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Bin Chan

dblp:48/5312 · DBLP profile ↗
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5ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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 · 71% Geometric modeling and processing · 29%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
ray casting
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Rendering
ray tracing
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Geometric modeling and processing
urban modeling
0.212013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Rendering
real-time rendering
0.112008
Silhouette Smoothing for Real-Time Rendering of Mesh Surfaces · IEEE Trans. Vis. Comput. Graph. 2008
Rendering
texture mapping
0.012013
A compact random-access representation for urban modeling and rendering · ACM Trans. Graph. 2013
Geometric modeling and processing › shape representation › mesh representation
surface mesh
0.012008
Silhouette Smoothing for Real-Time Rendering of Mesh Surfaces · IEEE Trans. Vis. Comput. Graph. 2008

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

ray casting · 0.2image-based representation · 0.2local remeshing · 0.1GPU acceleration · 0.13d curve reconstruction · 0.1
YearPublicationVenuePosition
2013 A compact random-access representation for urban modeling and rendering
abstract
We propose a highly memory-efficient representation for modeling and rendering urban buildings composed predominantly of rectangular block structures, which can be used to completely or partially represent most modern buildings. With the proposed representation, the data size required for modeling most buildings is more than two orders of magnitude less than using the conventional mesh representation. In addition, it substantially reduces the dependency on conventional texture maps, which are not space-efficient for defining visual details of building facades. The proposed representation can be stored and transmitted as images and can be rendered directly without any mesh reconstruction. A ray-casting based shader has been developed to render buildings thus represented on the GPU with a high frame rate to support interactive fly-by as well as street-level walk-through. Comparisons with standard geometric representations and recent urban modeling techniques indicate the proposed representation performs well when viewed from a short and long distance.
Zhengzheng Kuang, Bin Chan, Yizhou Yu
ACM Trans. Graph.2
2010 Multi-Image Based Photon Tracing for Interactive Global Illumination of Dynamic Scenes
abstract
Abstract Image space photon mapping has the advantage of simple implementation on GPU without pre‐computation of complex acceleration structures. However, existing approaches use only a single image for tracing caustic photons, so they are limited to computing only a part of the global illumination effects for very simple scenes. In this paper we fully extend the image space approach by using multiple environment maps for photon mapping computation to achieve interactive global illumination of dynamic complex scenes. The two key problems due to the introduction of multiple images are 1) selecting the images to ensure adequate scene coverage; and 2) reliably computing ray‐geometry intersections with multiple images. We present effective solutions to these problems and show that, with multiple environment maps, the image‐space photon mapping approach can achieve interactive global illumination of dynamic complex scenes. The advantages of the method are demonstrated by comparison with other existing interactive global illumination methods.
Chunhui Yao, Bin Wang 0021, Bin Chan, Jun-Hai Yong, Jean-Claude Paul
Comput. Graph. Forum3
2008 Silhouette Smoothing for Real-Time Rendering of Mesh Surfaces
abstract
Coarse piecewise linear approximation of surfaces causes undesirable polygonal appearance of silhouettes. We present an efficient method for smoothing the silhouettes of coarse triangle meshes using efficient 3D curve reconstruction and simple local re-meshing. It does not assume the availability of a fine mesh and generates only moderate amount of additional data at run time. Furthermore, polygonal feature edges are also smoothed in a unified framework. Our method is based on a novel interpolation scheme over silhouette triangles and this ensures that smooth silhouettes are faithfully reconstructed and always change continuously with respect to continuous movement of the view point or objects. We speed up computation with GPU assistance to achieve real-time rendering of coarse meshes with the smoothed silhouettes. Experiments show that this method outperforms previous methods for silhouette smoothing.
Lu Wang 0007, Changhe Tu, Wenping Wang 0001, Xiangxu Meng, Bin Chan, Dong-Ming Yan 0001
IEEE Trans. Vis. Comput. Graph.5
2005 Geocube - GPU accelerated real-time rendering of transparency and translucency
Bin Chan
Vis. Comput.1
1998 Design of a Walkthrough System for Indoor Environments from Floor Plans
abstract
Shares some experience in designing a practical walkthrough system for indoor environments. We discuss issues from the design of efficient utility programs for building 3D models to the design of a walkthrough engine. Our utility programs allow the creation of the interior of a several-storied building in a few man-days. We also propose several rendering speedup techniques implemented in our walkthrough system. Tests have been carried out to benchmark the amount of speedup brought about by different techniques. One of these techniques, called dynamic visibility, proves to be more efficient than existing standard visibility preprocessing methods.
Bin Chan, Hiu Ming Tse
IV1