Jung-Hong Chuang

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A method is proposed for computing an implicit approximant at a point to a parametric curve or surface. The method works for both polynomially and rationally parameterized curves and surfaces and achieves an order of contact that can be prescribed. In the case of nonsingular curve points, the approximant must be irreducible, but in the surface case(More)
We present a novel approach for real-time rendering of translucent surfaces. The computation of subsurface scattering is performed by first converting the integration over the 3D model surface into an integration over a 2D texture space and then applying importance sampling based on the irradiance stored in the texture. Such a conversion leads to a feasible(More)
Lighting design plays a crucial role in indoor lighting design, computer cinematograph and many other applications. Computer-assisted lighting design aims to find a lighting configuration that best approximates the illumination effect specified by designers. In this paper, we present an automatic approach for lighting design, in which discrete and(More)
Caustic effects produced by the transport of light from specular surfaces to diffuse surfaces are a common type of optical effect that cannot be modeled by ray tracing. We propose a two-pass algorithm to model caustic effects efficiently and reliably. In the proposed method, information on transmitted light beams is collected in a tree structure, which is(More)
We propose an efficient framework for dynamic cloud rendering. Base on the proposed simplified lighting model, the Shadow Relation Table (SRT) and Metaball Lighting Texture Database (MLTDB) are constructed in the preprocessing, and features such as selfshadowing and light scattering can be computed quickly using table lookup at the run time. Clouds are(More)
Radius blends, very important in geometric and solid modeling, can be seen as the trimmed envelope of a rolling sphere or a sweeping circle with a constant or variable radius that centers on a spine curve and touches the surfaces to be blended along the linkage curves. Usually, in variable-radius blending, the radius is difficult to specify, and the spine(More)
The radius blend is a popular surface blending because of its geometric simplicity. A radius blend can be seen as the envelope of a rolling sphere or sweeping circle that centers on a spine curve and touches the surface to be blended along the linkage curves. For a given pair of base surfaces in parametric form, a reference curve, and a radius function of(More)
To fill an N-sided hole on a NURBS surface and to blend a corner formed by NURBS surfaces, we propose a regular N-sided open uniform quadratic subdivision surface derived by applying the open uniform quadratic subdivision scheme to a regular N-sided control mesh which is confined to the hole or to the region of the vertex blend. Boundary conditions such as(More)
The vertex correspondence establishment among multiple objects is a versatile operation in computer graphics and geometry processing. We propose a systematic method called <i>recursive quinary subdivision</i> to efficiently find a dissection for a meshed object of genus-zero with little user input. The process can be easily extended to multiple objects,(More)