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| 1 | Volumetric data modeling and analysis based on seven-directional box spline显示文摘The existing methods for visualizing volumetric data are mostly based on piecewise linear models.And all kinds of analysis based on them have to be substituted by coarse interpolations.So both accuracy and reliability of the traditional framework for visualization and analysis of volumetric data are far from our needs of digging information implied in volumetric data fields.In this paper,we propose a novel framework based on a C2-continuous seven-directional box spline,under which reconstruction is of high accuracy and differential computations relative to analysis based on the reconstruction model are accurate.We introduce a polynomial differential operator to improve the reconstruction accuracy.In order to settle the difficulty of evaluating upon the seven-directional box spline,we convert it into B′ezier form and propose effective theories and algorithms of extracting iso-surfaces,critical points and curvatures.Plentiful of examples are also given in this paper to illustrate that the novel framework is suitable for analysis,the improved reconstruction method has high accuracy,and our algorithms are fast and stable. | FANG MeiE LU Jia PENG QunSheng | 2014 | Science China(Information Sciences)2014,57,6: | 6 |
| 2 | Salient structural elements based texture synthesis显示文摘Salient structural elements are ubiquitous in natural textures, and their distribution exhibits some stochastic distribution features. Current texture synthesis algorithms can neither preserve the integrity of the elements nor capture this distributive information. We present an algorithm to treat this high-level visual information. Here, we address the issue by taking specific care of the structural elements. Our texture synthesis process grows the target texture one structural element at a time. A Markov random field model is assumed for the distribution of the salient structural elements. In the analysis process, the salient structural elements are first extracted, and their topological relationship is constructed. Next, in the synthesis process, to identify an unknown element with neighbors synthesized, we query the sample texture and find the most similar neighbor. The randomness of the target texture can be improved by randomly transforming the structural elements. Experimentation shows that our results pass scrutiny by the high-level visual processing of humans. | PAN Bin ZHONG Fan WANG Shuai CHEN Wei & PENG QunSheng | 2011 | Science China(Information Sciences)2011,54,6: | 4 |
| 3 | Online illumination estimation of outdoor scenes based on videos containing no shadow area显示文摘Real-time estimation of outdoor illumination is one of the key issues for ensuring the illumination consistency of augmented reality.In this paper,we propose a novel framework to estimate the dynamic illumination of outdoor scenes based on an online video sequence captured by a fixed camera.All existing approaches are based on two assumptions,i.e.there exist some shadow areas in the scene and the distribution of the skylight is uniform over the sky.Both assumptions greatly simplify the problem of illumination estimation of outdoor scenes,but they also limit the applicability as well as the accuracy of these approaches.This paper presents a new approach that breaks these two hard constraints.It recovers the lighting parameters of outdoor scenes containing no shadow area through solving a constrained linear least squares problem.By representing the skylight as a parameterized model incorporating an occlusion coefficient,the proposed approach can handle the dynamic variation of non-uniform skylight distribution.Experimental results demonstrate the potential of our approach. | XING GuanYu ZHOU XueHong LIU YanLi QIN XueYing PENG QunSheng | 2013 | Science China(Information Sciences)2013,56,3: | 3 |
| 4 | A robust high-resolution details preserving denoising algorithm for meshes显示文摘Finely captured meshes often contain details like sharp edges, corners and shallow features. In order to improve the quality of these meshes, we present a robust and efficient high-resolution details-preserving mesh denoising algorithm. Our method consists of three stages. For each triangular face and its face neighborhood, we improve a robust density-based clustering method and apply it to the face neighborhood to extract a subset of neighbors which belong to the same cluster as the central face. And then, we filter the central face normal iteratively within this subset to remove noise. Because the faces within the extracted subset are not distributed across high-resolution details, our normal filtering can preserve such details as much as possible. Finally, we update the vertex positions to be consistent with the filtered face normals using a least-squares formulation. Experiments on various types of meshes indicate that our method has advantages over previous surface denoising methods. | FAN HanQi PENG QunSheng YU YiZhou | 2013 | Science China(Information Sciences)2013,56,9: | 2 |
| 5 | 2-D SHAPE BLENDING OF NURBS CURVE SHAPES显示文摘2-DSHAPEBLENDINGOFNURBSCURVESHAPESJinXiaogang;BaoHujun;PengQunsheng2-DSHAPEBLENDINGOFNURBSCURVESHAPES¥JinXiaogang;BaoHujun;Pe... | Jin Xiaogang Bao Hujun Peng Qunsheng | 1994 | Computer Aided Drafting,Design and Manufacturing1994,4,1: | 2 |
