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Frederick F. C. Ng

dblp:10/3685 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2003
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 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
2 papers
Geometric modeling and processing · 59% Virtual and augmented reality · 41%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Distributed systems · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.122003
VSculpt : a distributed virtual sculpting environment for collaborative design · IEEE Trans. Multim. 2003
Collaborative Distributed Virtual Sculpting · VR 2001
Geometric modeling and processing › shape modeling › geometry editing
virtual sculpting
0.012003
VSculpt : a distributed virtual sculpting environment for collaborative design · IEEE Trans. Multim. 2003
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
NURBS surface
0.012001
Collaborative Distributed Virtual Sculpting · VR 2001
Distributed systems › distributed interactive applications › collaborative computing › distributed virtual environments
collaborative virtual environment
0.012001
Collaborative Distributed Virtual Sculpting · VR 2001

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

deformable object rendering · 0.1cyberglove · 0.1peer-to-peer architecture · 0.1client-server architecture · 0.1locking mechanisms · 0.0locking mechanism · 0.0
YearPublicationVenuePosition
2003 VSculpt : a distributed virtual sculpting environment for collaborative design
abstract
A collaborative virtual sculpting system supports a team of geographically separated designers/engineers connected by networks to participate in designing three-dimensional (3D) virtual engineering tools or sculptures. It encourages international collaboration at a minimal cost. However, in order for the system to be useful, two factors need to be addressed: intuitiveness and real-time interaction. Although a lot of effort has been put into developing virtual sculpting environments, only limited work addresses collaborative virtual sculpting. This is because in order to support real-time collaborative virtual sculpting, many challenging issues need to be addressed. We propose a collaborative virtual sculpting framework, called VSculpt. Through adapting some techniques we developed earlier and integrating them with some techniques developed here, the proposed framework provides a real-time intuitive environment for collaborative design. In particular, it addresses issues on efficient rendering and transmission of deformable objects, intuitive object deformation using the CyberGlove and concurrent object deformation by multiple clients. We demonstrate and evaluate the performance of the proposed framework through a number of experiments.
Frederick W. B. Li, Rynson W. H. Lau, Frederick F. C. Ng
IEEE Trans. Multim.3
2001 Collaborative Distributed Virtual Sculpting
abstract
A lot of effort is now being put into developing collaborative distributed virtual environments. However very few projects address collaborative virtual sculpting in which the shapes of the target objects are likely changing continuously. Some major issues including user interaction, data transmission, concurrent object editing by multiple clients and rendering of deforming objects must be addressed in a real-time context. We propose a framework for collaborative virtual sculpting in a distributed virtual environment. The system is based on a hybrid model which merges the client-server and the peer-to-peer architectures to allow fast data replication. To support real-time deformation and rendering of deformable objects, we model each of these objects using NURBS surfaces and render them using the real-time deformable NURBS rendering method that we have developed. We present a data structure for the transmission of these deformable objects. We also introduce the idea of editing region and the corresponding locking mechanism for simultaneous editing of the same object by multiple clients. Toward the end of the paper we show some performance results of the prototype system.
Frederick W. B. Li, Rynson W. H. Lau, Frederick F. C. Ng
VR3