kun zhou - Academia.edu (original) (raw)

Papers by kun zhou

Research paper thumbnail of Watermarking 3D mesh by spherical parameterization

Computers & Graphics, 2004

In this paper, a robust 3D trianglular mesh watermarking algorithm is presented by applying spher... more In this paper, a robust 3D trianglular mesh watermarking algorithm is presented by applying spherical parameterization. First, we transform the coordinate signals of the 3D triangular mesh into spherical signals using a global spherical parameterization and an even sampling scheme. Then, ...

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Research paper thumbnail of Locality Sensitive Discriminant Analysis

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Research paper thumbnail of Mesh editing with poisson-based gradient field manipulation

ACM Transactions on Graphics, 2004

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Research paper thumbnail of Precomputed shadow fields for dynamic scenes

ACM Transactions on Graphics, 2005

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Research paper thumbnail of Gradient domain editing of deforming mesh sequences

ACM Transactions on Graphics, 2007

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Research paper thumbnail of Decorating Surfaces with Bidirectional Texture Functions

IEEE Transactions on Visualization and Computer Graphics, 2005

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Research paper thumbnail of Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics

ACM Transactions on Graphics, 2007

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Research paper thumbnail of Mesh quilting for geometric texture synthesis

ACM Transactions on Graphics, 2006

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Research paper thumbnail of 2D shape deformation using nonlinear least squares optimization

The Visual Computer, 2006

This paper presents a novel 2D shape deformation algorithm based on nonlinear least squares optim... more This paper presents a novel 2D shape deformation algorithm based on nonlinear least squares optimization. The algorithm aims to preserve two local shape properties: the Laplacian coordinates of the boundary curve and the local area of the shape interior, which are together represented in a non-quadratic energy function. An iterative Gauss–Newton method is used to minimize this nonlinear energy function. The result is an interactive shape deformation system that can achieve physically plausible results that are difficult to achieve with previous linear least squares methods. In addition to this algorithm that preserves local shape properties, we also introduce a scheme to preserve the global area of the shape, which is useful for deforming incompressible objects.

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Research paper thumbnail of TextureMontage: Seamless Texturing of Arbitrary Surfaces From Multiple Images

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Research paper thumbnail of Subspace gradient domain mesh deformation

ACM Transactions on Graphics, 2006

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Research paper thumbnail of Variational sphere set approximation for solid objects

The Visual Computer, 2006

We approximate a solid object represented as a triangle mesh by a bounding set of spheres having ... more We approximate a solid object represented as a triangle mesh by a bounding set of spheres having minimal summed volume outside the object. We show how outside volume for a single sphere can be computed using a simple integration over the object’s triangles. We then minimize the total outside volume over all spheres in the set using a variant of iterative Lloyd clustering that splits the mesh points into sets and bounds each with an outside volume-minimizing sphere. The resulting sphere sets are tighter than those of previous methods. In experiments comparing against a state-of-the-art alternative (adaptive medial axis), our method often requires half as many spheres, or fewer, to obtain the same error, under a variety of error metrics including total outside volume, shadowing fidelity, and proximity measurement.

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Research paper thumbnail of Real-time KD-tree construction on graphics hardware

ACM Transactions on Graphics, 2008

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Research paper thumbnail of BSGP: bulk-synchronous GPU programming

ACM Transactions on Graphics, 2008

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Research paper thumbnail of 3D surface filtering using spherical harmonics

Computer-aided Design, 2004

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Research paper thumbnail of Synthesis of progressively-variant textures on arbitrary surfaces

ACM Transactions on Graphics, 2003

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Research paper thumbnail of Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation

ACM Transactions on Graphics, 2006

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Research paper thumbnail of Interactive relighting of dynamic refractive objects

ACM Transactions on Graphics, 2008

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Research paper thumbnail of Inverse texture synthesis

ACM Transactions on Graphics, 2008

... All timing numbers are in units of seconds and are decomposed into z E-step, forward M-step, ... more ... All timing numbers are in units of seconds and are decomposed into z E-step, forward M-step, and inverse M-step. All measurements are performed on a PC with an Intel Xeon Dual-core 3.73GHz CPU and a 4GB RAM. conditions to help our subsequent optimizations. ...

