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Yubo Zhang 0001

dblp:35/3494-1 · DBLP profile ↗
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9ranked-venue papers
5as first author
0since 2021 · last 2019
0000-0001-5539-0200ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 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
6 papers
Rendering · 52% Computer animation and physical simulation · 34% Visualization and visual analytics · 9%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
volume rendering
0.732018
Multi-Material Volume Rendering with a Physically-Based Surface Reflection Model · IEEE Trans. Vis. Comput. Graph. 2018
Lighting Design for Globally Illuminated Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation
fluid simulation
0.522019
A Semi-Explicit Surface Tracking Mechanism for Multi-Phase Immiscible Liquids · IEEE Trans. Vis. Comput. Graph. 2019
Spatio-temporal extrapolation for fluid animation · ACM Trans. Graph. 2013
Computer animation and physical simulation › fluid simulation
multiphase flow
0.412019
A Semi-Explicit Surface Tracking Mechanism for Multi-Phase Immiscible Liquids · IEEE Trans. Vis. Comput. Graph. 2019
Visualization and visual analytics
volume visualization
0.332018
A Multi-Criteria Approach to Camera Motion Design for Volume Data Animation · IEEE Trans. Vis. Comput. Graph. 2013
Multi-Material Volume Rendering with a Physically-Based Surface Reflection Model · IEEE Trans. Vis. Comput. Graph. 2018
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation › virtual cinematography
camera trajectory generation
0.212013
A Multi-Criteria Approach to Camera Motion Design for Volume Data Animation · IEEE Trans. Vis. Comput. Graph. 2013
Rendering
global illumination
0.212013
Lighting Design for Globally Illuminated Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › lighting
lighting design
0.212013
Lighting Design for Globally Illuminated Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › global illumination
photon mapping
0.212013
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › global illumination
precomputed radiance transfer
0.212013
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › global illumination
real-time global illumination
0.212013
Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping · IEEE Trans. Vis. Comput. Graph. 2013
Computational photography and imaging
tone mapping
0.212013
Lighting Design for Globally Illuminated Volume Rendering · IEEE Trans. Vis. Comput. Graph. 2013
Computer animation and physical simulation › fluid simulation › free-surface flow
surface tracking
0.112019
A Semi-Explicit Surface Tracking Mechanism for Multi-Phase Immiscible Liquids · IEEE Trans. Vis. Comput. Graph. 2019

