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Taosong He

dblp:82/2743 · DBLP profile ↗
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13ranked-venue papers
10as first author
0since 2021 · last 2001
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 10 · 7 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorApplied, interdisciplinary, general and emerging 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
3 papers
Visualization and visual analytics · 48% Rendering · 20% Geometric modeling and processing · 18%
Theoretical computer science
1 paper
Computational complexity · 100%

Topics — the 8 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
medical visualization
0.012001
Reliable Path for Virtual Endoscopy: Ensuring Complete Examination of Human Organs · IEEE Trans. Vis. Comput. Graph. 2001
Visualization and visual analytics › medical visualization
virtual endoscopy
0.012001
Reliable Path for Virtual Endoscopy: Ensuring Complete Examination of Human Organs · IEEE Trans. Vis. Comput. Graph. 2001
Virtual and augmented reality › navigation
interactive navigation
0.011997
Virtual voyage: interactive navigation in the human colon · SIGGRAPH 1997
Visualization and visual analytics › medical visualization
virtual colonoscopy
0.011997
Virtual voyage: interactive navigation in the human colon · SIGGRAPH 1997
Rendering
visibility culling
0.011997
Virtual voyage: interactive navigation in the human colon · SIGGRAPH 1997
Rendering › antialiasing
antialiased rendering
0.011996
Controlled Topology Simplification · IEEE Trans. Vis. Comput. Graph. 1996
Geometric modeling and processing › mesh processing
mesh simplification
0.011996
Controlled Topology Simplification · IEEE Trans. Vis. Comput. Graph. 1996
Geometric modeling and processing › topology › computational topology
topological simplification
0.011996
Controlled Topology Simplification · IEEE Trans. Vis. Comput. Graph. 1996

