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Jiaoying Shi

dblp:23/2553 · DBLP profile ↗
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55ranked-venue papers
2as first author
0since 2021 · last 2009
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 42 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 10Human-computer interaction and ubiquitous computing · 6Databases, data management, data science and information retrieval · 2Systems, architecture and hardware · 1Theory of computation · 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
7 papers
Rendering · 67% Virtual and augmented reality · 16% Visualization and visual analytics · 11%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
GPUs and heterogeneous computing · 46% Parallel and multicore computing · 46% Distributed systems · 7%
Databases, data mining, and information retrieval
1 paper
Query processing and optimization · 100%

Topics — the 19 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
relighting
0.222008
Interactive relighting of dynamic refractive objects · ACM Trans. Graph. 2008
Interactive relighting with dynamic BRDFs · ACM Trans. Graph. 2007
Query processing and optimization › OLAP
data cube
0.112009
I3DC: Interactive Three-Dimensional Cubes · ICDE 2009
Query processing and optimization
OLAP
0.112009
I3DC: Interactive Three-Dimensional Cubes · ICDE 2009
Visualization and visual analytics › data visualization
GPU-based visualization
0.112009
I3DC: Interactive Three-Dimensional Cubes · ICDE 2009
GPUs and heterogeneous computing
GPU programming
0.112009
Stack-based parallel recursion on graphics processors · PPoPP 2009
Parallel and multicore computing › graph processing
tree traversal
0.112009
Stack-based parallel recursion on graphics processors · PPoPP 2009
Rendering
GPU rendering
0.112008
Interactive relighting of dynamic refractive objects · ACM Trans. Graph. 2008
Rendering › light transport
precomputed light transport
0.112007
Interactive relighting with dynamic BRDFs · ACM Trans. Graph. 2007
Rendering › appearance modeling
bidirectional texture function synthesis
0.112005
Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005
Visual content generation and editing
texture synthesis
0.112005
Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.012004
HIVE: a Highly Scalable Framework for DVE · VR 2004
Virtual and augmented reality
immersive interaction
0.012004
HIVE: a Highly Scalable Framework for DVE · VR 2004
Virtual and augmented reality › virtual environment
networked virtual environment
0.012004
HIVE: a Highly Scalable Framework for DVE · VR 2004
Rendering
spherical harmonics
0.012004
3D surface filtering using spherical harmonics · Comput. Aided Des. 2004
Rendering
hybrid rendering
0.012009
A hybrid rendering algorithm for textile objects · Sci. China Ser. F Inf. Sci. 2009
Compilers and program optimization › accelerator compilation
GPU compiler
0.012009
Stack-based parallel recursion on graphics processors · PPoPP 2009
Rendering
volume rendering
0.012008
Interactive relighting of dynamic refractive objects · ACM Trans. Graph. 2008
Rendering › bidirectional reflectance distribution function
BRDF representation
0.012007
Interactive relighting with dynamic BRDFs · ACM Trans. Graph. 2007
Rendering › appearance modeling
reflectance and appearance modeling
0.012005
Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005

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

parallel stack implementation · 0.2blending-as-aggregation · 0.2hybrid rendering · 0.1volumetric conversion · 0.1photon tracing · 0.1GPU rendering pipeline · 0.1precomputed visibility · 0.1precomputed transfer tensors · 0.1BRDF tensor factorization · 0.1patch-based synthesis · 0.1graphcut algorithm · 0.1
YearPublicationVenuePosition
2009 I3DC: Interactive Three-Dimensional Cubes
abstract
We present the I3DC system prototype, which constructs the cube for tens of millions of data items within milliseconds, and provides high-quality cube visualization as well as highly-interactive OLAP operations. Our approach is based on a novel blending-as-aggregation (BAA) algorithm that maps distributive OLAP aggregations to the intrinsic rendering mechanisms of the GPU. Our system runs entirely on the GPU and requires no precomputations.
Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
ICDE5
2009 Stack-based parallel recursion on graphics processors
abstract
Recent research has shown promising results on using graphics processing units (GPUs) to accelerate general-purpose computation. However, today's GPUs do not support recursive functions. As a result, for inherently recursive algorithms such as tree traversal, GPU programmers need to explicitly use stacks to emulate the recursion. Parallelizing such stack-based implementation on the GPU increases the programming difficulty; moreover, it is unclear how to improve the efficiency of such parallel implementations. As a first step to address both ease of programming and efficiency issues, we propose three parallel stack implementation alternatives that differ in the granularity of stack sharing. Taking tree traversals as an example, we study the performance tradeoffs between these alternatives and analyze their behaviors in various situations. Our results could be useful to both GPU programmers and GPU compiler writers.
Bingsheng He, Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
PPoPP5
2009 A hybrid rendering algorithm for textile objects
Jiaoying Shi, QingFeng Mi
Sci. China Ser. F Inf. Sci.3
2008 Interactive relighting of dynamic refractive objects
abstract
We present a new technique for interactive relighting of dynamic refractive objects with complex material properties. We describe our technique in terms of a rendering pipeline in which each stage runs entirely on the GPU. The rendering pipeline converts surfaces to volumetric data, traces the curved paths of photons as they refract through the volume, and renders arbitrary views of the resulting radiance distribution. Our rendering pipeline is fast enough to permit interactive updates to lighting, materials, geometry, and viewing parameters without any precomputation. Applications of our technique include the visualization of caustics, absorption, and scattering while running physical simulations or while manipulating surfaces in real time.
Xin Sun 0014, Kun Zhou 0001, Eric J. Stollnitz, Jiaoying Shi, Baining Guo
ACM Trans. Graph.4
2007 Transparent Direct3D9 Application-level Parallel Rendering System
abstract
We present transparent Direct3D9 application-level parallel rendering system named D3DPR. It allows Direct3D9 application to run on graphics cluster with no modification. Graphics cluster can be classified as two types of logical node, i.e. resource distributing node (D-Node) and resource rendering node (R-Node) by D3DPR. Among them, D-Node is responsible for converting Direct3D9 application to four kinds of rendering resource including command stream, vertex stream, index stream and texture stream. R-Node is responsible for reconstructing Direct3D9 interface rendering command based on the description information and resource data of received rendering resource. Each R-Node reserves entire rendering resource and distributes rendering task by computing the projective screen region of multi-stream based scene data bounding box. Experimental results have demonstrated that D3DPR parallel rendering system can not only achieve high-resolution tiled display but also promote rendering performance for Direct3D9 application running on graphics cluster.
Jiaoying Shi, Aihong Qin, Hua Xiong
CAD/Graphics2
2007 Research on Unified Object Model Supporting HLA-based Simulation and Parallel Rendering
abstract
There are two problems in the existing rendering platforms that support HLA-based simulation applications. One is the fact that the management of simulation entity objects and the management of rendering scene objects are separate, which leads to inefficiency in simulation and rendering. Another one is absence of rendering interface, especially for parallel rendering for users. In order to solve the above problems, we present a unified object model supporting HLA-based simulation and parallel rendering, which consists of heterogenous scene graph tree, action list and universal access interface. The Unified object model establishes an efficient data exchange bridge between HLA simulation and parallel rendering. Therefore massive complex scene and large quantity of simulation entities can be organized and managed in a unified form. An experimental demo is given at the end of this paper.
