Tessellation, Fairing, Shape Design and Trimming Techniques for Subdivision Surface based Modeling 

Supported by NSF award DMI-0422126

Subdivision surfaces have become popular recently in graphical modeling, animation and CAD/CAM because of their flexibility, numerical stability, simplicity in coding and, most importantly, their capability in modeling and representing complex shapes of arbitrary topology. Actually, subdivision surfaces have already been used as primitives in several commercial systems such as Alias|Wavefronts's Maya, Pixar's Renderman, Nichimen's Mirai, and Newtek's Lightwave 3D. The objective of this project is to develop efficient techniques and algorithms for tessellating, rendering, fairing, shape designing and trimming of a Catmull-Clark Subdivision Surface (CCSS). Without a parametric representation, it is essentially impossible for subdivision surfaces to be included in a modern object modeling system because of problems with standard operations such as picking, rendering and texture mapping. In this project, I brought forth a new method to explicitly parameterize a CCSS based on Discrete Fourier transform techniques. With the availability of CCSS parameterization techniques, many standard 3D object operations have now become much easier. For example, based on our parameterization techniques, we developed a simple and efficient approach for interpolation of meshes with arbitrary topology, proposed a new method for adaptive tessellation and rendering of surfaces with accurate error control, and designed and implemented a simple yet effective texture mapping approach for objects with arbitrary topology. I have written several papers on this project.

My Contributions:

·        Propose an explicit parameterization method for CCSSs;

·        Propose a new method for adaptive rendering and tessellation of surfaces with accurate error control;

·        Design and implement a texture mapping technique for shapes with arbitrary topology.

·        Develop a new method for shadow generation of complex scenes represented by CCSSs.


Subdivision Surface based One-Piece Representation 

Supported by NSF award DMS-0310645

The objective of this project is to develop necessary mathematical theories and geometric algorithms to support subdivision surface based one-piece representation, i.e., representing any final object in a design process with only one subdivision surface, no matter how complicated the object's topology or shape. No decomposition of the object into simpler components is necessary. Hence the number of parts in the final representation is always the minimum: one. Performing accurate Boolean operations on different 3D objects and representing the resulting object are very difficult problems in 3D object design and modeling. Although many people have tried different approaches, no perfect solution has been obtained yet. I proposed a novel method to join CCSSes while keeping the number of resulting CCSS to be one. Our method also can be used for rendering CSG trees. We are still improving this method so that it can be used for any complicated surface while keeping the resulting joining surface as accurate as possible. My Ph.D. dissertation is based mostly on this project.

My Contributions:

·        Develop new techniques for performing accurate Boolean operations on 3D objects with arbitrary topology.

·        Propose an efficient method for voxelization of free-form solids.

·        Develop a robust and efficient approach for interpolation of meshes with arbitrary topology;

·        Design novel algorithms for representing resulting shapes after Boolean operations using only one mesh.


The Light Portal - 3D Reconstruction and Visualization over Space & Time 

Supported by NSF award IIS-0448185

The focus of this project is on the problems associated with reconstruction and visualization of three-dimensional objects from images or video streams. The goal is to develop the fundamental underlying algorithms, and to implement an end-to-end light portal that can capture and "re-enact" real-world objects or events in a different time or space. A light portal captures a scene using a number of cameras with different viewpoints. From these input images, we either reconstruct a coherent parametric scene model that includes not only geometry but also lighting and surface reflectance properties (suitable for storage, editing, and playback over time), or directly interpolate the complete bundle of color rays to be displayed (suitable for live transmission over space). These results will then be visualized on a unique light-field display that utilizes an array of projectors and micro-lens screens to emit a large collection of controllable light rays, so that any number of viewers can simultaneously perceive view-dependent stereoscopic effects as if they were in the real scene. My part in this project was to implement a system designed to render 3D live scenes with stereo techniques using view dependent textured splatting approaches. I wrote a paper about this technique and had a poster exhibited at the SIGGRAPH 2004.

My Contribution:

·        Develop and implement algorithms for rendering live scenes using view dependent textured splatting technique.


Constrained Design, Streamline Modeling, Automatic Fairing and Automatic Joining Techniques for NURB Surfaces 

Supported by NSF award DMI-9912069

Results on this project will provide the design and modeling community a shape generation technique that can be controlled not only in shape ranges, but also in convexity and curvature distribution. This will significantly shorten object modeling processes and, consequently, will help reduce both the cost and cycle time of the product development process. I was involved in this NSF funded project to implement constrainedly scaling of a CCSS. I proposed a method to scale a CCSS while keeping the shape and size of specific features (sub-structures) unchanged. The major contributions include CCSS energy computation techniques and energy optimization techniques. The new method is more powerful than previous methods in that it can handle more complicated shapes and, can therefore be used for more challenging applications. I wrote a paper about this technique.

My Contribution:

·        Propose and implement a method for constrained scaling a CCSS while holding the shape and size of certain areas unchanged.


Uniform Message Center Project

Shanghai Holdfast Online Co.

I worked at Shanghai Holdfast Online Co., which is a subsidiary company of China TeleCom, Shanghai. As a team leader, I lead and cooperated a project team to design and implement a UMC (Uniform Message Center). The UMC can automatically send short messages from a mail system to a mobile phone, and forward long distance fax or phone calls using only local calls and the Internet. It also can send instant messages and has a web-based remote resource manager. The UMC is now being used in China TeleCom, Shanghai.

My Contribution:

·        Design and implement a gateway of a UMC (Uniform Message Center), by which users can make long distance phone calls or faxes with only local calls or Internet.


Parallel Object-Relational Database Management System 

Supported by China 863 High-Tech Funds

I took part in a team to design and develop a parallel object-relational database system named PORLES. My responsibility was to design and implement part of the infrastructure of this system. I implemented the parallel data partition storage system, the parallel index system, and the parallel large object (multimedia data object) control system. The prototype runs in Linux and Solaris operating systems and has a graphical user interface that was implemented with java. My Master's thesis was about my work in this project. I proposed some innovative algorithms in doing the project and published several papers on this project.

My Contribution:

·        Design and implement part of the infrastructure of a parallel object-relational database management system.


Portable Environment for Parallel Programming 

Supported by China NSF

I joined in a project team to design and implement a Portable Environment for Parallel Programming (PEPP). Cooperating with a classmate, we designed and developed a parallel program debugging system that is an important part of PEPP. It is suitable for debugging BSP parallel programs, and has a graphical user interface that was implemented with TCL/TK. We completed the project on time and won a prize from the national education committee due to our outstanding work. Currently, the PEPP is still used by students who write parallel programs using BSP in Shanghai Jiaotong University.

My Contribution:

·        Design and implement a parallel programming debugger.


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