Man-Kang Leung

dblp:49/1439 · DBLP profile ↗
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3ranked-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 · 3 · 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
Rendering · 52% Geometric modeling and processing · 29% Visual content generation and editing · 19%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
surface modeling
0.112008
Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
appearance modeling
0.112007
Tileable BTF · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › appearance modeling
bidirectional texture function
0.112007
Tileable BTF · IEEE Trans. Vis. Comput. Graph. 2007
Visual content generation and editing
texture synthesis
0.112007
Tileable BTF · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › texture mapping
bump mapping
0.012008
Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2008
Geometric modeling and processing
surface parameterization
0.012008
Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
texture mapping
0.012008
Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces · IEEE Trans. Vis. Comput. Graph. 2008

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

poisson disk sampling · 0.1dual tiling scheme · 0.1compressed domain synthesis · 0.1
YearPublicationVenuePosition
2008 Dual Poisson-Disk Tiling: An Efficient Method for Distributing Features on Arbitrary Surfaces
abstract
This paper introduces a novel surface-modeling method to stochastically distribute features on arbitrary topological surfaces. The generated distribution of features follows the Poisson disk distribution, so we can have a minimum separation guarantee between features and avoid feature overlap. With the proposed method, we not only can interactively adjust and edit features with the help of the proposed Poisson disk map, but can also efficiently re-distribute features on object surfaces. The underlying mechanism is our dual tiling scheme, known as the Dual Poisson-Disk Tiling. First, we compute the dual of a given surface parameterization, and tile the dual surface by our specially-designed dual tiles; during the pre-processing, the Poisson disk distribution has been pre-generated on these tiles. By dual tiling, we can nicely avoid the problem of corner heterogeneity when tiling arbitrary parameterized surfaces, and can also reduce the tile set complexity. Furthermore, the dual tiling scheme is non-periodic, and we can also maintain a manageable tile set. To demonstrate the applicability of this technique, we explore a number of surface-modeling applications: pattern and shape distribution, bump-mapping, illustrative rendering, mold simulation, the modeling of separable features in texture and BTF, and the distribution of geometric textures in shell space.
Hongwei Li 0004, Kui-Yip Lo, Man-Kang Leung, Chi-Wing Fu
IEEE Trans. Vis. Comput. Graph.3
2007 Tileable BTF
abstract
This paper presents a modular framework to efficiently apply the bidirectional texture functions (BTF) onto object surfaces. The basic building blocks are the BTF tiles. By constructing one set of BTF tiles, a wide variety of objects can be textured seamlessly without re-synthesizing the BTF. The proposed framework nicely decouples the surface appearance from the geometry. With this appearance-geometry decoupling, one can build a library of BTF tile sets to instantaneously dress and render various objects under variable lighting and viewing conditions. The core of our framework is a novel method for synthesizing seamless high-dimensional BTF tiles, that are difficult for existing synthesis techniques. Its key is to shorten the cutting paths and broaden the choices of samples so as to increase the chance of synthesizing seamless BTF tiles. To tackle the enormous data, the tile synthesis process is performed in compressed domain. This not just allows the handling of large BTF data during the synthesis, but also facilitates compact storage of the BTF in GPU memory during the rendering.
Man-Kang Leung, Wai-Man Pang, Chi-Wing Fu, Tien-Tsin Wong, Pheng-Ann Heng
IEEE Trans. Vis. Comput. Graph.1
2005 Texture Tiling on Arbitrary Topological Surfaces using Wang Tiles
Chi-Wing Fu, Man-Kang Leung
Rendering Techniques2