| 6 | Coherent Streamline Generation for 2-D Vector Fields显示文摘Visualizing 2-D vector fields using streamlines is one popular ?ow visualization technique.Standard streamline generation algorithms compute the density of streamlines across the domain,detect features,and employ customized rules to emphasize features.In this process,feature characterization and visual clarity are heavily considered.Simultaneously preserving the temporal coherence for time-varying vector fields,however,remains a challenge.In this paper,we present a coherent and feature-aware streamline generation algorithm by employing a feature-guided streamline seeding technique and a coherent streamline placing scheme.For each frame,a feature map is first computed with critical points or the Finite-Time Lyapunov Exponent(FTLE) approach,and is used to initialize a set of seeds by leveraging the Poisson Disk distribution.These seeds are further optimized by using a deformation-driven moving mesh method.To preserve the temporal coherence,the streamlines generated from the seeds are individually checked subject to their correspondences to the ones in the previous frame.Subsequently,additional streamlines are sequentially inserted in low-density regions.We demonstrate our algorithm on both Computation Fluid Dynamics(CFD) and non-CFD datasets,and compare it with the recent literature. | Ziang Ding Xin Zhang Wei Chen Xavier Tricoche Dichao Peng Qunsheng Peng | 2012 | Tsinghua Science and Technology2012,17,4: | 2 |
| 7 | Vectorization of line drawing image based on junction analysis显示文摘Converting a scanned or shot line drawing image into a vector graph can facilitate further edit and reuse, making it a hot research topic in computer animation and image processing. Besides avoiding noise influence, its main challenge is to preserve the topological structures of the original line drawings, such as line junctions, in the procedure of obtaining a smooth vector graph from a rough line drawing. In this paper, we propose a vectorization method of line drawings based on junction analysis, which retains the original structure unlike done by existing methods. We first combine central line tracking and contour tracking, which allows us to detect the encounter of line junctions when tracing a single path. Then, a junction analysis approach based on intensity polar mapping is proposed to compute the number and orientations of junction branches.Finally, we make use of bending degrees of contour paths to compute the smoothness between adjacent branches,which allows us to obtain the topological structures corresponding to the respective ones in the input image.We also introduce a correction mechanism for line tracking based on a quadratic surface fitting, which avoids accumulating errors of traditional line tracking and improves the robustness for vectorizing rough line drawings.We demonstrate the validity of our method through comparisons with existing methods, and a large amount of experiments on both professional and amateurish line drawing images. | CHEN JiaZhou LEI Qi MIAO YongWei PENG QunSheng | 2015 | Science China(Information Sciences)2015,58,7: | 2 |
| 8 | An approach to solid modeling in a semi-immersive virtual environment显示文摘 | Gao Shuming Wan Huagen Peng Qunsheng | 2000 | Computers and Graphics2000,24,2: | 2 |
| 9 | An Efficient Line Clipping Algorithm Based on Adaptive Line Rejection显示文摘 | Lu Guodong Wu Xuanhui Peng Qunsheng | 2002 | Computers & Graphics2002,26,3: | 1 |
| 10 | Realistic synthesis of cao shu of Chinese calligraphy显示文摘 | Yu Jinhui Peng Qunsheng | 2005 | Computers and Graphics2005,29,1: | 1 |
| 11 | Hierarchical surface fragments显示文摘A new compact level-of-detail representation, called hierarchical surface fragments, for geometric objects with highly complex shape is presented. The representation comprises a set of irregular unstructured sampled surface fragments, whose boundary is a circle viewed along its normal. An efficient algorithm to construct the representation is described. In depiction of the framework for visualization, a screen tile technique for acceleration of rendering is proposed. Since an approximate z-buffer algorithm is adopted to fast determine visibility of each rendering primitive, a new buffer, z-delta-buffer, is designed to facilitate solving the problems raised by the approximation and to improve the image fidelity. Finally, a solution is provided to integrate our rendering approach for hierarchical surface fragments with traditional polygon-based methods. | HUA Wei , BAO Hujun and PENG Qunsheng(State Key Laboratory of CAD & CG, Zhejiang University, Hangzhou 310027, China) | 2002 | Progress in Natural Science:Materials International2002,12,9: | 1 |
| 12 | Real-time snowing simulation显示文摘 | Changbo Wang Zhangye Wang Tian Xia Qunsheng Peng | 2006 | The Visual Computer2006,,5: | 1 |
| 13 | VDVAS: an integrated virtual design and virtual assembly environment显示文摘 | WAN Huagen GAO Shuming PENG Qunsheng | 2002 | Journal of Computer-Aided Design & Computer Graphics2002,7,1: | 1 |
| 14 | Image based syn-thesis ofChinese landscape painting显示文摘 | YuJinhui Luo Guoming Peng Qunsheng | | 0,,01: | 1 |
| 15 | Physically based simulation of thin-shell ob- jects'burning显示文摘 | Shiguang Liu Qiguang Liu Tai An Jizhou Sun Qunsheng Peng | 2009 | The Visual Computer2009,25,57: | 1 |
| 16 | Mean shift denoising of point-sampled surfaces显示文摘 | HU Guofei PENG Qunsheng Forrest A R | 2006 | The Visual Computer2006,22,3: | 1 |
| 17 | Realistic synthesis of cao shu of Chinese calligraphy 显示文摘 | Yu Jinhui Peng Qunsheng | 2005 | Computers & Graphics2005,29,1: | 1 |
| 18 | Realistic synthesis of cao shu of Chinese calligraphy显示文摘 | Yu Jinhui Peng Qunsheng | 2005 | Computers and Graphics2005,29,1: | 1 |
| 19 | Mean shift denoising of point-sampled surfaces显示文摘 | Guofei Hu Qunsheng Peng A. Robin Forrest | 2006 | The Visual Computer2006,,3: | 1 |
| 20 | A dynamic balanced flow for filtering point-sampled geometry显示文摘 | Chunxia Xiao Yongwei Miao Shu Liu Qunsheng Peng | 2006 | The Visual Computer2006,,3: | 1 |