Zonghui Wang, Hua Xiong, Xiaohong Jiang 0002, Jiaoying Shi
CAD/Graphics4
2007 In-memory grid files on graphics processors
abstract
Recently, graphics processing units, or GPUs, have become a viable alternative as commodity, parallel hardware for general-purpose computing, due to their massive data-parallelism, high memory bandwidth, and improved general-purpose programming interface. In this paper, we explore the use of GPU on the grid file, a traditional multidimensional access method. Considering the hardware characteristics of GPUs, we design a massively multi-threaded GPU-based grid file for static, memory-resident multidimensional point data. Moreover, we propose a hierarchical grid file variant to handle data skews efficiently. Our implementations on the NVIDIA G80 GTX graphics card are able to achieve two to eight times' higher performance than their CPU counterparts on a single PC.
Bingsheng He, Mian Lu, Naga K. Govindaraju, Qiong Luo 0001, Pedro V. Sander, Jiaoying Shi
DaMoN8
2007 Building high performance DVR via HLA, scene graph and parallel rendering
abstract
Distributed simulation and parallel rendering based on PC cluster have seen great success in recent years. To improve the overall performance, there is a trend to integrate modeling, simulation and visualization into a common distributed environment. In this paper, we propose a unified framework of building high performance distributed virtual reality (DVR) applications. The core components of this framework include the High Level Architecture (HLA), scene graphs and parallel rendering. The HLA supports interactive distributed simulation. Scene graphs are efficient to organize and manipulate scene data. And parallel rendering provides powerful rendering ability. This paper presents the in-depth architectural analysis of each components and derives a design that integrates them into a unified framework. Two DVR applications, including a remote navigation of massive virtual scenes and a multi-player video game, have been developed to evaluate the framework performance.
Hua Xiong, Zonghui Wang, Xiaohong Jiang 0002, Jiaoying Shi
VRST4
2007 3D paper-cut modeling and animation
abstract
Abstract Paper‐cut is one of the most characteristic Chinese folk arts, often used during festivals and celebrations. Chinese artists have used paper‐cut to make animations. Typical paper‐cut artwork is made with 2D illustrations on paper, and making many frames necessary for an entire animation can be tedious and expensive. We present a system that allows a designer to directly annotate a 3D model with paper‐cut patterns, while still allowing for adding an artistic touch to the design. We have designed special motifs coupled with templates, resulting in a parameterized set of decorative paper‐cut patterns which give the artist flexible control and allow editing of the pattern size, orientation, and shape. The artist chooses a pattern and places the pattern on the model in the desired position. The system determines actual surface coverage and trims the object's surface geometry to simulate the cut‐out effect we observe in traditional 2D paper‐cut art. We demonstrate that our system allows faster and easier addition of paper‐cut decoration to 3D models compared to general purpose modeling tools, such as Maya. Animations made with the 3D paper‐cut models escape from the limitations of traditional 2D paper‐cut animation on the movement in perspective, furthermore, our system allows for easy pattern animations on 3D models, which is very powerful but hard to do with traditional paper‐cut animation. Copyright © 2007 John Wiley & Sons, Ltd.
Kwan-Liu Ma, Jiaoying Shi
Comput. Animat. Virtual Worlds4
2007 Parallel strategies of occlusion culling on cluster of GPUs
abstract
Abstract Parallel rendering, visibility culling and level‐of‐detail are key techniques to improve the rendering performance for large geometric data sets. Although each of these techniques has been researched extensively and some systems have been developed to combine them together. However, parallel occlusion culling, that is distributing the computation of occlusion culling to multiple computing nodes such as a CPUs cluster or a GPUs cluster, has rarely been touched. This is because most existing occlusion culling algorithms are difficult to parallelize or do not scale well when parallelized. We first introduce a novel occlusion culling algorithm that uses the occlusion query functionality provided by current GPU. We employ a visibility prediction technique based on temporal coherence to reduce the times of occlusion query. Furthermore, different strategies of parallelizing the occlusion culling algorithm on a GPUs cluster are proposed including data parallelism strategies and functionality parallelism strategies. Data parallelism strategies decompose the data sets for occlusion query into disjoint parts and map these queries on different cluster nodes for parallel execution while functionality parallelism strategies assemble an occlusion culling pipeline with multiple cluster nodes which outputs image stream steadily. We propose a number of solutions to some special issues on parallelizing this occlusion culling algorithm, such as the transferring of data dependency and the load‐balancing of occlusion culling pipeline. Experimental results demonstrate the efficiency of the proposed parallelism strategies of the occlusion culling algorithm based on the visibility predictor. Copyright © 2007 John Wiley & Sons, Ltd.
