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Dive into the research topics where Eugene Zhang is active.

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Featured researches published by Eugene Zhang.


ieee symposium on information visualization | 2000

Focus+context display and navigation techniques for enhancing radial, space-filling hierarchy visualizations

John T. Stasko; Eugene Zhang

Radial, space-filling visualizations can be useful for depicting information hierarchies, but they suffer from one major problem. As the hierarchy grows in size, many items become small, peripheral slices that are difficult to distinguish. We have developed three visualization/interaction techniques that provide flexible browsing of the display. The techniques allow viewers to examine the small items in detail while providing context within the entire information hierarchy. Additionally, smooth transitions between views help users maintain orientation within the complete information space.


ACM Transactions on Graphics | 2005

Feature-based surface parameterization and texture mapping

Eugene Zhang; Konstantin Mischaikow; Greg Turk

Surface parameterization is necessary for many graphics tasks: texture-preserving simplification, remeshing, surface painting, and precomputation of solid textures. The stretch caused by a given parameterization determines the sampling rate on the surface. In this article, we present an automatic parameterization method for segmenting a surface into patches that are then flattened with little stretch. Many objects consist of regions of relatively simple shapes, each of which has a natural parameterization. Based on this observation, we describe a three-stage feature-based patch creation method for manifold surfaces. The first two stages, genus reduction and feature identification, are performed with the help of distance-based surface functions. In the last stage, we create one or two patches for each feature region based on a covariance matrix of the features surface points. To reduce stretch during patch unfolding, we notice that stretch is a 2 × 2 tensor, which in ideal situations is the identity. Therefore, we use the <i>Green-Lagrange tensor</i> to measure and to guide the optimization process. Furthermore, we allow the boundary vertices of a patch to be optimized by adding <i>scaffold triangles</i>. We demonstrate our feature-based patch creation and patch unfolding methods for several textured models. Finally, to evaluate the quality of a given parameterization, we describe an image-based error measure that takes into account stretch, seams, smoothness, packing efficiency, and surface visibility.


international conference on computer graphics and interactive techniques | 2007

Interactive procedural street modeling

Guoning Chen; Gregory Esch; Peter Wonka; Pascal Müller; Eugene Zhang

This sketch presents a solution to efficiently model the street networks of large urban areas. Parish and Müller [2001] were the first to note that the street network is the key to create a large urban model. While this algorithm created a high quality solution, the method does not allow to incorporate user-control. To address this limitation we provide a rather different alternative to street modeling that allows to integrate a wide variety of user input. The key idea is to use tensor fields to guide the generation of street graphs. A user can interactively edit a street graph by either modifying the underlying tensor field or by changing the graph directly. This allows for efficient modeling, because we can combine high-level and low-level modeling operations, constraints, and procedural methods. The major contributions are as follows: (1) We are the first to introduce a procedural approach to model urban street networks that combines interactive user-guided editing operations and procedural methods. (2) We are introducing a new methodology to graph modeling in general. The idea of tensor-guided graph modeling together with the tight integration of interactive editing and procedural modeling has not been explored previously in related modeling problems, such as modeling of bark, cracks, fracture, or trees.


ACM Transactions on Graphics | 2006

Vector field design on surfaces

Eugene Zhang; Konstantin Mischaikow; Greg Turk

Vector field design on surfaces is necessary for many graphics applications: example-based texture synthesis, nonphotorealistic rendering, and fluid simulation. For these applications, singularities contained in the input vector field often cause visual artifacts. In this article, we present a vector field design system that allows the user to create a wide variety of vector fields with control over vector field topology, such as the number and location of singularities. Our system combines basis vector fields to make an initial vector field that meets user specifications.The initial vector field often contains unwanted singularities. Such singularities cannot always be eliminated due to the Poincaré-Hopf index theorem. To reduce the visual artifacts caused by these singularities, our system allows the user to move a singularity to a more favorable location or to cancel a pair of singularities. These operations offer topological guarantees for the vector field in that they only affect user-specified singularities. We develop efficient implementations of these operations based on Conley index theory. Our system also provides other editing operations so that the user may change the topological and geometric characteristics of the vector field.To create continuous vector fields on curved surfaces represented as meshes, we make use of the ideas of geodesic polar maps and parallel transport to interpolate vector values defined at the vertices of the mesh. We also use geodesic polar maps and parallel transport to create basis vector fields on surfaces that meet the user specifications. These techniques enable our vector field design system to work for both planar domains and curved surfaces.We demonstrate our vector field design system for several applications: example-based texture synthesis, painterly rendering of images, and pencil sketch illustrations of smooth surfaces.


