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Hong Mu

dblp:10/3067 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 2Graphics, computer vision, multimedia, augmented reality and games · 1

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
1 paper
Geometric modeling and processing · 100%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape deformation
shape morphing
0.011993
2-D shape blending: an intrinsic solution to the vertex path problem · SIGGRAPH 1993
Geometric modeling and processing › shape deformation › shape interpolation
polygon interpolation
0.011993
2-D shape blending: an intrinsic solution to the vertex path problem · SIGGRAPH 1993

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

vertex path computation · 0.0intrinsic interpolation · 0.0
YearPublicationVenuePosition
2020 A Reinforcement Learning Based Approach to Identify Resource Bottlenecks for Multiple Services Interactions in Cloud Computing Environments
Lingxiao Xu, Minxian Xu, Richard Semmes, Hong Mu, Shuangquan Gui, Wenhong Tian, Kui Wu 0001, Rajkumar Buyya
CollaborateCom (2)5
1993 2-D shape blending: an intrinsic solution to the vertex path problem
abstract
This paper presents an algorithm for determiningthe paths along which corresponding vertices travel in a 2-D shape blending.Rather than considering the vertex paths explicitly, the algorithm defines the intermediate shapes by interpolating the intrinsic definitions of the initial and final shapes.The algorithm produces shape blends which generally are more satisfactory than those produced using linear or cubic curve paths.Particularly, the algorithm can avoid the shrinkage that normally occurs when rotating rigid bodies are linearly blended, and avoids kinks in the blend when there were none in the key polygons.
Thomas W. Sederberg, Peisheng Gao, Guojin Wang, Hong Mu
SIGGRAPH4