Hua Xiong, Haoyu Peng, Aihong Qin, Jiaoying Shi
Comput. Animat. Virtual Worlds4
2007 Interactive relighting with dynamic BRDFs
abstract
We present a technique for interactive relighting in which source radiance, viewing direction, and BRDFs can all be changed on the fly. In handling dynamic BRDFs, our method efficiently accounts for the effects of BRDF modification on the reflectance and incident radiance at a surface point. For reflectance, we develop a BRDF tensor representation that can be factorized into adjustable terms for lighting, viewing, and BRDF parameters. For incident radiance, there exists a non-linear relationship between indirect lighting and BRDFs in a scene, which makes linear light transport frameworks such as PRT unsuitable. To overcome this problem, we introduceprecomputed transfer tensors(PTTs) which decompose indirect lighting into precomputable components that are each a function of BRDFs in the scene, and can be rapidly combined at run time to correctly determine incident radiance. We additionally describe a method for efficient handling of high-frequency specular reflections by separating them from the BRDF tensor representation and processing them using precomputed visibility information. With relighting based on PTTs, interactive performance with indirect lighting is demonstrated in applications to BRDF animation and material tuning.
Xin Sun 0014, Kun Zhou 0001, Yanyun Chen, Stephen Lin 0001, Jiaoying Shi, Baining Guo
ACM Trans. Graph.5
2006 Virtual reality and mixed reality for virtual learning environments
Adrian David Cheok, Jiejie Zhu, Jiaoying Shi
Comput. Graph.5
2005 Cluster based real-time rendering system for large terrain dataset
abstract
In this paper we propose an efficient system for rendering large terrain data in a cluster environment. Both geometry and texture data are stored in the server, constructed and optimized as pre-computed static quadtree. Hierarchical view frustum culling and view-dependent texture and geometry refinement is performed through a top-down traversal algorithm in the client. We guarantee overall geometric continuity and exploit programmable graphics hardware to achieve low CPU overload and high triangles throughput. Speculative terrain data prefetching is exploited for hiding network delay. Large datasets can be rendered in real-time with our system and the performance is almost independent of the dataset size.
Ping Yin, Jiaoying Shi
CAD/Graphics2
2005 Alpha Estimation in Perceptual Color Space
abstract
This paper presents an efficient algorithm for alpha estimation based on perceptual color space in natural image matting. A user specifies a trimap which partitions an image into definitely foreground, definitely background and unknown. For each pixel in the unknown region, the algorithm separates intensity and chroma information from RGB color after its foreground and background color components are estimated. Consequently, the alpha component is decomposed into intensity part and chroma part. The weighted mean of these two parts yields the final alpha value. Experimental results demonstrate the efficiency and advantage of the proposed algorithm over other approaches.
Shengyou Lin, Qiushuang Zhang, Jiaoying Shi
ICASSP (2)3
2005 Fast natural image matting in perceptual color space
Shengyou Lin, Jiaoying Shi
Comput. Graph.2
2005 Virtual learning environment for medical education based on VRML and VTK
Hai Lin 0003, Jiaoying Shi
Comput. Graph.5
2005 Decorating Surfaces with Bidirectional Texture Functions
abstract
We present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user interactively paint BTF patches onto the surface such that the painted patches seamlessly integrate with the background patterns. Our system is based on a patch-based texture synthesis approach known as quilting. We present a graphcut algorithm for BTF synthesis on surfaces and the algorithm works well for a wide variety of BTF samples, including those which present problems for existing algorithms. We also describe a graphcut texture painting algorithm for creating new surface imperfections (e.g., dirt, cracks, scratches) from existing imperfections found in input BTF samples. Using these algorithms, we can decorate surfaces with real-world textures that have spatially-variant reflectance, fine-scale geometry details, and surfaces imperfections. A particularly attractive feature of BTF painting is that it allows us to capture imperfections of real materials and paint them onto geometry models. We demonstrate the effectiveness of our system with examples.
