jie Li
Beijing Institute of Technology
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Publication
Featured researches published by jie Li.
virtual systems and multimedia | 2006
Lijie Li; Fengxia Li; Tianyu Huang
The paper proposes a time-controlling algorithm for large-scale terrain rendering, which can’t be efficiently dealt with by LOD technique. In this algorithm, the terrain is divided and organized by quad-tree structure. Each terrain patch is assigned a certain time according to the total rendering time given in advance. The multi-resolution levels rendered are determined by visual apperception. To solve the T-junction and popping, an approach of stitching the level boundaries and geomorphing are respectively performed on GPU. The algorithm guarantees that each frame is rendered in preset time independent of the terrain or the eye position. The slow or jerky phenomena during roaming, which are usually caused by unstable rendering frame rate, can be successfully avoided. This terrain rendering algorithm is demonstrated in a massive terrain flyover application. The experiment proves that this algorithm is feasible and efficient.
international conference on e-learning and games | 2007
Fengxia Li; Tianyu Huang; Lijie Li
Due to the high-dimensionality of motion captured data which resulted in the complexity in motion analysis, a method of motion data processing based on manifold learning was proposed. Isomap, a classical manifold learning algorithm, was necessary to be improved and extended in this paper. A framework of motion data processing based on manifold learning was built to embed high-dimensionality data into low-dimensionality space. It simplified the motion analysis, and in the same time preserved the original motion features. In order to solve the inefficiency of processing large-scale motion data, Sample Isomap (S-Isomap) algorithm was proposed. Experiments proved that approximate embeddings of motion data computed by S-Isomap were average 10 times faster than by Isomap, while 10% frame samples were selected.
computer aided design and computer graphics | 2007
Lijie Li; Fengxia Li; Tianyu Huang
The paper proposed a smooth schedule algorithm to render terrain data out-of-core. The terrain data was organized as a quad-tree with Z-order filling curve, which preserved the data continuity and improved the schedule efficiency. A schedule strategy basing memory allocation was designed to support the stable frame rate terrain rendering. Controllable schedule area, instead of the view frustum culling, was applied to achieve the balance between the in-core memory requirements and scheduling time. A pre-estimated approach was adopted to smooth the data exchange. The algorithm achieved a smooth schedule and successfully avoided the slow or jerky phenomena, usually caused by inefficient and unsmooth schedule. By comparing with traditional methods, the algorithm proposed is feasible and efficient in out-of-core terrain visualization.
Archive | 2008
Yufeng Chen; Fengxia Li; Tianyu Huang; Yan Zhang; Lijie Li
Archive | 2008
Fengxia Li; Xin Zhao; Tianyu Huang; Lijie Li; Yufeng Chen
Archive | 2010
Yufeng Chen; Fengxia Li; Yan Zhang; Gangyi Ding Ging; Tianyu Huang; Lijie Li
Archive | 2008
Fengxia Li; Tianyu Huang; Lijie Li; Yufeng Chen; Yan Zhang
Archive | 2009
Yan Zhang; Fengxia Li; Yue Tan; Tianyu Huang; Yufeng Chen; Lijie Li; Renjie Xu
Archive | 2008
Tianyu Huang; Fengxia Li; Yufeng Chen; Hongqian Chen; Yan Zhang; Lijie Li
Archive | 2009
Tianyu Huang; Hongqian Chen; Fengxia Li; Yan Zhang; Yufeng Chen; Lijie Li