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

spectral refined grid · 0.4mesh-based surface representation · 0.4level set method · 0.4transfer function · 0.3spatially-varying material · 0.3photon mapping · 0.2numerical simulation · 0.2multi-criteria optimization · 0.2force-directed routing · 0.2extrapolation · 0.2
YearPublicationVenuePosition
2019 A Semi-Explicit Surface Tracking Mechanism for Multi-Phase Immiscible Liquids
abstract
We introduce a new method to efficiently track complex interfaces among multi-phase immiscible fluids. Unlike existing techniques, we use a mesh-based representation for global liquid surfaces while selectively modeling some local surficial regions with regional level sets (RLS) to handle complex geometries that are difficult to resolve with explicit topology operations. Such a semi-explicit surface mechanism can preserve volume, fine features and foam-like thin films under a relatively low computational expenditure. Our method processes the surface evolution by sampling the fluid domain onto a spectrally refined grid (SRG) and performs efficient grid scanning, generalized interpolations and topology operations on the basis of this grid structure. For the RLS surface part, we propose an accurate advection scheme targeted at SRG. For the explicit mesh part, we develop a fast grid-scanning technique to voxelize the meshes and introduce novel strategies to detect grid cells that contain inconsistent mesh components. A robust algorithm is proposed to construct consistent local meshes to resolve mesh penetrations, and handle the coupling between explicit mesh and RLS surficial regions. We also provide further improvement on handling complicated topological variations, and strategies for remeshing mesh/RLS interconversions.
Juntao Ye, Frank Ding, Yubo Zhang 0001, Dong-Ming Yan 0001
IEEE Trans. Vis. Comput. Graph.4
2018 Multi-Material Volume Rendering with a Physically-Based Surface Reflection Model
abstract
Rendering techniques that increase realism in volume visualization help enhance perception of the 3D features in the volume data. While techniques focusing on high-quality global illumination have been extensively studied, few works handle the interaction of light with materials in the volume. Existing techniques for light-material interaction are limited in their ability to handle high-frequency real-world material data, and the current treatment of volume data poorly supports the correct integration of surface materials. In this paper, we introduce an alternative definition for the transfer function which supports surface-like behavior at the boundaries between volume components and volume-like behavior within. We show that this definition enables multi-material rendering with high-quality, real-world material data. We also show that this approach offers an efficient alternative to pre-integrated rendering through isosurface techniques. We introduce arbitrary spatially-varying materials to achieve better multi-material support for scanned volume data. Finally, we show that it is possible to map an arbitrary set of parameters directly to a material representation for the more intuitive creation of novel materials.
Oleg Igouchkine, Yubo Zhang 0001, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.2
2015 Advanced lighting for unstructured-grid data visualization
abstract
The benefits of using advanced illumination models in volume visualization have been demonstrated by many researchers. Interactive volume rendering incorporated with advanced lighting has been achieved with GPU acceleration for regular-grid volume data, making volume visualization even more appealing as a tool for 3D data exploration. This paper presents an interactive illumination strategy, which is specially designed and optimized for volume visualization of unstructured-grid data. The basis of the design is a partial differential equation based illumination model to simulate the light propagation, absorption, and scattering within the volumetric medium. In particular, a two-level scheme is introduced to overcome the challenges presented by unstructured grids. Test results show that the added illumination effects such as global shadowing and multiple scattering not only lead to more visually pleasing visualization, but also greatly enhance the perception of the depth information and complex spatial relationships for features of interest in the volume data. This volume visualization enhancement is introduced at a time when unstructured grids are becoming increasingly popular for a variety of scientific simulation applications.
Min Shih, Yubo Zhang 0001, Kwan-Liu Ma
PacificVis2
2013 Fast global illumination for interactive volume visualization
abstract
High quality global illumination can enhance the visual perception of depth cue and local thickness of volumetric data but it is seldom used in scientific visualization because of its high computational cost. This paper presents a novel grid-based illumination technique which is specially designed and optimized for volume visualization purpose. It supports common light sources and dynamic transfer function editing. Our method models light propagation, including both absorption and scattering, in a volume using a convection-diffusion equation that can be solved numerically. The main advantage of such technique is that the light modeling and simulation can be separated, where we can use a unified partial-differential equation to model various illumination effects, and adopt highly-parallelized grid-based numerical schemes to solve it. Results show that our method can achieve high quality volume illumination with dynamic color and opacity mapping and various light sources in real-time. The added illumination effects can greatly enhance the visual perception of spatial structures of volume data.
Yubo Zhang 0001, Kwan-Liu Ma
I3D1
2013 Spatio-temporal extrapolation for fluid animation
abstract
We introduce a novel spatio-temporal extrapolation technique for fluid simulation designed to improve the results without using higher resolution simulation grids. In general, there are rigid demands associated with pushing fluid animations to higher resolutions given limited computational capabilities. This results in tradeoffs between implementing high-order numerical methods and increasing the resolution of the simulation in space and time. For 3D problems, such challenges rapidly become cost-ineffective. The extrapolation method we present improves the flow features without using higher resolution simulation grids. In this paper, we show that simulation results from our extrapolation are comparable to those from higher resolution simulations. In addition, our method differs from high-order numerical methods because it does not depend on the equation or specific solver. We demonstrate that it is easy to implement and can significantly improve the fluid animation results.
Yubo Zhang 0001, Kwan-Liu Ma
ACM Trans. Graph.1
2013 A Multi-Criteria Approach to Camera Motion Design for Volume Data Animation
abstract
We present an integrated camera motion design and path generation system for building volume data animations. Creating animations is an essential task in presenting complex scientific visualizations. Existing visualization systems use an established animation function based on keyframes selected by the user. This approach is limited in providing the optimal in-between views of the data. Alternatively, computer graphics and virtual reality camera motion planning is frequently focused on collision free movement in a virtual walkthrough. For semi-transparent, fuzzy, or blobby volume data the collision free objective becomes insufficient. Here, we provide a set of essential criteria focused on computing camera paths to establish effective animations of volume data. Our dynamic multi-criteria solver coupled with a force-directed routing algorithm enables rapid generation of camera paths. Once users review the resulting animation and evaluate the camera motion, they are able to determine how each criterion impacts path generation. In this paper, we demonstrate how incorporating this animation approach with an interactive volume visualization system reduces the effort in creating context-aware and coherent animations. This frees the user to focus on visualization tasks with the objective of gaining additional insight from the volume data.
Wei-Hsien Hsu, Yubo Zhang 0001, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.2
2013 Real-Time Volume Rendering in Dynamic Lighting Environments Using Precomputed Photon Mapping
abstract
We present a framework for precomputed volume radiance transfer that achieves real-time rendering of global illumination effects for volume data sets such as multiple scattering, volumetric shadows, and so on. Our approach incorporates the volumetric photon mapping method into the classical precomputed radiance transfer pipeline. We contribute several techniques for light approximation, radiance transfer precomputation, and real-time radiance estimation, which are essential to make the approach practical and to achieve high frame rates. For light approximation, we propose a new discrete spherical function that has better performance for construction and evaluation when compared with existing rotational invariant spherical functions such as spherical harmonics and spherical radial basis functions. In addition, we present a fast splatting-based radiance transfer precomputation method and an early evaluation technique for real-time radiance estimation in the clustered principal component analysis space. Our techniques are validated through comprehensive evaluations and rendering tests. We also apply our rendering approach to volume visualization.
Yubo Zhang 0001, Zhao Dong 0001, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2013 Lighting Design for Globally Illuminated Volume Rendering
abstract
With the evolution of graphics hardware, high quality global illumination becomes available for real-time volume rendering. Compared to local illumination, global illumination can produce realistic shading effects which are closer to real world scenes, and has proven useful for enhancing volume data visualization to enable better depth and shape perception. However, setting up optimal lighting could be a nontrivial task for average users. There were lighting design works for volume visualization but they did not consider global light transportation. In this paper, we present a lighting design method for volume visualization employing global illumination. The resulting system takes into account view and transfer-function dependent content of the volume data to automatically generate an optimized three-point lighting environment. Our method fully exploits the back light which is not used by previous volume visualization systems. By also including global shadow and multiple scattering, our lighting system can effectively enhance the depth and shape perception of volumetric features of interest. In addition, we propose an automatic tone mapping operator which recovers visual details from overexposed areas while maintaining sufficient contrast in the dark areas. We show that our method is effective for visualizing volume datasets with complex structures. The structural information is more clearly and correctly presented under the automatically generated light sources.
Yubo Zhang 0001, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2012 Realtime volume rendering using precomputed photon mapping
abstract
In this poster, we present a volume rendering framework that achieves realtime rendering of global illumination effects for volume datasets, such as multiple scattering and volume shadow. This approach incorporates the volumetric photon mapping technique [Jensen and Christensen 1998] into the classical precomputed radiance transfer [Sloan et al. 2002] pipeline. Fig.1 shows that our method is successfully applied in both interactive graphics and scientific visualization applications.
Yubo Zhang 0001, Zhao Dong 0001, Kwan-Liu Ma
I3D1