Kun Zhou 0001, Lifeng Wang 0001, Yasuyuki Matsushita, Jiaoying Shi, Baining Guo, Harry Shum
IEEE Trans. Vis. Comput. Graph.5
2005 Shell radiance texture functions
Yanyun Chen, Xin Tong 0001, Stephen Lin 0001, Jiaoying Shi, Baining Guo, Harry Shum
Vis. Comput.5
2004 A survey of multi-projector tiled display wall construction
abstract
Recently, the graphics processing capabilities of graphics systems have improved a lot, and more and more information must be presented to the users. While the display resolution of monitors is still what it is 20 years ago, and becomes the bottleneck of visualization. This leads to recent interest in the research for high-resolution displays. One great solution is to use multiple projectors tiled together to form a large logical display wall and provide high display resolutions and large physical display sizes. This paper presents a survey of the construction process of these kinds of multi-projector tiled display wall systems. The hardware construction problem is first explored. And then we describe the two most important problems of multi-projector tiled display wall systems, i.e. geometric calibration and photometric calibration of projectors. Various algorithms are addressed and compared. Lastly, an introduction of the high resolution image generation via distributed rendering is presented.
Hai Lin 0003, Jiaoying Shi
ICIG3
2004 An efficient image-based virtual tour system
abstract
Tour into the picture (TIP) is a technique that makes animation of a scene from single image. The size of TIP box model, as well as the positions of foreground objects in the model can be calculated by relative depth calculation. To simulate an incline in the image, an algorithm is proposed by us to calculate the slope and the length of an incline model. After that, we present an algorithm that successfully makes integration of TIP and panorama to perform joint multi-scene rendering in our virtual tour system. Our virtual tour system shows that these techniques have achieved very satisfactory results.
Qiushuang Zhang, Kan Zhao, Zhiqing Cao, Jiaoying Shi
ICIG4
2004 Perception based alpha estimation in natural image matting
abstract
An algorithm is presented for effectively, estimating alpha based on perceptual color space in natural image matting. After the foreground and background color components of given observed unknown pixel are estimated, our alpha estimating algorithm separates intensity and chroma information of RGB color, i.e, alpha is decomposed into intensity alpha and chroma alpha. Then we take the weighted mean over these two alpha values as the final alpha. Matte results and the comparison with the other alpha estimating algorithms in natural image matting are given in this paper.
