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Dive into the research topics where Zhongping Ji is active.

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Featured researches published by Zhongping Ji.


Computer Graphics Forum | 2006

Easy Mesh Cutting

Zhongping Ji; Ligang Liu; Zhonggui Chen; Guo-Jin Wang

We present Easy Mesh Cutting, an intuitive and easy‐to‐use mesh cutout tool. Users can cut meaningful components from meshes by simply drawing freehand sketches on the mesh. Our system provides instant visual feedback to obtain the cutting results based on an improved region growing algorithm using a feature sensitive metric. The cutting boundary can be automatically optimized or easily edited by users. Extensive experimentation shows that our approach produces good cutting results while requiring little skill or effort from the user and provides a good user experience. Based on the easy mesh cutting framework, we introduce two applications including sketch‐based mesh editing and mesh merging for geometry processing.


Computer-aided Design | 2007

Non-iterative approach for global mesh optimization

Ligang Liu; Chiew-Lan Tai; Zhongping Ji; Guo-Jin Wang

This paper presents a global optimization operator for arbitrary meshes. The global optimization operator is composed of two main terms, one part is the global Laplacian operator of the mesh which keeps the fairness and another is the constraint condition which reserves the fidelity to the mesh. The global optimization operator is formulated as a quadratic optimization problem, which is easily solved by solving a sparse linear system. Our global mesh optimization approach can be effectively used in at least three applications: smoothing the noisy mesh, improving the simplified mesh, and geometric modeling with subdivision-connectivity. Many experimental results are presented to show the applicability and flexibility of the approach.


Computer Graphics Forum | 2010

B-Mesh: A Modeling System for Base Meshes of 3D Articulated Shapes

Zhongping Ji; Ligang Liu; Yigang Wang

This paper presents a novel modeling system, called B‐Mesh, for generating base meshes of 3D articulated shapes. The user only needs to draw a one‐dimensional skeleton and to specify key balls at the skeletal nodes. The system then automatically generates a quad dominant initial mesh. Further subdivision and evolution are performed to refine the initial mesh and generate a quad mesh which has good edge flow along the skeleton directions. The user can also modify and manipulate the shape by editing the skeleton and the key balls and can easily compose new shapes by cutting and pasting existing models in our system. The mesh models generated in our system greatly benefit the sculpting operators for sculpting modeling and skeleton‐based animation.


computer-aided design and computer graphics | 2005

A global Laplacian smoothing approach with feature preservation

Zhongping Ji; Ligang Liu; Guo-Jin Wang

This paper presents a novel approach for surface smoothing with feature preservation on arbitrary meshes. Laplacian operator is performed in a global way over the mesh. The surface smoothing is formulated as a quadratic optimization problem, which is easily solved a sparse linear system. The cost function to be optimized penalizes deviations from the global Laplacian operator while maintaining the overall shape of the original mesh. The features of the original mesh can be preserved by adding feature constraints and barycenter constraints in the system. Our approach is simple, non-iterative, fast, and does not cause surface shrinkage and distortion. Many experimental results are presented to show the applicability and flexibility of the approach.


IEEE Transactions on Visualization and Computer Graphics | 2014

Bas-Relief Modeling from Normal Images with Intuitive Styles

Zhongping Ji; Weiyin Ma; Xianfang Sun

Traditional 3D model-based bas-relief modeling methods are often limited to model-dependent and monotonic relief styles. This paper presents a novel method for digital bas-relief modeling with intuitive style control. Given a composite normal image, the problem discussed in this paper involves generating a discontinuity-free depth field with high compression of depth data while preserving or even enhancing fine details. In our framework, several layers of normal images are composed into a single normal image. The original normal image on each layer is usually generated from 3D models or through other techniques as described in this paper. The bas-relief style is controlled by choosing a parameter and setting a targeted height for them. Bas-relief modeling and stylization are achieved simultaneously by solving a sparse linear system. Different from previous work, our method can be used to freely design bas-reliefs in normal image space instead of in object space, which makes it possible to use any popular image editing tools for bas-relief modeling. Experiments with a wide range of 3D models and scenes show that our method can effectively generate digital bas-reliefs.


computer graphics international | 2006

Manifold parameterization

Lei Zhang; Ligang Liu; Zhongping Ji; Guo-Jin Wang

Manifold parameterization considers the problem of parameterizing a given triangular mesh onto another mesh surface, which could be particularly plane or sphere surfaces. In this paper we propose a unified framework for manifold parameterization between arbitrary meshes with identical genus. Our approach does this task by directly mapping the connectivity of the source mesh onto the target mesh surface without any intermediate domain and partition of the meshes. The connectivity graph of source mesh is used to approximate the geometry of target mesh using least squares meshes. A subset of user specified vertices are constrained to have the geometry information of the target mesh. The geometry of the mesh vertices is reconstructed while approximating the known geometry of the subset by positioning each vertex approximately at the center of its immediate neighbors. This leads to a sparse linear system which can be effectively solved. Our approach is simple and fast with less user interactions. Many experimental results and applications are presented to show the applicability and flexibility of the approach.


The Visual Computer | 2016

Efficient decolorization preserving dominant distinctions

Zhongping Ji; Mei-e Fang; Yigang Wang; Weiyin Ma

Representing color images in grayscale has practical and theoretical importance. Current color-to-gray transformations seldom ensure both quality and efficiency simultaneously in practice. In this paper, we present an efficient global mapping from color to gray while preserving visually dominant features of color images. Our color-to-gray transformation is based on a variant of traditional Difference of Gaussians band-pass filter, which is called luminance filter. The band-pass filter usually has high responses on regions with discriminative colors from their surroundings for certain band. The grayscale is derived from the luminance passing a series of band-pass filters. Our method is linear in the number of pixels, simple to implement and computationally efficient, making it suitable for high resolution images. Experimental results show that our method produces convincing results for a large number of natural and synthetic images.


symposium on geometry processing | 2014

Real-time Bas-Relief Generation from Depth-and-Normal Maps on GPU

Zhongping Ji; Xianfang Sun; Shi Li; Yigang Wang

To design a bas‐relief from a 3D scene is an inherently interactive task in many scenarios. The user normally needs to get instant feedback to select a proper viewpoint. However, current methods are too slow to facilitate this interaction. This paper proposes a two‐scale bas‐relief modeling method, which is computationally efficient and easy to produce different styles of bas‐reliefs. The input 3D scene is first rendered into two textures, one recording the depth information and the other recording the normal information. The depth map is then compressed to produce a base surface with level‐of‐depth, and the normal map is used to extract local details with two different schemes. One scheme provides certain freedom to design bas‐reliefs with different visual appearances, and the other provides a control over the level of detail. Finally, the local feature details are added into the base surface to produce the final result. Our approach allows for real‐time computation due to its implementation on graphics hardware. Experiments with a wide range of 3D models and scenes show that our approach can effectively generate digital bas‐reliefs in real time.


Archive | 2007

Decompounding method for three-dimensional object shapes based on user easy interaction

Ligang Liu; Zhongping Ji; Guo-Jin Wang


Journal of Computer Research and Development | 2006

Feature Preserving Mesh Simplification Based on Corner Cutting

Zhongping Ji; Ligang Liu; Guo-Jin Wang

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Ligang Liu

University of Science and Technology of China

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Yigang Wang

Hangzhou Dianzi University

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Weiyin Ma

City University of Hong Kong

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Shi Li

Hangzhou Dianzi University

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Lei Zhang

Beijing Institute of Technology

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Mei-e Fang

Hangzhou Dianzi University

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