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Dive into the research topics where Chi-Wing Fu is active.

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Featured researches published by Chi-Wing Fu.


international conference on computer graphics and interactive techniques | 2007

Solid texture synthesis from 2D exemplars

Johannes Kopf; Chi-Wing Fu; Daniel Cohen-Or; Oliver Deussen; Dani Lischinski; Tien-Tsin Wong

We present a novel method for synthesizing solid textures from 2D texture exemplars. First, we extend 2D texture optimization techniques to synthesize 3D texture solids. Next, the non-parametric texture optimization approach is integrated with histogram matching, which forces the global statistics of the synthesized solid to match those of the exemplar. This improves the convergence of the synthesis process and enables using smaller neighborhoods. In addition to producing compelling texture mapped surfaces, our method also effectively models the material in the interior of solid objects. We also demonstrate that our method is well-suited for synthesizing textures with a large number of channels per texel.


human factors in computing systems | 2012

A handle bar metaphor for virtual object manipulation with mid-air interaction

Peng Song; Wooi-Boon Goh; William Hutama; Chi-Wing Fu; Xiaopei Liu

Commercial 3D scene acquisition systems such as the Microsoft Kinect sensor can reduce the cost barrier of realizing mid-air interaction. However, since it can only sense hand position but not hand orientation robustly, current mid-air interaction methods for 3D virtual object manipulation often require contextual and mode switching to perform translation, rotation, and scaling, thus preventing natural continuous gestural interactions. A novel handle bar metaphor is proposed as an effective visual control metaphor between the users hand gestures and the corresponding virtual object manipulation operations. It mimics a familiar situation of handling objects that are skewered with a bimanual handle bar. The use of relative 3D motion of the two hands to design the mid-air interaction allows us to provide precise controllability despite the Kinect sensors low image resolution. A comprehensive repertoire of 3D manipulation operations is proposed to manipulate single objects, perform fast constrained rotation, and pack/align multiple objects along a line. Three user studies were devised to demonstrate the efficacy and intuitiveness of the proposed interaction techniques on different virtual manipulation scenarios.


Computers & Graphics | 2009

Technical Section: A divide-and-conquer approach for automatic polycube map construction

Ying He; Hongyu Wang; Chi-Wing Fu; Hong Qin

Polycube map is a global cross-surface parameterization technique, where the polycube shape can roughly approximate the geometry of modeled objects while retaining the same topology. The large variation of shape geometry and its complex topological type in real-world applications make it difficult to effectively construct a high-quality polycube that can serve as a good global parametric domain for a given object. In practice, existing polycube map construction algorithms typically require a large amount of user interaction for either pre-constructing the polycubes with great care or interactively specifying the geometric constraints to arrive at the user-satisfied maps. Hence, it is tedious and labor intensive to construct polycube maps for surfaces of complicated geometry and topology. This paper aims to develop an effective method to construct polycube maps for surfaces with complicated topology and geometry. Using our method, users can simply specify how close the target polycube mimics a given shape in a quantitative way. Our algorithm can both construct a similar polycube of high geometric fidelity and compute a high-quality polycube map in an automatic fashion. In addition, our method is theoretically guaranteed to output a one-to-one map. To demonstrate the efficacy of our method, we apply the automatically-constructed polycube maps in a number of computer graphics applications, such as seamless texture tiling, T-spline construction, and quadrilateral mesh generation.