Shengyou Lin, Jiaoying Shi
ICME2
2004 Progressive sound rendering in multimedia applications
abstract
Realistic audio rendering is an integral part of any immersive multimedia applications. A progressive sound-rendering scheme, which integrates sound source modeling with sound transmission simulation, is proposed to generate D sound effects for multimedia applications. At first, sound source modeling is performed through either sinusoidal analysis of prerecorded sound or modal analysis of virtual object based on its geometry and material properties. Then, all the sub components derived are sorted according to perceptual criteria. Dependent on resource availability, the afterwards real time synthesis can be done in a progressive way and binaural filtering is integrated into this process directly
Jiaoying Shi
ICME2
2004 HIVE: a Highly Scalable Framework for DVE
Zonghui Wang, Xiaohong Jiang 0002, Jiaoying Shi
VR3
2004 3D surface filtering using spherical harmonics
Kun Zhou 0001, Hujun Bao, Jiaoying Shi
Comput. Aided Des.3
2004 Watermarking 3D mesh by spherical parameterization
Li Li 0014, David Zhang 0001, Jiaoying Shi, Kun Zhou 0001
Comput. Graph.4
2004 Illumination-dependent texture
Chunhui Mei, Fuli Wu, Jiaoying Shi
Comput. Graph.3
2004 Rendering with Spherical Radiance Transport Maps
abstract
Abstract In this paper, we propose a real‐time method for rendering soft shadows and inter‐reflections of dynamic objects under complex illumination. In previous methods, many efforts were taken to acquire occlusion and reflection informations for dynamic scene on the fly, and the result image cannot be generated in real time. In our approach, these informations for each object are pre‐computed and stored in well‐defined Spherical Radiance Transport Maps (SRTMs). For distant complex illumination such as environment illumination and area light source, we decompose the illumination to several hundred directional lights. In rendering, we search in SRTMs for occlusion info which may cause shadows, and reflection info which may cause inter‐reflections. Finally we produce realistic soft shadows and inter‐reflections efficiently. Our method is related with but different from previous Pre‐computed Radiance Transfer techniques which are only suitable for static scene. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: shading and shadowing
Chunhui Mei, Jiaoying Shi, Fuli Wu
Comput. Graph. Forum2
2004 Geometric Signal Compression
Kun Zhou 0001, Hujun Bao, Jiaoying Shi, Qunsheng Peng 0001
J. Comput. Sci. Technol.3
2003 Camera Self-Calibration Using the Geometric Structure in Real Scenes
abstract
The geometric constraint, which is called corner structure, is studied. Firstly, the corner structure in one image is introduced to calculate the initial solutions of the intrinsic and extrinsic parameters of the camera. Then the solutions are optimized via minimizing the differences between the observed points and the reprojections under the geometric constraints in two images. Because only one image is used when the initial solutions are computed, the critical motion sequences can be avoided, and then the degeneracies in camera self-calibration can be avoided. The precisions of the calculated parameters are improved because the geometric structures in two images are used in optimization. The experimental results demonstrate that our algorithm is robust.
Peijun Liu, Jiaoying Shi, Longchao Jiang
Computer Graphics International2
2003 Guest editor's introduction
Jiaoying Shi
Comput. Graph.2
2003 Easybowling: a small bowling machine based on virtual simulation
Weiwei Xu 0003, Jin Huang 0001, Jiaoying Shi
Comput. Graph.5
2002 Guest editor's introduction
Jiaoying Shi
Comput. Graph.1
2002 A robust algorithm for feature point matching
Jiaoying Shi
Comput. Graph.2
2001 Physically-Based Real-Time Animation of Draped Cloth
abstract
We propose a new physically-based model for real-time animation of draped cloth which not only speeds up the rendering greatly, but also maintains visually appealing results. Our simplified model is represented as a grid object composed of mass points connected by semi-rigid rods, whose behavior is governed by non-rigid dynamics. The longitudinal (vertical) and latitudinal (horizontal) directions of our model are decoupled and processed separately, and later combined to generate the final cloth. Moreover, we provide a uniform treatment of internal and external forces.
Chiyi Cheng, Jiaoying Shi, Ying-Qing Xu, Harry Shum
Computer Graphics International2
2001 Slice-Based Virtual Endoscopy Navigation
abstract
Navigation path planning is a crucial part of virtual endoscopy, but the identification of the optimal fly-through path is a time-intensive process. This paper describes a prototype system for virtual endoscopy and proposes a slice-based approach to calculating the path of the virtual camera that uses the slice borderlines of region-of-interest images to obtain the approximate centreline, centralised locally with respect to the hollow object wall. By using the 2D slice borderlines to express the hollow object boundary, the path searching and polygon intersection computing are simplified and made more efficient. Finally, we present results of our algorithm tested on the Visible Human data set.