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

visibility analysis · 0.1path planning · 0.1z-buffer · 0.0rigid body dynamics · 0.0potential field · 0.0multiresolution volume rasterization · 0.0marching cubes · 0.0controlled filtering · 0.0
YearPublicationVenuePosition
2001 Reliable Path for Virtual Endoscopy: Ensuring Complete Examination of Human Organs
abstract
Virtual endoscopy is a computerized, noninvasive procedure for detecting anomalies inside human organs. Several preliminary studies have demonstrated the benefits and effectiveness of this modality. Unfortunately, previous work cannot guarantee that an existing anomaly will be detected, especially for complex organs with multiple branches. In this paper, we introduce the concept of reliable navigation, which ensures the interior organ surface is fully examined by the physician performing the virtual endoscopy procedure. To achieve this, we propose computing a reliable fly-through path that ensures no blind areas during the navigation. Theoretically, we discuss the criteria of evaluating a reliable path and prove that the problem of generating an optimal reliable path for virtual endoscopy is NP-complete. In practice, we develop an efficient method for the calculation of an effective reliable path. First, a small set of center observation points are automatically located inside the hollow organ. For each observation point, there exists at least one patch of interior surface visible to it, but that cannot be seen from any of the other observation points. These chosen points are then linked with a path that stays in the center of the organ. Finally, new points inside the organ are recursively selected and connected into the path until the entire organ surface is visible from the path. We present encouraging results from experiments on several data sets. For a medium-size volumetric model with several hundred thousand inner voxels, an effective reliable path can be generated in several minutes.
Taosong He, Lichan Hong, Dongqing Chen, Zhengrong Liang
IEEE Trans. Vis. Comput. Graph.1
2000 Volumetric Virtual Environments
Taosong He
J. Comput. Sci. Technol.1
1999 Fast collision detection using QuOSPO trees
abstract
Article Fast collision detection using QuOSPO trees Share on Author: Taosong He Software Production Research Department, Bell Laboratories, Lucent Technologies, Naperville, IL Software Production Research Department, Bell Laboratories, Lucent Technologies, Naperville, ILView Profile Authors Info & Claims I3D '99: Proceedings of the 1999 symposium on Interactive 3D graphicsApril 1999 Pages 55–62https://doi.org/10.1145/300523.300529Published:26 April 1999 22citation1,001DownloadsMetricsTotal Citations22Total Downloads1,001Last 12 Months5Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Taosong He
SI3D1
1997 Virtual voyage: interactive navigation in the human colon
abstract
Virtual colonoscopy is a non-invasive computerized medical procedure for examining the entire colon to detect polyps.We present an interactive virtual colonoscopy method, which uses a physicallybased camera control model and a hardware-assisted visibility algorithm.By employing a potential field and rigid body dynamics, our camera control supplies a convenient and intuitive mechanism for examining the colonic surface while avoiding collisions.Our Zbuffer-assisted visibility algorithm culls invisible regions based on their visibility through a chain of portals, thus providing interactive rendering speed.We demonstrate our method with experimental results on a plastic pipe phantom, the Visible Human, and several patients.
Lichan Hong, Shigeru Muraki, Arie E. Kaufman, Dirk Bartz, Taosong He
SIGGRAPH5
1997 Integrated volume compression and visualization
abstract
Volumetric data sets require enormous storage capacity even at moderate resolution levels. The excessive storage demands not only stress the capacity of the underlying storage and communications systems, but also seriously limit the speed of volume rendering due to data movement and manipulation. A novel volumetric data visualization scheme is proposed and implemented in this work that renders 2D images directly from compressed 3D data sets. The novelty of this algorithm is that rendering is performed on the compressed representation of the volumetric data without pre-decompression. As a result, the overheads associated with both data movement and rendering processing are significantly reduced. The proposed algorithm generalizes previously proposed whole-volume frequency-domain rendering schemes by first dividing the 3D data set into subcubes, transforming each subcube to a frequency-domain representation, and applying the Fourier projection theorem to produce the projected 2D images according to given viewing angles. Compared to the whole-volume approach, the subcube-based scheme not only achieves higher compression efficiency by exploiting local coherency, but also improves the quality of resultant rendering images because it approximates the occlusion effect on a subcube by subcube basis.
Tzi-cker Chiueh, Chuan-Kai Yang, Taosong He, Hanspeter Pfister, Arie E. Kaufman
IEEE Visualization3
1997 Collision detection for volumetric objects
abstract
We propose a probability model for the handling of complicated interactions between volumetric objects. In our model each volume is associated with a "probability map" that assigns a "surface crossing" probability to each space point according to local volume properties. The interaction between two volumes is then described by finding the intersecting regions between the volumes, and calculating the "collision probabilities" at each intersecting point from the surface crossing probabilities. To enable fast and efficient calculations, we introduce the concept of a distance map and develop two hierarchical collision detection algorithms, taking advantage of the uniform structure of volumetric datasets.
Taosong He, Arie E. Kaufman
IEEE Visualization1
1996 Generation of Transfer Functions with Stochastic Search Techniques
abstract
This paper presents a novel approach to assist the user in exploring appropriate transfer functions for the visualization of volumetric datasets. The search for a transfer function is treated as a parameter optimization problem and addressed with stochastic search techniques. Starting from an initial population of (random or pre-defined) transfer functions, the evolution of the stochastic algorithms is controlled by either direct user selection of intermediate images or automatic fitness evaluation using user-specified objective functions. This approach essentially shields the user from the complex and tedious "trial and error" approach, and demonstrates effective and convenient generation of transfer functions.
Taosong He, Lichan Hong, Arie E. Kaufman, Hanspeter Pfister
IEEE Visualization1
1996 Fast Stereo Volume Rendering
abstract
We present new volume rendering techniques for efficiently generating high-quality stereoscopic images and propose criteria to evaluate stereo volume rendering algorithms. Specifically, we present fast stereo volume ray casting algorithms using segment composition and linearly-interpolated re-projection. A fast stereo shear-warp volume rendering algorithm is also presented and discussed.
Taosong He, Arie E. Kaufman
IEEE Visualization1
1996 Controlled Topology Simplification
abstract
We present a simple, robust, and practical method for object simplification for applications where gradual elimination of high frequency details is desired. This is accomplished by converting an object into multi resolution volume rasters using a controlled filtering and sampling technique. A multiresolution triangle mesh hierarchy can then be generated by applying the Marching Cubes algorithm. We further propose an adaptive surface generation algorithm to reduce the number of triangles generated by the standard Marching Cubes. Our method simplifies the topology of objects in a controlled fashion. In addition, at each level of detail, multilayered meshes can be used for an efficient antialiased rendering.
Taosong He, Lichan Hong, Amitabh Varshney, Sidney W. Wang
IEEE Trans. Vis. Comput. Graph.1
1995 Voxel Based Object Simplification
abstract
Presents a simple, robust and practical method for object simplification for applications where gradual elimination of high-frequency details is desired. This is accomplished by sampling and low-pass filtering the object into multi-resolution volume buffers and applying the marching cubes algorithm to generate a multi-resolution triangle-mesh hierarchy. Our method simplifies the genus of objects and can also help existing object simplification algorithms achieve better results. At each level of detail, a multi-layered mesh can be used for an optional and efficient antialiased rendering.
Taosong He, Lichan Hong, Arie E. Kaufman, Amitabh Varshney, Sidney W. Wang
IEEE Visualization1
1994 VolVis: A Diversified Volume Visualization System
abstract
VolVis is a diversified, easy to use, extensible, high performance, and portable volume visualization system for scientists and engineers as well as for visualization developers and researchers. VolVis accepts as input 3D scalar volumetric data as well as 3D volume-sampled and classical geometric models. Interaction with the data is controlled by a variety of 3D input devices in an input device-independent environment. VolVis output includes navigation preview, static images, and animation sequences. A variety of volume rendering algorithms are supported ranging from fast rough approximations, to compression-domain rendering, to accurate volumetric ray tracing and radiosity, and irregular grid rendering.>
Ricardo S. Avila, Taosong He, Lichan Hong, Arie E. Kaufman, Hanspeter Pfister, Cláudio T. Silva, Lisa Sobierajski Avila, Sidney W. Wang
IEEE Visualization2
1994 Wavelet-Based Volume Morphing
abstract
This paper presents a technique for performing volume morphing between two volumetric datasets in the wavelet domain. The idea is to decompose the volumetric datasets into a set of frequency bands, apply smooth interpolation to each band, and reconstruct to form the morphed model. In addition, a technique for establishing a suitable correspondence among object voxels is presented. The combination of these two techniques results in a smooth transition between the two datasets and produces morphed volume with fewer high frequency distortions than those obtained from spatial domain volume morphing.>
Taosong He, Sidney W. Wang, Arie E. Kaufman
IEEE Visualization1
1993 Virtual Input Devices for 3D Systems
abstract
The device unified interface is a generalized and easily expandable protocol for the communication between applications and input devices. The key idea is to unify various device data into the parameters of a so-called "virtual input device." The device information-base, which includes device dependent information, is also incorporated into the virtual input device. Using the device unified interface, system builders are able to design their applications independent of the input devices as well as utilize the capabilities of several devices in the same application.>
Taosong He, Arie E. Kaufman
IEEE Visualization1