international conference on computer graphics and interactive techniques | 2011

Making burr puzzles from 3D models

Shi-Qing Xin; Chi-Fu Lai; Chi-Wing Fu; Tien-Tsin Wong; Ying He; Daniel Cohen-Or

A 3D burr puzzle is a 3D model that consists of interlocking pieces with a single-key property. That is, when the puzzle is assembled, all the pieces are notched except one single key component which remains mobile. The intriguing property of the assembled burr puzzle is that it is stable, perfectly interlocked, without glue or screws, etc. Moreover, a burr puzzle consisting of a small number of pieces is still rather difficult to solve since the assembly must follow certain orders while the combinatorial complexity of the puzzles piece arrangements is extremely high. In this paper, we generalize the 6-piece orthogonal burr puzzle (a knot) to design and model burr puzzles from 3D models. Given a 3D input model, we first interactively embed a network of knots into the 3D shape. Our method automatically optimizes and arranges the orientation of each knot, and modifies pieces of adjacent knots with an appropriate connection type. Then, following the geometry of the embedded pieces, the entire 3D model is partitioned by splitting the solid while respecting the assembly motion of embedded pieces. The main technical challenge is to enforce the single-key property and ensure the assembly/disassembly remains feasible, as the puzzle pieces in a network of knots are highly interlocked. Lastly, we also present an automated approach to generate the visualizations of the puzzle assembly process.


human factors in computing systems | 2011

WYSIWYF: exploring and annotating volume data with a tangible handheld device

Peng Song; Wooi-Boon Goh; Chi-Wing Fu; Qiang Meng; Pheng-Ann Heng

Visual exploration of volume data often requires the user to manipulate the orientation and position of a slicing plane in order to observe, annotate or measure its internal structures. Such operations, with its many degrees of freedom in 3D space, map poorly into interaction modalities afforded by mouse-keyboard interfaces or flat multi-touch displays alone. We addressed this problem using a what-you-see-is-what-you-feel (WYSIWYF) approach, which integrates the natural user interface of a multi-touch wall display with the untethered physical dexterity provided by a handheld device with multi-touch and 3D-tilt sensing capabilities. A slicing plane can be directly and intuitively manipulated at any desired position within the displayed volume data using a commonly available mobile device such as the iPod touch. 2D image slices can be transferred wirelessly to this small touch screen device, where a novel fast fat finger annotation technique (F3AT) is proposed to perform accurate and speedy contour drawings. Our user studies support the efficacy of our proposed visual exploration and annotation interaction designs.


international conference on computer graphics and interactive techniques | 2010

Anisotropic blue noise sampling

Hongwei Li; Li-Yi Wei; Pedro V. Sander; Chi-Wing Fu

Blue noise sampling is widely employed for a variety of imaging, geometry, and rendering applications. However, existing research so far has focused mainly on isotropic sampling, and challenges remain for the anisotropic scenario both in sample generation and quality verification. We present anisotropic blue noise sampling to address these issues. On the generation side, we extend dart throwing and relaxation, the two classical methods for isotropic blue noise sampling, for the anisotropic setting, while ensuring both high-quality results and efficient computation. On the verification side, although Fourier spectrum analysis has been one of the most powerful and widely adopted tools, so far it has been applied only to uniform isotropic samples. We introduce approaches based on warping and sphere sampling that allow us to extend Fourier spectrum analysis for adaptive and/or anisotropic samples; thus, we can detect problems in alternative anisotropic sampling techniques that were not yet found via prior verification. We present several applications of our technique, including stippling, visualization, surface texturing, and object distribution.


international conference on computer graphics and interactive techniques | 2010

K-set tilable surfaces

Chi-Wing Fu; Chi-Fu Lai; Ying He; Daniel Cohen-Or

This paper introduces a method for optimizing the tiles of a quad-mesh. Given a quad-based surface, the goal is to generate a set of K quads whose instances can produce a tiled surface that approximates the input surface. A solution to the problem is a K-set tilable surface, which can lead to an effective cost reduction in the physical construction of the given surface. Rather than molding lots of different building blocks, a K-set tilable surface requires the construction of K prefabricated components only. To realize the K-set tilable surface, we use a cluster-optimize approach. First, we iteratively cluster and analyze: clusters of similar shapes are merged, while edge connections between the K quads on the target surface are analyzed to learn the induced flexibility of the K-set tilable surface. Then, we apply a non-linear optimization model with constraints that maintain the K quads connections and shapes, and show how quad-based surfaces are optimized into K-set tilable surfaces. Our algorithm is demonstrated on various surfaces, including some that mimic the exteriors of certain renowned building landmarks.