international conference on computer graphics and interactive techniques | 2007

Rotational symmetry field design on surfaces

Jonathan Palacios; Eugene Zhang

Designing rotational symmetries on surfaces is a necessary task for a wide variety of graphics applications, such as surface parameterization and remeshing, painterly rendering and pen-and-ink sketching, and texture synthesis. In these applications, the topology of a rotational symmetry field such as singularities and separatrices can have a direct impact on the quality of the results. In this paper, we present a design system that provides control over the topology of rotational symmetry fields on surfaces. As the foundation of our system, we provide comprehensive analysis for rotational symmetry fields on surfaces and present efficient algorithms to identify singularities and separatrices. We also describe design operations that allow a rotational symmetry field to be created and modified in an intuitive fashion by using the idea of basis fields and relaxation. In particular, we provide control over the topology of a rotational symmetry field by allowing the user to remove singularities from the field or to move them to more desirable locations. At the core of our analysis and design implementations is the observations that N-way rotational symmetries can be described by symmetric N-th order tensors, which allows an efficient vector-based representation that not only supports coherent definitions of arithmetic operations on rotational symmetries but also enables many analysis and design operations for vector fields to be adapted to rotational symmetry fields. To demonstrate the effectiveness of our approach, we apply our design system to pen-and-ink sketching and geometry remeshing.


IEEE Transactions on Visualization and Computer Graphics | 2007

Vector Field Editing and Periodic Orbit Extraction Using Morse Decomposition

Guoning Chen; Konstantin Mischaikow; Robert S. Laramee; Paweł Pilarczyk; Eugene Zhang

Design and control of vector fields is critical for many visualization and graphics tasks such as vector field visualization, fluid simulation, and texture synthesis. The fundamental qualitative structures associated with vector fields are fixed points, periodic orbits, and separatrices. In this paper, we provide a new technique that allows for the systematic creation and cancellation of fixed points and periodic orbits. This technique enables vector field design and editing on the plane and surfaces with desired qualitative properties. The technique is based on Conley theory, which provides a unified framework that supports the cancellation of fixed points and periodic orbits. We also introduce a novel periodic orbit extraction and visualization algorithm that detects, for the first time, periodic orbits on surfaces. Furthermore, we describe the application of our periodic orbit detection and vector field simplification algorithms to engine simulation data demonstrating the utility of the approach. We apply our design system to vector field visualization by creating data sets containing periodic orbits. This helps us understand the effectiveness of existing visualization techniques. Finally, we propose a new streamline-based technique that allows vector field topology to be easily identified.


IEEE Transactions on Visualization and Computer Graphics | 2007

Interactive Tensor Field Design and Visualization on Surfaces

Eugene Zhang; James Hays; Greg Turk

Designing tensor fields in the plane and on surfaces is a necessary task in many graphics applications, such as painterly rendering, pen-and-ink sketching of smooth surfaces, and anisotropic remeshing. In this article, we present an interactive design system that allows a user to create a wide variety of symmetric tensor fields over 3D surfaces either from scratch or by modifying a meaningful input tensor field such as the curvature tensor. Our system converts each user specification into a basis tensor field and combines them with the input field to make an initial tensor field. However, such a field often contains unwanted degenerate points which cannot always be eliminated due to topological constraints of the underlying surface. To reduce the artifacts caused by these degenerate points, our system allows the user to move a degenerate point or to cancel a pair of degenerate points that have opposite tensor indices. These operations provide control over the number and location of the degenerate points in the field. We observe that a tensor field can be locally converted into a vector field so that there is a one-to-one correspondence between the set of degenerate points in the tensor field and the set of singularities in the vector field. This conversion allows us to effectively perform degenerate point pair cancellation and movement by using similar operations for vector fields. In addition, we adapt the image-based flow visualization technique to tensor fields, therefore allowing interactive display of tensor fields on surfaces. We demonstrate the capabilities of our tensor field design system with painterly rendering, pen-and-ink sketching of surfaces, and anisotropic remeshing