Hai Lin 0003, Gordon Clapworthy, Feng Dong 0005, Mel Krokos, Jiaoying Shi
IV5
2001 Robust mesh watermarking based on multiresolution processing
KangKang Yin, Jiaoying Shi, David Zhang 0001
Comput. Graph.3
2001 A New Mesh Simplification Algorithm Based on Triangle Collapses
Kun Zhou 0001, Jiaoying Shi
J. Comput. Sci. Technol.3
2000 A Feature-Based Approach to Automatic Injection Mold Generation
abstract
This paper presents a feature-based approach to the automatic generation of an injection mold. In the approach, all the molding features of a molded part are recognized first using a universal hint-based feature recognition algorithm, and the optimal parting direction is determined based on the feature model. Then, all the faces related with the parting line are classified into three groups according to the determined parting direction, and two kinds of parting lines are automatically determined by extracting the largest profile of each face group. Finally, the parting surface is generated based on the optimal pacing line, thereafter the mold core and mold cavity are automatically set up by splitting the mold box of the molded part with the generated parting surface. By using recognized molding features, the approach makes it possible to identify all undercuts, to determine internal parting lines and internal parting surfaces, to generate the mold core and cavity of a complex molded part with undercuts as well.
Zhenyong Zhou, Shuming Gao, Zhengchao Gu, Jiaoying Shi
GMP4
2000 A new BSP tree framework incorporating dynamic LoD models
abstract
In this paper we present a new BSP (Binary Space Partitioning (BSP) tree. BSP trees are one of the most successful space partitioning techniques, since they allow both object modeling and classification in one single structure. In this paper, we present a new framework designed for a multi-resolution modeling system that incorporates the BSP tree structure and dynamic levels of detail models. It has the advantages of both BSP and multi-resolution representations. The tree construction and traversal routines for the multi-resolution BSP tree are discussed in detail. Images and timing for our implementation are provided.
Zhiliang Tao, Chiyi Cheng, Jiaoying Shi
VRST4
1999 Towards Fast Volume Visualization on the WWW
abstract
The steady growth of the Internet has dramatically changed the way information is shared and modern users expect near real time delivery, high quality images together with in-depth navigation and exploration of 3D models. Multiresolution is a promising approach for fast distributed volume visualisation employing levels-of-detail. We review multiresolution algorithms and visualisation systems on the WWW. Our discussion is based on experience gained in the development of the IAEVA-II project funded by the European Commission. A new method for rapid data classification/rendering of multiresolution volumes based on shear-warp factorisation, is described. We can change classification functions and data resolution during rendering without significant reduction in interactivity. A method for constructing multiresolution transfer functions for determining opacity is also investigated. Finally, future trends in developing WWW visualisation systems are discussed.
Mel Krokos, Feng Dong 0005, Gordon Clapworthy, Jiaoying Shi
IV4
1998 Acoustic simulation with dynamic mechanisms in virtual reality
Jiaoying Shi
J. Comput. Sci. Technol.2
1997 Multiresolution data modelling for irregular data fields based on wavelets
abstract
In many applications of scientific visualization, the data fields are so large that they are very expensive to store, transmit and render. Multiresolution offers a promising new approach for addressing these difficulties on a simple, unified way. Wavelets provide an extremely useful mathematical toolkit for hierarchically decomposing functions in ways that are both efficient and theoretically sound. This paper focuses on extension of wavelet based multiresolution to arbitrary topological data grid. Using wavelet transform, the method proposed here obtains a unique shape description of an irregular data field. A biorthogonal volume wavelet is constructed. Recursive subdivision is applied to irregular data field and leads to a collection of refinable scaling functions and hence to a sequence of nested linear spaces, as required by multiresolution. In order to overcome the subdivision connectivity restriction, an applicable method is presented to convert the completely arbitrary data field to multiresolution so that the technique for creating multiresolution can be used.
