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Hongjun Li 0002

dblp:28/6464-2 · DBLP profile ↗
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9ranked-venue papers
1as first author
1since 2021 · last 2022
0000-0003-1102-6225ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging 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 · 64% Rendering · 36%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › procedural modeling
plant modeling
0.212014
Data-Driven Synthetic Modeling of Trees · IEEE Trans. Vis. Comput. Graph. 2014
Geometric modeling and processing › procedural modeling
tree modeling
0.212014
Data-Driven Synthetic Modeling of Trees · IEEE Trans. Vis. Comput. Graph. 2014
Rendering
real-time rendering
0.112011
Hardware instancing for real-time realistic forest rendering · SIGGRAPH Asia Sketches 2011
Geometric modeling and processing
laser scanning
0.112014
Data-Driven Synthetic Modeling of Trees · IEEE Trans. Vis. Comput. Graph. 2014

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

marching cylinder algorithm · 0.2hierarchical particle flow · 0.2hardware instancing · 0.1
YearPublicationVenuePosition
2022 Fast multi-view twin hypersphere support vector machine with consensus and complementary principles
Huiru Wang 0001, Hongjun Li 0002
Appl. Intell.3
2019 Constrained Dual Graph Regularized NMF for Image Clustering
Shaodi Ge, Hongjun Li 0002, Liuhong Luo
ICIG (1)2
2019 Parameter optimization criteria guided 3D point cloud classification
Hongjun Li 0002, Weiliang Meng, Shiming Xiang, Xiaopeng Zhang 0001
Multim. Tools Appl.1
2018 Tree Growth Modelling Constrained by Growth Equations
abstract
Abstract Modelling and simulation of tree growth that is faithful to the living environment and numerically consistent to botanic knowledge are important topics for realistic modelling in computer graphics. The realism factors concerned include the effects of complex environment on tree growth and the reliability of the simulation in botanical research, such as horticulture and agriculture. This paper proposes a new approach, namely, integrated growth modelling, to model virtual trees and simulate their growth by enforcing constraints of environmental resources and tree morphological properties. Morphological properties are integrated into a growth equation with different parameters specified in the simulation, including its sensitivity to light, allocation and usage of received resources and effects on its environment. The growth equation guarantees that the simulation procedure numerically matches the natural growth phenomenon of trees. With this technique, the growth procedures of diverse and realistic trees can also be modelled in different environments, such as resource competition among multiple trees.
Lei Yi, Hongjun Li 0002, Jianwei Guo 0003, Oliver Deussen, Xiaopeng Zhang 0001
Comput. Graph. Forum2
2017 Tree Branch Level of Detail Models for Forest Navigation
abstract
Abstract We present a level of detail (LOD) method designed for tree branches. It can be combined with methods for processing tree foliage to facilitate navigation through large virtual forests. Starting from a skeletal representation of a tree, we fit polygon meshes of various densities to the skeleton while the mesh density is adjusted according to the required visual fidelity. For distant models, these branch meshes are gradually replaced with semi‐transparent lines until the tree recedes to a few lines. Construction of these complete LOD models is guided by error metrics to ensure smooth transitions between adjacent LOD models. We then present an instancing technique for discrete LOD branch models, consisting of polygon meshes plus semi‐transparent lines. Line models with different transparencies are instanced on the GPU by merging multiple tree samples into a single model. Our technique reduces the number of draw calls in GPU and increases rendering performance. Our experiments demonstrate that large‐scale forest scenes can be rendered with excellent detail and shadows in real time.
Xiaopeng Zhang 0001, Guanbo Bao, Weiliang Meng, Marc Jaeger 0002, Hongjun Li 0002, Oliver Deussen, Baoquan Chen
Comput. Graph. Forum5
2014 Data-Driven Synthetic Modeling of Trees
abstract
In this paper, we develop a data-driven technique to model trees from a single laser scan. A multi-layer representation of the tree structure is proposed to guide the modeling process. In this process, a marching cylinder algorithm is first developed to construct visible branches from the laser scan data. Three levels of crown feature points are then extracted from the scan data to synthesize three layers of non-visible branches. Based on the hierarchical particle flow technique, the branch synthesis method has the advantage of producing visually convincing tree models that are consistent with scan data. User intervention is extremely limited. The robustness of this technique has been validated on both conifer and broadleaf trees.
Xiaopeng Zhang 0001, Hongjun Li 0002, Mingrui Dai, Wei Ma 0008, Long Quan
IEEE Trans. Vis. Comput. Graph.2
2012 Large-scale forest rendering: Real-time, realistic, and progressive
Guanbo Bao, Hongjun Li 0002, Xiaopeng Zhang 0001, Weiming Dong
Comput. Graph.2
2012 Easy modeling of realistic trees from freehand sketches
Zhiguo Jiang 0001, Hongjun Li 0002, Xiaopeng Zhang 0001
Frontiers Comput. Sci.3
2011 Hardware instancing for real-time realistic forest rendering
abstract
Real-time rendering of vegetation is important in many applications, such as video games, internet graphics applications, landscape design and visualization. However, the visualization of large-scale forests has always been a challenge not only due to the high geometric complexity but also due to the small batch problem. Moreover, generating real-time shadows for forests will heavily increase the burden. The batch problem is caused by a large number of graphics API draw calls launched in every frame. Normally, rendering a tree model requires at least one graphics API draw call. As a forest usually consists of thousands of trees and the graphics API invocation is a relatively high cost for CPU, the large-scale forest rendering is often CPU bound.
Guanbo Bao, Weiliang Meng, Hongjun Li 0002, Xiaopeng Zhang 0001
SIGGRAPH Asia Sketches3