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Lujin Wang

dblp:07/4230 · DBLP profile ↗
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7ranked-venue papers
5as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 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
2 papers
Visualization and visual analytics · 58% Rendering · 24% Multimedia systems and quality of experience · 18%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

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

TopicWeightPapersLastEvidence papers
Visualization and visual analytics › visual encoding
color design
0.112008
Color Design for Illustrative Visualization · IEEE Trans. Vis. Comput. Graph. 2008
Visualization and visual analytics › scientific visualization
illustrative visualization
0.112008
Color Design for Illustrative Visualization · IEEE Trans. Vis. Comput. Graph. 2008
User interface design and tools › visualization
visualization design
0.112008
Color Design for Illustrative Visualization · IEEE Trans. Vis. Comput. Graph. 2008
Multimedia systems and quality of experience › quality of experience
user-perceived quality
0.112007
Conjoint Analysis to Measure the Perceived Quality in Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2007
Visualization and visual analytics
visualization evaluation
0.112007
Conjoint Analysis to Measure the Perceived Quality in Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
volume rendering
0.112007
Conjoint Analysis to Measure the Perceived Quality in Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › surface rendering
transparency rendering
0.012008
Color Design for Illustrative Visualization · IEEE Trans. Vis. Comput. Graph. 2008

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

conjoint analysis · 0.2knowledge-based system · 0.2user study · 0.1
YearPublicationVenuePosition
2008 Color Design for Illustrative Visualization
abstract
Professional designers and artists are quite cognizant of the rules that guide the design of effective color palettes, from both aesthetic and attention-guiding points of view. In the field of visualization, however, the use of systematic rules embracing these aspects has received less attention. The situation is further complicated by the fact that visualization often uses semi-transparencies to reveal occluded objects, in which case the resulting color mixing effects add additional constraints to the choice of the color palette. Color design forms a crucial part in visual aesthetics. Thus, the consideration of these issues can be of great value in the emerging field of illustrative visualization. We describe a knowledge-based system that captures established color design rules into a comprehensive interactive framework, aimed to aid users in the selection of colors for scene objects and incorporating individual preferences, importance functions, and overall scene composition. Our framework also offers new knowledge and solutions for the mixing, ordering and choice of colors in the rendering of semi-transparent layers and surfaces. All design rules are evaluated via user studies, for which we extend the method of conjoint analysis to task-based testing scenarios. Our framework's use of principles rooted in color design with application for the illustration of features in pre-classified data distinguishes it from existing systems which target the exploration of continuous-range density data via perceptual color maps.
Lujin Wang, Joachim Giesen, Kevin T. McDonnell, Peter Zolliker, Klaus Mueller 0001
IEEE Trans. Vis. Comput. Graph.1
2007 Conjoint Analysis to Measure the Perceived Quality in Volume Rendering
abstract
Visualization algorithms can have a large number of parameters, making the space of possible rendering results rather high-dimensional. Only a systematic analysis of the perceived quality can truly reveal the optimal setting for each such parameter. However, an exhaustive search in which all possible parameter permutations are presented to each user within a study group would be infeasible to conduct. Additional complications may result from possible parameter co-dependencies. Here, we will introduce an efficient user study design and analysis strategy that is geared to cope with this problem. The user feedback is fast and easy to obtain and does not require exhaustive parameter testing. To enable such a framework we have modified a preference measuring methodology, conjoint analysis, that originated in psychology and is now also widely used in market research. We demonstrate our framework by a study that measures the perceived quality in volume rendering within the context of large parameter spaces.
Joachim Giesen, Klaus Mueller 0001, Eva Schuberth, Lujin Wang, Peter Zolliker
IEEE Trans. Vis. Comput. Graph.4
2006 Melting and flowing in multiphase environment
Ye Zhao 0003, Lujin Wang, Arie E. Kaufman, Klaus Mueller 0001
Comput. Graph.2
2005 The Magic Volume Lens: An Interactive Focus+Context Technique for Volume Rendering
abstract
The size and resolution of volume datasets in science and medicine are increasing at a rate much greater than the resolution of the screens used to view them. This limits the amount of data that can be viewed simultaneously, potentially leading to a loss of overall context of the data when the user views or zooms into a particular area of interest. We propose a focus+context framework that uses various standard and advanced magnification lens rendering techniques to magnify the features of interest, while compressing the remaining volume regions without clipping them away completely. Some of these lenses can be interactively configured by the user to specify the desired magnification patterns, while others are feature-adaptive. All our lenses are accelerated on the GPU. They allow the user to interactively manage the available screen area, dedicating more area to the more resolution-important features.
Lujin Wang, Ye Zhao 0003, Klaus Mueller 0001, Arie E. Kaufman
IEEE Visualization1
2005 Uniform texture synthesis and texture mapping using global parameterization
Lujin Wang, Xianfeng Gu, Klaus Mueller 0001, Shing-Tung Yau
Vis. Comput.1
2004 Generating Sub-Resolution Detail in Images and Volumes Using Constrained Texture Synthesis
abstract
A common deficiency of discretized datasets is that detail beyond the resolution of the dataset has been irrecoverably lost. This lack of detail becomes immediately apparent once one attempts to zoom into the dataset and only recovers blur. We describe a method that generates the missing detail from any available and plausible high-resolution data, using texture synthesis. Since the detail generation process is guided by the underlying image or volume data and is designed to fill in plausible detail in accordance with the coarse structure and properties of the zoomed-in neighborhood, we refer to our method as constrained texture synthesis. Regular zooms become "semantic zooms", where each level of detail stems from a data source attuned to that resolution. We demonstrate our approach by a medical application - the visualization of a human liver - but its principles readily apply to any scenario, as long as data at all resolutions are available. We first present a 2D viewing application, called the "virtual microscope", and then extend our technique to 3D volumetric viewing.
Lujin Wang, Klaus Mueller 0001
IEEE Visualization1
2000 View-Dependent Continuous Level-of-Detail Rendering of Terrain Model
abstract
The level-of-detail modeling method is an effective approach for the interactive visualization of complex models. In this paper, we propose a hierarchical tree structure based on the fractal dimension to organize a 3D terrain mesh model and to realize view-dependent continuous level-of-detail rendering of terrain data with a restricted quadtree triangulation method. The total algorithm can be divided into two stages: pre-processing and rendering. In pre-processing, it builds an adaptive hierarchical structure by considering the flatness of the terrain surface evaluated by the fractal dimension. Then it can generate a triangular approximation mesh by dynamically determining preserved data points according to the view-related parameters and performing a restricted quadtree triangulation. Some experiments demonstrate that it is simple and efficient and can be used to support the interactive dynamic rendering of terrain models.
Lujin Wang, Zesheng Tang
PG1