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Research
Interest
Publication
Teaching
Blog
Blog2
Gallery
Wiki
Experience
Links
Downloads
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Research
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Computer Graphics
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GPU-Based Real-time Refraction
| 3D Model Reconstruction
| Shadow Map
| Image Mosaic (Photomosaic)
| Ray Tracing
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My Interest
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In-Line Skating:
Teaching Page
(Some Teaching Video Here!!)
My Video List:
2004.6.4 失敗的後交叉
2004.6.4 還不錯的旋轉 (Spin)
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Publication
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2012
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"Spatio-temporal Fitlering of Indirect Lighting for interactive Global Illumination"
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Ying-Chieh Chen,
Su-Ian Eugene Lei and
Chun-Fa Chang
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Computer Graphics Forum 2012 CGF, Vol.31, Issue 1, Pages 189-201)
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PDF: pdf
Video:
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Abstract:
We introduce a screen-space statistical filtering method for real-time rendering with global illumination. It is inspired by statistical filtering proposed by Meyer et al. [MA06] to reduce the noise in global illumination over a period of time by estimating the principal components from all rendered frames. Our work extends their method to achieve nearly real-time performance on modern GPUs. More specifically, our method employs the candid covariance-free incremental PCA [WZsH03] to overcome several limitations of the original algorithm by Meyer et al., such as its high computational cost and memory usage that hinders its implementation on GPUs. By combining the reprojection and per-pixel weighting techniques, our method handles the view changes and object movement in dynamic scenes as well.
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2008
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"A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping"
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Ying-Chieh Chen and
Chun-Fa Chang
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Pacific Graphics 2008 CGF,Vol.27, No.7, Pages 1929-1936).
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PDF: pdf
Video: Demo
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Abstract:
Silhouette is a key feature that distinguishes displacement mapping from normal mapping. However the silhouette rendering in the GPU implementation of displacement mapping (which is often called inversed displacement mapping) is tricky. Previous approaches rely mostly on construction of additional extruding prism-like geometry, which slows down the rendering significantly. In this paper, we proposed a method for solving the silhouette rendering problem in inverse displace mapping without using any extruding prism-like geometry. At each step of intersection finding, we continuously bends the viewing ray according to the current local tangent space associated with the surface. Thus, it allows mapping a displacement map onto an arbitrary curved surface with more accurate silhouette. While our method is simple, it offers surprisingly good results over Curved Relief Map (CRM) [OP05] in many difficult or degenerated cases.
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2006
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"Physically-Based Analysis and Rendering of Bidirectional Texture Functions Data"
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Ying-Chieh Chen,
Sin-Jhen Chiu,
Hsiang-Ting Chen and
Chun-Fa Chang
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Proceedings of International Computer Symposium (ICS) 2006.
Also appeared on JISE Special Issue on Selective Papers in ICS2006
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Video: N/A
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Abstract:
In order to draw a photorealistic surface, Bidirectional Texture Function (BTF), a 6D texture function which extends Bidirectional Reflectance Distribution Function (BRDF) to include the self-shadowing, self-occlusion and inter-reflection effects, has been used frequently in recent years. Its main drawback is its massive data size. To solve this, the Spatial Bidirectional Reflectance Function (SBRDF) techniques compress BTFs into reflectance model parameters. However, SBRDF cannot produce the self-shadowing and self-occlusion effects in real-world surface geometry. This work is aimed to this drawback. We investigate how self-shadowing and self-occlusion affect the surface appearance by additional physically-based analysis and rely on two physical phenomena to separate self-shadowing and self-occlusion into two independent effects. First, self-shadowing is view independent. Second, self-occlusion is independent of lighting direction changes. After these analyses, we add self-shadowing and self-occlusion to SBRDF to achieve rendering quality that is much closer to the original uncompressed BTF data.
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2005
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"Image-Based Model Acquisition and Interactive Rendering for Building 3D Digital Archives"
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Ying-Chieh Chen,
Chun-Fa Chang,
Zong-Nan Shen, Yong-Min Chen and Hong-Long Chou.
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Proceedings of 2005 International Conference on Digital Archives Technologies (ICDAT 2005).
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Video:
Cabbage (40.52 MB),
Vase (12.73 MB)
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Abstract:
We demonstrate a process and a system for building three-dimensional (3D) digital archives of museum artifacts. Our system allows the targeted audience to observe the digitized 3D objects from any angle and at any distance, while still conveys the textures and the material properties with high fidelity. Our system acquires input images mainly with a handheld digital camera. Therefore it is portable and easy to set up at the museum sites.The results we show include two digitized art pieces from the Yingko Ceramics Museum at Taipei County, Taiwan. Our system can also use a QuickTimeVR object movie as the initial input, which we demonstrate using the Jadeite Cabbage data from the National Palace Museum.
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Teaching
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Experience
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Master of NTHU.CS Image-Based Lab, 2003-2005. ( Link )
Bachelor of NTHU Computer Science Department, 1999-2003. ( Link )
Kaoshuong Senior High School, 1996-1999. ( Link )
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Links
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Image-Based Rendering Lab:
IBR Lab ( @cs.nthu.edu.tw )
Graphics Paper List:
CS Conference Ranking Webpage
Ke-Sen Huang's Website - ( ACM SIGGRAPH, I3DG, Eurographics, ... )
Tim Rowley's Website - ( ACM SIGGRAPH,IEEE )
Xiaomao Wu's Website - (Computer Graphics International)
3D Model Download Websites:
Aim@shape
( FREE )
McGuire Graphics Data
Others:
Scholar.google ( paper search )
Achilles
( part I )
( part II )
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Downloads
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Program SVN:
My SVN Page
Graphics Rendering Library:
LLib ( Develop by Chen Ying Chieh) ( Download ) ( Online Document )
GLLoader ( for glext ) ( Download form Sourceforge.NET )
GLM ( for Access obj 3D model )
GLEW ( for glext )
GLUT ( for windows display)
LViewer 1.2 ( Download )
Blend.rar ( download )
OpenGL Sample Code Website:
Codesampler
Photo:
In-line Skating Course Pcitures @nthu.edu.tw,2004 Spring. ( Download )
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