kun zhou - Academia.edu (original) (raw)
Papers by kun zhou
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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ACM Transactions on Graphics, 2004
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ACM Transactions on Graphics, 2005
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ACM Transactions on Graphics, 2007
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IEEE Transactions on Visualization and Computer Graphics, 2005
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ACM Transactions on Graphics, 2007
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ACM Transactions on Graphics, 2006
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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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ACM Transactions on Graphics, 2006
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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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ACM Transactions on Graphics, 2008
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ACM Transactions on Graphics, 2008
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Computer-aided Design, 2004
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ACM Transactions on Graphics, 2003
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ACM Transactions on Graphics, 2006
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ACM Transactions on Graphics, 2008
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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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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, ...
Bookmarks Related papers MentionsView impact
Bookmarks Related papers MentionsView impact
ACM Transactions on Graphics, 2004
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ACM Transactions on Graphics, 2005
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ACM Transactions on Graphics, 2007
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IEEE Transactions on Visualization and Computer Graphics, 2005
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ACM Transactions on Graphics, 2007
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ACM Transactions on Graphics, 2006
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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.
Bookmarks Related papers MentionsView impact
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ACM Transactions on Graphics, 2006
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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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ACM Transactions on Graphics, 2008
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ACM Transactions on Graphics, 2008
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Computer-aided Design, 2004
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ACM Transactions on Graphics, 2003
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ACM Transactions on Graphics, 2006
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ACM Transactions on Graphics, 2008
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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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