VR headset that enfolds a commodity smartphone is a popular means of achieving low cost immersive stereoscopic viewing experiences. However, existing applications for these devices have limited user-input capability, allowing mainly look-at control by head tilting. CardboardSense is a set of novel tap-gesture-based inputs that take advantage of the motion sensing capabilities already available in most smartphones. The key premise is that finger contacts with the cardboard surface produce incidental but detectable vibrations that can be reliably differentiated from typical user head motion. Moreover, tapping on different surface locations produces differentiable temporal signatures in the sensor signals. We present methods to extract and analyze these temporal patterns, and experimentally determine a set of tapping gestures that can be accurately recognized. Experimental results show promising potential for CardboardSense to extend the interactivity of future cardboard-based VR headset applications.
Xiaoqi Yan, Chi-Wing Fu, Pallavi Mohan, Wooi-Boon Goh
Conference on Designing Interactive Systems1
2016 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
abstract
Previous research on impossible figures focuses extensively on single view modeling and rendering. Existing computer games that employ impossible figures as navigation maze for gaming either use a fixed third-person view with axonometric projection to retain the figure's impossibility perception, or simply break the figure's impossibility upon view changes. In this paper, we present a new approach towards 3D gaming with impossible figures, delivering for the first time navigation in 3D mazes constructed from impossible figures. Such result cannot be achieved by previous research work in modeling impossible figures. To deliver seamless gaming navigation and interaction, we propose i) a set of guiding principles for bringing out subtle perceptions and ii) a novel computational approach to construct 3D structures from impossible figure images and then to dynamically construct the impossible-figure maze subjected to user's view. In the end, we demonstrate and discuss our method with a variety of generic maze types.
Chi-Fu William Lai, Sai-Kit Yeung, Xiaoqi Yan, Chi-Wing Fu, Chi-Keung Tang
IEEE Trans. Vis. Comput. Graph.3
2015 Computational interlocking furniture assembly
abstract
Furniture typically consists of assemblies of elongated and planar parts that are connected together by glue, nails, hinges, screws, or other means that do not encourage disassembly and re-assembly. An alternative approach is to use an interlocking mechanism, where the component parts tightly interlock with one another. The challenge in designing such a network of interlocking joints is that local analysis is insufficient to guarantee global interlocking, and there is a huge number of joint combinations that require an enormous exploration effort to ensure global interlocking. In this paper, we present a computational solution to support the design of a network of interlocking joints that form a globally-interlocking furniture assembly. The key idea is to break the furniture complex into an overlapping set of small groups, where the parts in each group are immobilized by a local key, and adjacent groups are further locked with dependencies. The dependency among the groups saves the effort of exploring the immobilization of every subset of parts in the assembly, thus allowing the intensive interlocking computation to be localized within each small group. We demonstrate the effectiveness of our technique on many globally-interlocking furniture assemblies of various shapes and complexity.
Chi-Wing Fu, Peng Song 0001, Xiaoqi Yan, Lee Wei Yang, Pradeep Kumar Jayaraman, Daniel Cohen-Or
ACM Trans. Graph.3
2014 Visual Signature of High-Dimensional Geometry in Parallel Coordinates
abstract
Although we can interactively rotate a 3D projected high-dimensional geometry and observe its dynamic changes, this traditional visualization method is limited and highly sensitive to the choice of viewing direction. Parallel-coordinates plots supplement this visualization scenario by providing statistical analysis of the geometry for distinct pairs of co-dimensions. Such analysis results in visual signatures that embed geometric structures such as symmetry, and thus allows us to overview the status of the missing dimensions while exploring the projected geometry. This paper presents a blue-noise sampling approach for efficient construction of continuous parallel-coordinates plots of high-dimensional geometric surfaces defined by mathematical equations. We employ the parallel-coordinates plots with the embedded visual signatures to assist the interactive exploration of high-dimensional geometries, typically for 2-manifold embedded in 4-space. While we interactively explore the 3D projected geometry, we can observe dynamic changes on its visual signature. Various geometric properties can also be identified and visualized. Moreover, we can interactively brush the plots, and see their counterparts in the 3D projection. Assorted geometric properties such as curvature can further be used to enhance the visual signature.
Xiaoqi Yan, Chi-Fu William Lai, Chi-Wing Fu
PacificVis1
2009 A Physically-Based Modeling and Simulation Framework for Facial Animation
abstract
Realistic facial animation is important in many graphics applications, like animated feature films and computer games, to enrich human computer interaction. In this paper, we propose a physically-based facial animation approach employing knowledge from the anatomy and biomechanics of human facial muscles. First, the 3D face mesh is generated automatically by commercial software and the facial skin is represented by a nonlinear mass-spring system which simulates realistic elastic dynamics of human dermis. Then, a structure skull is attached to fit the face mesh. A set of anatomically consistent facial muscles are incorporated to model the forces deforming the face mesh. Finally, we extend Waters' muscle model to improve the combination of multiple muscle actions and to generate realistic expression. Experiments show that our method is superior to the traditional geometric model and can achieve comparative results with the commercial software FaceGen.
Weiming Wang 0002, Xiaoqi Yan, Yongming Xie, Harry Qin, Wai-Man Pang, Pheng-Ann Heng
ICIG2