Demo Data from SIGIR 2026 / reviewers in the wild / expert
Shao-Wei Yen
dblp:87/1781
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2Theory of computation · 1
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
1 paper |
Geometric modeling and processing · 67% Rendering · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › mesh deformation
mesh warping |
0.1 | 1 | 2008 | Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 |
Geometric modeling and processing
surface parameterization |
0.1 | 1 | 2008 | Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 |
Rendering
texture mapping |
0.1 | 1 | 2008 | Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
steiner vertex insertion · 0.12d mesh warping · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | 3X endurance enhancement by advanced signal processor for 3D NAND flash memoryabstractIn order to keep reducing the bit cost, NAND Flash memory vendors have changed the NAND Flash technology from 2D to 3D since 2014. Moreover, 3D NAND Flash is becoming the mainstream of the NAND Flash based storage system from 2017. Owing to the storage material of NAND Flash changing from heavy doped poly-silicon to silicon-nitride, the inter-cell interference is ignored during programming operation to increase the write performance on 3D NAND Flash memory. However, in order to reduce the aspect ratio of the memory hole, the thickness of the inter word-line dielectric is reduced with the increasing of the stacking number. Accordingly, the Vth distribution is widened by the interference between the electrons in the silicon-nitride and the conductive channel between memory cells. This paper provides the measurement results of the cell-to-cell interference with the mass-produced 3D NAND Flash memory and proposes a method to reduce the cell-to-cell interference on 3D NAND Flash. Furthermore, the error bit of the 3D NAND Flash memory is 15% reduced and the endurance is 3X increased by the proposed method. Yu-Cheng Hsu, Tsai-Hao Kuo, Yu-Siang Yang, Szu-Wei Chen, Chun-Wei Tsao, An-Chang Liu, Lih-Yuarn Ou, Tien-Ching Wang, Shao-Wei Yen, Yu-Hsiang Lin, Kuo-Hsin Lai, Chi-Heng Yang, Li-Chun Liang, Pei-Jung Hsu |
ITW | 10 |
| 2008 | Texture Mapping with Hard Constraints Using Warping SchemeabstractTexture mapping with positional constraints is an important and challenging problem in computer graphics. In this paper, we first present a theoretically robust, foldover-free 2D mesh warping algorithm. Then we apply this warping algorithm to handle mapping texture onto 3D meshes with hard constraints. The proposed algorithm is experimentally evaluated and compared with the state-of-the-art method for examples with more challenging constraints. These challenging constraints may lead to large distortions and foldovers. Experimental results show that the proposed scheme can generate more pleasing results and add fewer Steiner vertices on the 3D mesh embedding. Tong-Yee Lee, Shao-Wei Yen, I-Cheng Yeh 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2007 | Mesh pose-editing using examplesabstractAbstract An easy‐to‐use mesh pose‐editing system is presented. We take advantage of both skeleton‐based and example‐based approaches in order to provide an intuitive way for artists to edit mesh poses. Our system automatically extracts the skeletons of the remaining example models once the skeleton of a reference mesh is constructed. In our editing system the desired skeleton can be easily and naturally posed using an inverse kinematics (IK) algorithm incorporated with searching the optimal weights in the defined skeleton space of examples meshes. Eventually, the desired shape with detailed deformation can be constructed by blending the example meshes. Experimental results show that the proposed system provides an easy and intuitive control on mesh pose‐editing. Copyright © 2007 John Wiley & Sons, Ltd. Tong-Yee Lee, Chao-Hung Lin, Hung-Kuo Chu, Yu-Shuen Wang, Shao-Wei Yen, Chang-Rung Tsai |
Comput. Animat. Virtual Worlds | 5 |