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Chi-Fu William Lai

dblp:76/8294 · also Chi-Fu Lai · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2016
0000-0003-0665-9423ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 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
3 papers
Geometric modeling and processing · 46% Virtual and augmented reality · 24% Computational fabrication · 22%

Topics — the 1 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › navigation
3d navigation
0.212016
3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze · IEEE Trans. Vis. Comput. Graph. 2016

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

view-dependent construction · 0.2dynamic reconfiguration · 0.2knot embedding · 0.1assembly motion planning · 0.1nonlinear optimization · 0.1cluster-optimize · 0.1
YearPublicationVenuePosition
2016 3D Navigation on Impossible Figures via Dynamically Reconfigurable Maze
abstract
Previous research on impossible figures focuses extensively on single view modeling and rendering. Existing computer games that employ impossible figures as navigation maze for gaming either use a fixed third-person view with axonometric projection to retain the figure's impossibility perception, or simply break the figure's impossibility upon view changes. In this paper, we present a new approach towards 3D gaming with impossible figures, delivering for the first time navigation in 3D mazes constructed from impossible figures. Such result cannot be achieved by previous research work in modeling impossible figures. To deliver seamless gaming navigation and interaction, we propose i) a set of guiding principles for bringing out subtle perceptions and ii) a novel computational approach to construct 3D structures from impossible figure images and then to dynamically construct the impossible-figure maze subjected to user's view. In the end, we demonstrate and discuss our method with a variety of generic maze types.
Chi-Fu William Lai, Sai-Kit Yeung, Xiaoqi Yan, Chi-Wing Fu, Chi-Keung Tang
IEEE Trans. Vis. Comput. Graph.1
2014 Visual Signature of High-Dimensional Geometry in Parallel Coordinates
abstract
Although we can interactively rotate a 3D projected high-dimensional geometry and observe its dynamic changes, this traditional visualization method is limited and highly sensitive to the choice of viewing direction. Parallel-coordinates plots supplement this visualization scenario by providing statistical analysis of the geometry for distinct pairs of co-dimensions. Such analysis results in visual signatures that embed geometric structures such as symmetry, and thus allows us to overview the status of the missing dimensions while exploring the projected geometry. This paper presents a blue-noise sampling approach for efficient construction of continuous parallel-coordinates plots of high-dimensional geometric surfaces defined by mathematical equations. We employ the parallel-coordinates plots with the embedded visual signatures to assist the interactive exploration of high-dimensional geometries, typically for 2-manifold embedded in 4-space. While we interactively explore the 3D projected geometry, we can observe dynamic changes on its visual signature. Various geometric properties can also be identified and visualized. Moreover, we can interactively brush the plots, and see their counterparts in the 3D projection. Assorted geometric properties such as curvature can further be used to enhance the visual signature.
Xiaoqi Yan, Chi-Fu William Lai, Chi-Wing Fu
PacificVis2
2011 Making burr puzzles from 3D models
abstract
A 3D burr puzzle is a 3D model that consists of interlocking pieces with a single-key property. That is, when the puzzle is assembled, all the pieces are notched except one single key component which remains mobile. The intriguing property of the assembled burr puzzle is that it is stable, perfectly interlocked, without glue or screws, etc. Moreover, a burr puzzle consisting of a small number of pieces is still rather difficult to solve since the assembly must follow certain orders while the combinatorial complexity of the puzzle's piece arrangements is extremely high. In this paper, we generalize the 6-piece orthogonal burr puzzle (a knot) to design and model burr puzzles from 3D models. Given a 3D input model, we first interactively embed a network of knots into the 3D shape. Our method automatically optimizes and arranges the orientation of each knot, and modifies pieces of adjacent knots with an appropriate connection type. Then, following the geometry of the embedded pieces, the entire 3D model is partitioned by splitting the solid while respecting the assembly motion of embedded pieces. The main technical challenge is to enforce the single-key property and ensure the assembly/disassembly remains feasible, as the puzzle pieces in a network of knots are highly interlocked. Lastly, we also present an automated approach to generate the visualizations of the puzzle assembly process.
Shi-Qing Xin, Chi-Fu William Lai, Chi-Wing Fu, Tien-Tsin Wong, Ying He 0001, Daniel Cohen-Or
ACM Trans. Graph.2
2010 K-set tilable surfaces
abstract
This paper introduces a method for optimizing the tiles of a quad-mesh. Given a quad-based surface, the goal is to generate a set of K quads whose instances can produce a tiled surface that approximates the input surface. A solution to the problem is a K-set tilable surface, which can lead to an effective cost reduction in the physical construction of the given surface. Rather than molding lots of different building blocks, a K-set tilable surface requires the construction of K prefabricated components only. To realize the K-set tilable surface, we use a cluster-optimize approach. First, we iteratively cluster and analyze: clusters of similar shapes are merged, while edge connections between the K quads on the target surface are analyzed to learn the induced flexibility of the K-set tilable surface. Then, we apply a non-linear optimization model with constraints that maintain the K quads connections and shapes, and show how quad-based surfaces are optimized into K-set tilable surfaces. Our algorithm is demonstrated on various surfaces, including some that mimic the exteriors of certain renowned building landmarks.
Chi-Wing Fu, Chi-Fu William Lai, Ying He 0001, Daniel Cohen-Or
ACM Trans. Graph.2