Jiaoying Shi
IV2
1997 A new algorithm for multiresolution isosurface extraction
abstract
We put forward a marching cube algorithm based on the extraction and expression of multiresolution isosurfaces. It can solve the problem of too much and too meticulous triangular meshes on a traditional marching cube algorithm with single resolution. At the same time, under the users' requests, it can apply various precision to different regions of the object to get a compromise between rendering time and image precision. Our algorithm firstly, begins with low resolution images, and gradually extracts high precision isosurfaces from high resolution ones to achieve multiresolution rendering; finally, it establishes the corresponding relationship between different resolution isosurfaces and images. Specifically, the algorithms use a new 3D image encoding method: recursive subdivision wavelet encoding which is more suitable for extracting multiresolution isosurfaces.
Jiaoying Shi
IV3
1997 GIVE: a general interactive visualization environment
abstract
We present a data flow based software platform called GIVE (General Interactive Visualization Environment). GIVE owns a data flow kernel, a visual programming interface and an extensible module library. It greatly enhances the efficiency of building visualization programs. GIVE has the following distinctive features: it introduces control nodes and procedure nodes into traditional data flow architecture, so it can support complex ViSC application: it is a well opened environment, supported by two efficient interactive tools-GIVE/ME (Module Extender) and GIVE/DE (Data Extender)-which enables users to extend modules and data types into the system freely and conveniently; and it has a module library composed of varieties of modules. We first introduce several concepts of the data flow architecture, then describe the designation of GIVE, and finally discuss the implementation of GIVE.
Xubo Yang, Wenli Cai, Jiaoying Shi
IV3
1997 A mass conservative flow field visualization method
Wenli Cai, Jiaoying Shi
Comput. Graph.4
1997 Chinese font composition method based on algebraic system of geometric shapes
Xiaohu Ma, Jiaoying Shi
Comput. Graph.4
1997 Three-dimensional volume datafield reconstruction from physical model
Wenli Cai, Tianzhou Chen, Jiaoying Shi
J. Comput. Sci. Technol.4
1996 Distributed graphics support for virtual environments
Jiaoying Shi
Comput. Graph.2
1996 Displaying of details in subvoxel accuracy
Wenli Cai, Tianzhou Chen, Jiaoying Shi
J. Comput. Sci. Technol.3
1996 Composed scattering model for direct volume rendering
Wenli Cai, Jiaoying Shi
J. Comput. Sci. Technol.2
1996 Synchronization-Oriented placement and retrieval strategies for delay-sensitive media streams
Jiaoying Shi, Zhijun He 0001
J. Comput. Sci. Technol.2
1996 A simplified model for generating 3D realistic sound in the multimedia and virtual reality systems
Hui Xiang, Jiaoying Shi, Zhijun He 0001
J. Comput. Sci. Technol.4
1995 Rendering of Surface and Volume Details in Volume Data
abstract
Abstract: Aiming at the detail rendering in volume data, a new volume illumination model, called Composed Scattering Model (CSM), is presented. In order to enhance different details in volume data, scattering intensity is decomposed into volume scattering intensity and surface scattering intensity with different weight functions. According to the Gauss probability distribution of gray and gradient of data, we propose an accurate method to detect the materials in a voxel, called composed segmentation. In addition, we discuss the principle of constructing these weight functions based on the operators defined in composed segmentation. CSM can generate images containing more details than most popular volume rendering models. This model has been applied to the direct volume rendering of 3D data sets obtained by CT and MRI. The resultant images show not only rich details but also clear boundary surfaces. CSM is demonstrated as an accurate volume rendering model suited for detail enhancement in volume data sets.
Wenli Cai, Tianzhou Chen, Jiaoying Shi
Comput. Graph. Forum3
1994 DGLa: A distributed graphics language
Jiaoying Shi, Bingfeng Hu
J. Comput. Sci. Technol.2
1993 A modified radiosity algorithm for integrated visual and auditory rendering
Jiaoying Shi, José L. Encarnação, Martin Göbel
Comput. Graph.1