~ researches and projects ~
| Web/Mobile Graphics |
| Geometric Modeling & Computer Animation |
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Virtual Lives' Animation
-- [web] How to generate virtual lives' animation is an interesting and important topic in computer animation. It includes how to create the 3D geometry of the virtual lives, how to edit or provide the motion of the virtual lives, and how to specify the behavior of the virtual lives. To edit the key-frame poses of a 3D model, MDS is a new and efficient technique which is proposed by borrowing the idea of texture-mapping for free-form surfaces. Using auto-generated multiresolution lattices by refining a bounding box of the model and generating a set of finer lattices, FFD can be achieved easily. For simulating human hair animation, we provide a practical approach at an interactive frame rate. To generate the 3D geometry and motion of the character model together, character model creation from cel animation is provided, To duplicate the motion of the virtual lives, cloning skeleton-driven animation including skeleton, binding weights and key-frame poses, is an efficient technique. Finally, conceptual farm is a virtual reality platform for generating and observing behaviors of different autonomous characters. 2001 ~ |
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Cubical Marching Squares - Adaptive Feature Preserving Surface Extraction from Volume Data
-- [web] In this paper, we present a new method for surface extraction from volume data which preserves sharp features, maintains consistent topology and generates surface adaptively without crack patching. Our approach is based on the marching cubes algorithm, a popular method to convert volumetric data to polygonal meshes. The original marching cubes algorithm suffers from problems of topological inconsistency, cracks in adaptive techniques and inability to preserve sharp features. Most of marching cubes variants only focus on one or some of these problems. Although these techniques could be combined to solve these problems altogether, such a combination might not be straightforward. Moreover, some feature-preserving variants introduce an additional problem, inter-cell dependency. Our method provides a relatively simple and easy-to-implement solution to all these problems by converting 3D marching cubes into 2D cubical marching squares and resolving topology ambiguity with sharp features. We compare our algorithm with other marching cubes variants and demonstrate its effectiveness on various applications. Eurographics 2005 Best Student Paper Award 2004 ~ 2005 |
| Realistic & Real-time Rendering |
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Real-Time Rendering of Complex Materials
-- [web] In this project, we want to design an appearance representation for general complex materials. The representation needs to recover the appearance of complex materials without much loss of visual fidelity. It also needs to be simple, flexible and could be applied in real-time rendering framework. 2004 ~ |
| Video & Image Processing |
| Past Researches and Projects |
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jGL - a 3D Graphics Library for Java
-- [web] jGL is a 3D graphics library for Java TM with an API which is similar to that of OpenGL®,
and can be run on Java2 platform and the previous version of Java. jGL is pronounced "Jagle."
Please visit its web site for more details.
Besides jGL, there were some projects related to it.
They are
iGL (pronounced "Eagle"), a 3D graphics library for the iŁ\ppli with an API which is similar to that of jGL.
jVL(pronounced "Javal"), a
VRML library for JavaTM.
JavaNL, a multi-participant interactive network library for JavaTM, which adopts the concepts of
Distributed Interactive Simulation
(DIS) with some modifications.
ACM Quest for Java 1997 Second Prize 1996 ~ 2006 |
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3D Protein Retrieval System
-- [web] A web-based three-dimensional (3D) protein retrieval system is available for protein structure data including all PDB and FSSP dataset. In this system, we use a visual-based matching method to compare the protein structure from multiple viewpoints. It takes less than three seconds for each query with 90% accuracy on the average. 2003 ~ 2005 - [Yeh05] |
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Virtual Sculptor - a Modeling System with Force-Feedback Supports
-- [web] Digital sculpting is a new trend for creating 3D models. In this project, we provide a virtual reality environment with force-feedback supports for digital sculpting with adaptive resolution and feature-preserving that handles dynamic behavior in real-time performance. 2000 ~ 2005 - [Ho04] |
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Protein Function Prediction In this topic, we develop an approach that is mostly based on analysis of the geometric shape of a protein in space. Aiming at predicting functions of proteins, we collect 3D structures of active sites, which have already been found by biochemists to create a database containing them. 2003 ~ 2004 - [Chen04] |
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Modeling Volcanic Clouds as a 2 Fluids Model based on Physical Laws This is a physics motivated modeling method for volcanic clouds as a two fluids model (2FM). The volcanic clouds consist of the pyroclasts, the volcanic gas and the entrained air. Since the pyroclasts and the volcanic gas can be treated as one fluid, called magma, the volcanic clouds are regarded as two fluids, the magma and the entrained air. 2002 ~ 2003 - [Mizuno03b] |
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Streaming Mesh - for Internet Graphics
-- [web] Streaming Mesh is a new multiresolution 3D model format with a QoS-like (Quality of Service) controlling for Internet Graphics. While transmitting the streaming mesh with our system, the server first delivers a simplified mesh model with the data size according to the current network bandwidth. If the user at the client side needs to use a more detail model, the server then sends some necessary patches to the client, so that the client program could show the detail model progressively. Please visit its web site for more details. Please also visit the web site of its sub-project -- Mesh Simplification with Feature Detection. 2001 ~ 2003 - [Chen03b] [Chen03a] [Chen02a] |
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Adaptive Solid Texturing - for Internet Graphics
-- [web] Adaptive Solid Texturing is a new procedural solid texturing rendering technology for Internet Graphics. It utilizes the cache technology to solve this problem for the Internet graphics world. All the codes are written in Java TM Programming Language,
and the 3D graphics rendering is done by the kernel of jGL.
Please visit its web site for more details.
2001 ~ 2002 - [Chen02e] |
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PhotoVR - a Prism-like Photo-realistic Environment Map Rendering System
-- [web] PhotoVR is an image-based panoramic viewing system which renders the real scene by using photo-realistic images. This system looks like the product, QuickTime VR. However, instead of using the same rendering technique, it uses texture mapping to construct spherical environment maps covering view of ALL directions, including top view and bottom view. Please visit its web site for more details. 1994 ~ 1998 - [Taso96] |
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Tread-mill - a VR Device for Walkthrough Systems This is a VR device designed to simulate the walking behavier of human beings. We use the sport's tread-mill to simulate the walking behavier and the shaft-encoder to count the steps and two buttoms for left and right turn. This system is build on PC, MS-DOS environment, and sends the data to the walkthrough systems on the other machines via a RS-232 line. 1995 ~ 1996 - [Wu96] |
| Cooperating Laboratories & Researchers |
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Computer Graphics Laboratory Dept. of Computer Science / Complexity Science and Engineering The University of Tokyo, Tokyo, Japan |
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Computer Graphics /
Communication and Multimedia Laboratory Dept. of Information Management / Computer Science & Information Engineering / Inst. of Networking & Multimedia National Taiwan University, Taipei, Taiwan |
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Prof. Chun-Fa Chang Dept. of Computer Science National Tsing Hua University, Hsinchu, Taiwan |
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Prof. Yoshinori Dobashi Dept. of Electronics and Information Engineering Hokkaido University, Sapporo, Hokkaido, Japan |
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Prof. Jieqing Feng State Key Laboratory of CAD & CG Zhejiang University, Hangzhou, Zhejiang, China |