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Kaichi Zhou

dblp:11/2326 · DBLP profile ↗
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2ranked-venue papers
1as 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 · 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
2 papers
Geometric modeling and processing · 52% Rendering · 40% Visualization and visual analytics · 8%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › solid modeling
inside-outside classification
0.112008
Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008
Geometric modeling and processing › mesh processing
mesh analysis
0.112008
Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
ray tracing
0.112006
Guided visibility sampling · ACM Trans. Graph. 2006
Rendering
visibility computation
0.112006
Guided visibility sampling · ACM Trans. Graph. 2006
Visualization and visual analytics › scientific visualization › geometric visualization
mesh visualization
0.012008
Visibility-driven Mesh Analysis and Visualization through Graph Cuts · IEEE Trans. Vis. Comput. Graph. 2008

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

visibility graph · 0.1sampling · 0.1graph cuts · 0.1stochastic sampling · 0.1ray mutation · 0.1
YearPublicationVenuePosition
2008 Visibility-driven Mesh Analysis and Visualization through Graph Cuts
abstract
In this paper we present an algorithm that operates on a triangular mesh and classifies each face of a triangle as either inside or outside. We present three example applications of this core algorithm: normal orientation, inside removal, and layer-based visualization. The distinguishing feature of our algorithm is its robustness even if a difficult input model that includes holes, coplanar triangles, intersecting triangles, and lost connectivity is given. Our algorithm works with the original triangles of the input model and uses sampling to construct a visibility graph that is then segmented using graph cut.
Kaichi Zhou, Eugene Zhang, Jirí Bittner, Peter Wonka
IEEE Trans. Vis. Comput. Graph.1
2006 Guided visibility sampling
abstract
This paper addresses the problem of computing the triangles visible from a region in space. The proposed aggressive visibility solution is based on stochastic ray shooting and can take any triangular model as input. We do not rely on connectivity information, volumetric occluders, or the availability of large occluders, and can therefore process any given input scene. The proposed algorithm is practically memoryless, thereby alleviating the large memory consumption problems prevalent in several previous algorithms. The strategy of our algorithm is to use ray mutations in ray space to cast rays that are likely to sample new triangles. Our algorithm improves the sampling efficiency of previous work by over two orders of magnitude.
Peter Wonka, Michael Wimmer 0001, Kaichi Zhou, Stefan Maierhofer, Gerd Hesina, Alexander Reshetov
ACM Trans. Graph.3