Browsing by Author "Huang, Yi-Jheng"
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Item type:Item, A Gesture System for Graph Visualization in Virtual Reality Environments(2017-01-01) ;Huang, Yi-Jheng ;Fujiwara, Takanori ;Lin, Yun-Xuan ;Lin, Wen-ChiehMa, Kwan-LiuAs virtual reality (VR) hardware technology becomes more mature and affordable, it is timely to develop visualization applications making use of such technology. How to interact with data in an immersive 3D space is both an interesting and challenging problem, demanding more research investigations. In this paper, we present a gesture input system for graph visualization in a stereoscopic 3D space. We compare desktop mouse input with gesture input with bare hands for performing a set of tasks on graphs. Our study results indicate that users are able to effortlessly manipulate and analyze graphs using gesture input. Furthermore, the results also show that using gestures is more efficient when exploring the complicated graph.Item type:Item, Animating rising up from various lying postures and environments(2012-04-01) ;Lin, Wen-Chieh ;Huang, Yi-Jheng ;資訊工程學系 ;多媒體工程研究所Department of Computer ScienceGenerating rising up motions is an important problem but has less been addressed in computer animation. This problem is challenging as rising motions involve complex motor skills and exhibit wide varieties due to various lying postures and environments. In this paper, we present an approach that utilizes motion planning and dynamics filtering to produce physically plausible rising motions. Our motion planning algorithm connects a given posture to a closest posture in a database of 14 rising motions. Then the dynamics filtering generates a physically plausible motion from a planned motion path. Our experiments show that a variety of motions of rising from various lying postures and different environments with obstacles can be generated easily by our approach.Item type:Item, Geometric and Textural Blending for 3D Model Stylization(2018-02-01) ;Huang, Yi-Jheng ;Lin, Wen-Chieh ;Yeh, I-Cheng ;Lee, Tong-Yee資訊工程學系Stylizing a 3D model with characteristic shapes or appearances is common in product design, particularly in the design of 3D model merchandise, such as souvenirs, toys, furniture, and stylized items. A model stylization approach is proposed in this study. The approach combines base and style models while preserving user-specified shape features of the base model and the attractive features of the style model with limited assistance from a user. The two models are first combined at the topological level. A tree-growing technique is utilized to search for all possible combinations of the two models. Second, the models are combined at textural and geometric levels by employing a morphing technique. Results show that the proposed approach generates various appealing models and allows users to control the diversity of the output models and adjust the blending degree between the base and style models. The results of this work are also experimentally compared with those of a recent work through a user study. The comparison indicates that our results are more appealing, feature-preserving, and reasonable than those of the compared previous study. The proposed system allows product designers to easily explore design possibilities and assists novice users in creating their own stylized models.Item type:Item, Making and animating transformable 3D models(2016-02-01) ;Huang, Yi-Jheng ;Chan, Shu-Yuan ;Lin, Wen-Chieh ;Chuang, Shan-Yu資訊工程學系Transformable models are 3D models whose shapes can be changed by rotating or translating their component parts. They have a variety of applications in our daily lives, being used in film props and sets, robots, furniture, tools, and toys. Successful transformable models, however, are challenging to create. In this paper, we present a new approach to designing and animating a transformable model, in which a source model is optimally segmented based on a target model and skeleton provided by users, and the motion of transformation is mapped from the source to target models. Our experimental results indicate that our system can transform a 3D model plausibly. (C) 2015 Elsevier Ltd. All rights reserved.Item type:Item, Protection of 3D models using cross recovery(2017-01) ;Lee, Suiang-Shyan ;Huang, Yi-Jheng ;Lin, Ja-Chen ;資訊工程學系Department of Computer ScienceThis paper proposes a cross recovery scheme to protect a group of 3D models. The lost or damaged models can be reconstructed using the mutual support of the survived authenticated models. In the encoding phase, we convert a group of n given models (called host models) into n stego* models. The n stego* models would still preserve the appearance of the n host models. In the decoding phase, we divide the received models into two groups: authenticated vs. non-authenticated. Then, we rebuild the recovered models of the non-authenticated group by the mutual support of any t authenticated models (t < n is a given parameter). The experimental results show that the visual quality of our stego* models is very similar to that of the host models, and the size of the stego* models is also very similar to that of the host models. Moreover, after hacker\'s attack or disk crash, if the number of attacked or crashed stego* models is not larger than n - t, then the damaged or lost models can be recovered, and the recovered models still have acceptable quality. We also provide an equation which can estimate the suitable size of the recovered model in advance.Item type:Item, Radial View Based Culling for Continuous Self-Collision Detection of Skeletal Models(2013-07-01) ;Wong, Sai-Keung ;Lin, Wen-Chieh ;Hung, Chun-Hung ;Huang, Yi-JhengLii, Shing-YeuWe present a novel radial-view-based culling method for continuous self-collision detection (CSCD) of skeletal models. Our method targets closed triangular meshes used to represent the surface of a model. It can be easily integrated with bounding volume hierarchies (BVHs) and used as the first stage for culling non-colliding triangle pairs. A mesh is decomposed into clusters with respect to a set of observer primitives (i.e., observer points and line segments) on the skeleton of the mesh so that each cluster is associated with an observer primitive. One BVH is then built for each cluster. At the runtime stage, a radial view test is performed from the observer primitive of each cluster to check its collision state. Every pair of clusters is also checked for collisions. We evaluated our method on various models and compared its performance with prior methods. Experimental results show that our method reduces the number of the bounding volume overlapping tests and the number of potentially colliding triangle pairs, thereby improving the overall process of CSCD.Item type:Item, Real-time horse gait synthesis(2013-03-01) ;Huang, Ting-Chieh ;Huang, Yi-Jheng ;Lin, Wen-Chieh ;資訊工程學系Department of Computer ScienceHorse locomotion exhibits rich variations in gaits and styles. Although there have been many approaches proposed for animating quadrupeds, there is not much research on synthesizing horse locomotion. In this paper, we present a horse locomotion synthesis approach. A user can arbitrarily change a horse's moving speed and direction, and our system would automatically adjust the horse's motion to fulfill the user's commands. At preprocessing, we manually capture horse locomotion data from Eadweard Muybridge's famous photographs of animal locomotion and expand the captured motion database to various speeds for each gait. At runtime, our approach automatically changes gaits based on speed, synthesizes the horse's root trajectory, and adjusts its body orientation based on the horse's turning direction. We propose an asynchronous time warping approach to handle gait transition, which is critical for generating realistic and controllable horse locomotion. Our experiments demonstrate that our system can produce smooth, rich, and controllable horse locomotion in real time. Copyright (c) 2012 John Wiley & Sons, Ltd.Item type:Item, WEB-VC: VISUAL CRYPTOGRAPHY FOR WEB IMAGE(2019-01-01) ;Lee, Suiang-Shyan ;Huang, Yi-Jheng ;Lin, Ja-Chen ;資訊工程學系Department of Computer Sciencey The conventional encryption techniques of visual cryptography are extended to web page. The key point is that Cascading Style Sheet blend modes can simulate stacking operators. The multiply blend mode can be regarded as Boolean OR operator, and the difference blend mode can be regarded as exclusive-OR (XOR) operator. Thus, the secrets can be revealed in a web browser by overlapping shares together without any additional computation. We named this scheme Web-VC. The decoding procedure of Web-VC is just like usual visual cryptography, while digital shares can be used in this case. Web-VC has strong ability of resisting compression and transcoding without losing the secret. Another contribution of this work is the method of XOR-based flip visual cryptography.