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Yuen-Shan Leung

dblp:62/8074 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 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
3 papers
Computational fabrication · 43% Geometric modeling and processing · 39% Image and video processing · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational fabrication
additive manufacturing
0.412019
Digital Material Design Using Tensor-Based Error Diffusion for Additive Manufacturing · Comput. Aided Des. 2019
Image and video processing › halftoning
error diffusion
0.112019
Digital Material Design Using Tensor-Based Error Diffusion for Additive Manufacturing · Comput. Aided Des. 2019
Geometric modeling and processing › shape representation › volumetric representation
layered depth-normal images
0.112010
Solid modeling of polyhedral objects by Layered Depth-Normal Images on the GPU · Comput. Aided Des. 2010
Geometric modeling and processing
solid modeling
0.112010
Solid modeling of polyhedral objects by Layered Depth-Normal Images on the GPU · Comput. Aided Des. 2010
GPUs and heterogeneous computing
GPU computing
0.012010
Solid modeling of polyhedral objects by Layered Depth-Normal Images on the GPU · Comput. Aided Des. 2010

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

tensor-based error diffusion · 0.4GPU parallelization · 0.1
YearPublicationVenuePosition
2019 Digital Material Design Using Tensor-Based Error Diffusion for Additive Manufacturing
Yuen-Shan Leung, Tsz-Ho Kwok, Huachao Mao, Yong Chen 0017
Comput. Aided Des.1
2015 A unified framework for isotropic meshing based on narrow-band Euclidean distance transformation
abstract
In this paper, we propose a simple-yet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation (CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing high-quality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient, and can construct the shell space for resolutions up to 2048 3 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-of- the-art techniques, but is significantly faster than conventional CPU-based implementations.
Yuen-Shan Leung, Ying He 0001, Yong-Jin Liu 0001, Charlie C. L. Wang
Comput. Vis. Media1
2011 Localized construction of curved surfaces from polygon meshes: A simple and practical approach on GPU
Yuen-Shan Leung, Charlie C. L. Wang
Comput. Aided Des.1
2010 Solid modeling of polyhedral objects by Layered Depth-Normal Images on the GPU
Charlie C. L. Wang, Yuen-Shan Leung, Yong Chen 0017
Comput. Aided Des.2
2010 Smooth force rendering on coarse polygonal meshes
abstract
Abstract Piecewise linear polygonal model has onlyG0continuity, thus users can easily feel the edges when using haptic device to touch a solid represented by coarse polygonal meshes. To produce an appealing haptic sensation for smooth solids, a large number of polygons are needed in conventional approaches. This, however, slows down computation and consumes much more memory. In this paper, we present a method to generate smooth feedback force in haptic interaction with coarse polygonal meshes. Our method calculates the interaction force based on Gregory patches, which are locally constructed fromn‐sided polygons and ensureG1continuity across boundaries of patches. During the real time haptic interaction, the contact point is continuously tracked on the locally constructed Gregory patches and thus generates smooth haptic forces to be rendered. Our method is validated on various models with comparison to conventional force rendering techniques. Copyright © 2010 John Wiley & Sons, Ltd.
Jun Wu 0005, Yuen-Shan Leung, Charlie C. L. Wang, Dangxiao Wang
Comput. Animat. Virtual Worlds2