Denise Yang

dblp:385/6640 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0004-4465-9293ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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
1 paper
Rendering · 83% Geometric modeling and processing · 17%

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

TopicWeightPapersLastEvidence papers
Rendering › surface rendering
implicit surface rendering
0.812024
Ray Tracing Harmonic Functions · ACM Trans. Graph. 2024
Rendering
ray tracing
0.812024
Ray Tracing Harmonic Functions · ACM Trans. Graph. 2024
Rendering › ray tracing
sphere tracing
0.812024
Ray Tracing Harmonic Functions · ACM Trans. Graph. 2024
Geometric modeling and processing › surface reconstruction › implicit surface reconstruction
poisson surface reconstruction
0.212024
Ray Tracing Harmonic Functions · ACM Trans. Graph. 2024
Geometric modeling and processing
surface reconstruction
0.212024
Ray Tracing Harmonic Functions · ACM Trans. Graph. 2024

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

ray marching · 0.8harnack bounds · 0.8
YearPublicationVenuePosition
2024 Ray Tracing Harmonic Functions
abstract
Sphere tracing is a fast and high-quality method for visualizing surfaces encoded by signed distance functions (SDFs). We introduce a similar method for a completely different class of surfaces encoded by harmonic functions , opening up rich new possibilities for visual computing. Our starting point is similar in spirit to sphere tracing: using conservative Harnack bounds on the growth of harmonic functions, we develop a Harnack tracing algorithm for visualizing level sets of harmonic functions, including those that are angle-valued and exhibit singularities. The method takes much larger steps than naïve ray marching, avoids numerical issues common to generic root finding methods and, like sphere tracing, needs only perform pointwise evaluation of the function at each step. For many use cases, the method is fast enough to run real time in a shader program. We use it to visualize smooth surfaces directly from point clouds (via Poisson surface reconstruction) or polygon soup (via generalized winding numbers) without linear solves or mesh extraction. We also use it to visualize nonplanar polygons (possibly with holes), surfaces from architectural geometry, mesh "exoskeletons", and key mathematical objects including knots, links, spherical harmonics, and Riemann surfaces. Finally we show that, at least in theory, Harnack tracing provides an alternative mechanism for visualizing arbitrary implicit surfaces.
Mark Gillespie, Denise Yang, Mario Botsch, Keenan Crane
ACM Trans. Graph.2