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Research paper thumbnail of Iso-charts: stretch-driven mesh parameterization using spectral analysis

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Research paper thumbnail of Watermarking 3D mesh by spherical parameterization

Computers & Graphics, 2004

In this paper, a robust 3D trianglular mesh watermarking algorithm is presented by applying spher... more In this paper, a robust 3D trianglular mesh watermarking algorithm is presented by applying spherical parameterization. First, we transform the coordinate signals of the 3D triangular mesh into spherical signals using a global spherical parameterization and an even sampling scheme. Then, ...

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Research paper thumbnail of Locality Sensitive Discriminant Analysis

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Research paper thumbnail of Mesh editing with poisson-based gradient field manipulation

ACM Transactions on Graphics, 2004

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Research paper thumbnail of Precomputed shadow fields for dynamic scenes

ACM Transactions on Graphics, 2005

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Research paper thumbnail of Gradient domain editing of deforming mesh sequences

ACM Transactions on Graphics, 2007

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Research paper thumbnail of Decorating Surfaces with Bidirectional Texture Functions

IEEE Transactions on Visualization and Computer Graphics, 2005

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Research paper thumbnail of Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics

ACM Transactions on Graphics, 2007

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Research paper thumbnail of Mesh quilting for geometric texture synthesis

ACM Transactions on Graphics, 2006

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Research paper thumbnail of 2D shape deformation using nonlinear least squares optimization

The Visual Computer, 2006

This paper presents a novel 2D shape deformation algorithm based on nonlinear least squares optim... more This paper presents a novel 2D shape deformation algorithm based on nonlinear least squares optimization. The algorithm aims to preserve two local shape properties: the Laplacian coordinates of the boundary curve and the local area of the shape interior, which are together represented in a non-quadratic energy function. An iterative Gauss–Newton method is used to minimize this nonlinear energy function. The result is an interactive shape deformation system that can achieve physically plausible results that are difficult to achieve with previous linear least squares methods. In addition to this algorithm that preserves local shape properties, we also introduce a scheme to preserve the global area of the shape, which is useful for deforming incompressible objects.

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Research paper thumbnail of TextureMontage: Seamless Texturing of Arbitrary Surfaces From Multiple Images

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Subspace gradient domain mesh deformation

ACM Transactions on Graphics, 2006

Bookmarks Related papers MentionsView impact

Research paper thumbnail of Variational sphere set approximation for solid objects

The Visual Computer, 2006

We approximate a solid object represented as a triangle mesh by a bounding set of spheres having ... more We approximate a solid object represented as a triangle mesh by a bounding set of spheres having minimal summed volume outside the object. We show how outside volume for a single sphere can be computed using a simple integration over the object’s triangles. We then minimize the total outside volume over all spheres in the set using a variant of iterative Lloyd clustering that splits the mesh points into sets and bounds each with an outside volume-minimizing sphere. The resulting sphere sets are tighter than those of previous methods. In experiments comparing against a state-of-the-art alternative (adaptive medial axis), our method often requires half as many spheres, or fewer, to obtain the same error, under a variety of error metrics including total outside volume, shadowing fidelity, and proximity measurement.

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Research paper thumbnail of Real-time KD-tree construction on graphics hardware

ACM Transactions on Graphics, 2008

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Research paper thumbnail of BSGP: bulk-synchronous GPU programming

ACM Transactions on Graphics, 2008

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Research paper thumbnail of 3D surface filtering using spherical harmonics

Computer-aided Design, 2004

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Research paper thumbnail of Synthesis of progressively-variant textures on arbitrary surfaces

ACM Transactions on Graphics, 2003

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Research paper thumbnail of Real-time soft shadows in dynamic scenes using spherical harmonic exponentiation

ACM Transactions on Graphics, 2006

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Research paper thumbnail of Interactive relighting of dynamic refractive objects

ACM Transactions on Graphics, 2008

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Research paper thumbnail of Inverse texture synthesis

ACM Transactions on Graphics, 2008

... All timing numbers are in units of seconds and are decomposed into z E-step, forward M-step, ... more ... All timing numbers are in units of seconds and are decomposed into z E-step, forward M-step, and inverse M-step. All measurements are performed on a PC with an Intel Xeon Dual-core 3.73GHz CPU and a 4GB RAM. conditions to help our subsequent optimizations. ...

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Research paper thumbnail of Iso-charts: stretch-driven mesh parameterization using spectral analysis

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