Computer Graphics Forum | 2011

All-Hex Mesh Generation via Volumetric PolyCube Deformation

James Gregson; Alla Sheffer; Eugene Zhang

While hexahedral mesh elements are preferred by a variety of simulation techniques, constructing quality all‐hex meshes of general shapes remains a challenge. An attractive hex‐meshing approach, often referred to as sub‐mapping, uses a low distortion mapping between the input model and a PolyCube (a solid formed from a union of cubes), to transfer a regular hex grid from the PolyCube to the input model. Unfortunately, the construction of suitable PolyCubes and corresponding volumetric maps for arbitrary shapes remains an open problem. Our work introduces a new method for computing low‐distortion volumetric PolyCube deformations of general shapes and for subsequent all‐hex remeshing. For a given input model, our method simultaneously generates an appropriate PolyCube structure and mapping between the input model and the PolyCube. From these we automatically generate good quality all‐hex meshes of complex natural and man‐made shapes.


IEEE Transactions on Visualization and Computer Graphics | 2008

Efficient Morse Decompositions of Vector Fields

Guoning Chen; Konstantin Mischaikow; Robert S. Laramee; Eugene Zhang

Existing topology-based vector field analysis techniques rely on the ability to extract the individual trajectories such as fixed points, periodic orbits, and separatrices that are sensitive to noise and errors introduced by simulation and interpolation. This can make such vector field analysis unsuitable for rigorous interpretations. We advocate the use of Morse decompositions, which are robust with respect to perturbations, to encode the topological structures of a vector field in the form of a directed graph, called a Morse connection graph (MCG). While an MCG exists for every vector field, it need not be unique. Previous techniques for computing MCGs, while fast, are overly conservative and usually result in MCGs that are too coarse to be useful for the applications. To address this issue, we present a new technique for performing Morse decomposition based on the concept of tau-maps, which typically provides finer MCGs than existing techniques. Furthermore, the choice of tau provides a natural trade-off between the fineness of the MCGs and the computational costs. We provide efficient implementations of Morse decomposition based on tau-maps, which include the use of forward and backward mapping techniques and an adaptive approach in constructing better approximations of the images of the triangles in the meshes used for simulation. Furthermore, we propose the use of spatial tau-maps in addition to the original temporal tau-maps. These techniques provide additional trade-offs between the quality of the MCGs and the speed of computation. We demonstrate the utility of our technique with various examples in the plane and on surfaces including engine simulation data sets.


IEEE Transactions on Visualization and Computer Graphics | 2010

Metric-Driven RoSy Field Design and Remeshing

Yu-Kun Lai; Miao Jin; Xuexiang Xie; Ying He; Jonathan Palacios; Eugene Zhang; Shi-Min Hu; Xianfeng Gu

Designing rotational symmetry fields on surfaces is an important task for a wide range of graphics applications. This work introduces a rigorous and practical approach for automatic N-RoSy field design on arbitrary surfaces with user-defined field topologies. The user has full control of the number, positions, and indexes of the singularities (as long as they are compatible with necessary global constraints), the turning numbers of the loops, and is able to edit the field interactively. We formulate N-RoSy field construction as designing a Riemannian metric such that the holonomy along any loop is compatible with the local symmetry of N-RoSy fields. We prove the compatibility condition using discrete parallel transport. The complexity of N-RoSy field design is caused by curvatures. In our work, we propose to simplify the Riemannian metric to make it flat almost everywhere. This approach greatly simplifies the process and improves the flexibility such that it can design N-RoSy fields with single singularity and mixed-RoSy fields. This approach can also be generalized to construct regular remeshing on surfaces. To demonstrate the effectiveness of our approach, we apply our design system to pen-and-ink sketching and geometry remeshing. Furthermore, based on our remeshing results with high global symmetry, we generate Celtic knots on surfaces directly.

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Yue Zhang

Oregon State University

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Harry Yeh

Oregon State University

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Botong Qu

Oregon State University

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Greg Turk

Georgia Institute of Technology

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