human factors in computing systems | 2010

Multi-touch techniques for exploring large-scale 3D astrophysical simulations

Chi-Wing Fu; Wooi-Boon Goh; Junxiang Allen Ng

Enabling efficient exploration of large-scale virtual environments such as those simulating astrophysical environments is highly challenging. Astrophysical virtual worlds span exceptionally large spatial scales occupied mostly by empty space, and this makes it difficult for the user to comprehend the spatial context during exploratory navigation. Public exhibits, where novice users have little experience using complicated virtual navigation interfaces, pose additional challenges. To address these issues, we propose multi-touch techniques to deliver an effective interface to navigate the unique features of large-scale 3D environments such as astrophysical simulations. In this work, we carefully study conventional multi-touch methods and adapt them to the practical requirements of this application. A novel technique called the powers-of-ten ladder is introduced to support efficient movement across huge spatial scales using multi-touch interactions. We also investigate user experiences with various multi-touch finger gestures on our prototype digital planetarium.


IEEE Transactions on Visualization and Computer Graphics | 2014

Visualizing Mobility of Public Transportation System

Wei Zeng; Chi-Wing Fu; Stefan Mueller Arisona; Alexander Erath; Huamin Qu

Public transportation systems (PTSs) play an important role in modern cities, providing shared/massive transportation services that are essential for the general public. However, due to their increasing complexity, designing effective methods to visualize and explore PTS is highly challenging. Most existing techniques employ network visualization methods and focus on showing the network topology across stops while ignoring various mobility-related factors such as riding time, transfer time, waiting time, and round-the-clock patterns. This work aims to visualize and explore passenger mobility in a PTS with a family of analytical tasks based on inputs from transportation researchers. After exploring different design alternatives, we come up with an integrated solution with three visualization modules: isochrone map view for geographical information, isotime flow map view for effective temporal information comparison and manipulation, and OD-pair journey view for detailed visual analysis of mobility factors along routes between specific origin-destination pairs. The isotime flow map linearizes a flow map into a parallel isoline representation, maximizing the visualization of mobility information along the horizontal time axis while presenting clear and smooth pathways from origin to destinations. Moreover, we devise several interactive visual query methods for users to easily explore the dynamics of PTS mobility over space and time. Lastly, we also construct a PTS mobility model from millions of real passenger trajectories, and evaluate our visualization techniques with assorted case studies with the transportation researchers.


international conference on computer graphics and interactive techniques | 2009

3D polyomino puzzle

Kui-Yip Lo; Chi-Wing Fu; Hongwei Li

This paper presents a computer-aided geometric design approach to realize a new genre of 3D puzzle, namely the 3D Polyomino puzzle. We base our puzzle pieces on the family of 2D shapes known as polyominoes in recreational mathematics, and construct the 3D puzzle model by covering its geometry with polyominolike shapes. We first apply quad-based surface parametrization to the input solid, and tile the parametrized surface with polyominoes. Then, we construct a nonintersecting offset surface inside the input solid and shape the puzzle pieces to fit inside a thick shell volume. Finally, we develop a family of associated techniques for precisely constructing the geometry of individual puzzle pieces, including the ring-based ordering scheme, the motion space analysis technique, and the tab and blank construction method. The final completed puzzle model is guaranteed to be not only buildable, but also interlocking and maintainable.

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Pheng-Ann Heng

The Chinese University of Hong Kong

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Tien-Tsin Wong

The Chinese University of Hong Kong

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Peng Song

Nanyang Technological University

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Andrew J. Hanson

Indiana University Bloomington

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Ying He

Nanyang Technological University

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Lei Zhu

The Chinese University of Hong Kong

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Hongwei Li

Hong Kong University of Science and Technology

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Jing Qin

Hong Kong Polytechnic University

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Xiaoqi Yan

Nanyang Technological University

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