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Hujun Bao Professor, Computer Graphics Group Address:
State Key Lab of CAD&CG, Zhejiang University, Hangzhou, 310027, China Phone: +86-571-87951045 Fax:
+86-571-87951780 Email: bao@cad.zju.edu.cn |
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| I received my Bachelor Degree in 1987 and Ph. D degree in 1993, both from applied mathematics of Zhejiang University. In August 1993, I joined State Key Lab of CAD&CG, Zhejiang University. | ||
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Realistic Image Synthesis (1991~1997) |
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My researches on realistic image synthesis mainly focus on extended shading models and fast rendering algorithms. Based on a unified shading model, three analytical shading models for linear, curve and polygonal light sources are proposed to calculate local surface intensity. These shading models are further incorporated in our fast ray tracing algorithm with space subdivision scheme and radiosity algorithm for planar scenes. We also developed radiosity algorithms for general scenes with curved surfaces using finite element technique. |
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Realtime Rendering Technique (1997~present) |
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| Visibility determination is a key problem to realtime rendering complex scenes. To improve the interaction rates of large size of scenes, the potential visible set (PVS) and visibility simplification technique are combined to reduce the visibility complexity of scenes in each cell at preprocessing phase. By dynamically simplifying the scene into a set of range images, we design a distributed realtime walkthrough system, in which an image warping algorithm and a camera predictor are developed to synthesize the image of any view. Note that PVSs are expensive to store and load, a more compact representation, called global occlusion map (GOM), is designed for our realtime rendering system. The global visibility sampling theory indicates a conservative sampling rate for a view cell and how to sample the cell to acquire the visibility information. Lately, we also devise point and polygon based hybrid rendering algorithms for realtime rendering complex scenes. | ||
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Digital Geometry Processing (1998~present) |
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| 3D geometry is becoming a new type of medium after sound, images and video. Digital geometry processing is still a challenging problem in computer graphics since it is difficult to process the surface attributes of meshes in a unified way. By introducing barycentric constraints into the multiresolution Laplacian relaxation process, a constrained mesh fairing algorithm is proposed for smoothing complex meshes. The volume preserved mesh smoothing algorithm can achieve better results. The 3D morphing algorithm can perform shape transformation between two closed polyhedra with the same genus using local parameterization technique. The algorithm is further extended using variational interpolation to handle arbitrary polyhedra. Recently, a unified processing framework is proposed for digital signal processing over arbitrary meshes. Within this framework, all surface attributes can be processed in a unified way. A geometric signal processing toolkit is designed for many applications. In the toolkit, many geometry operations, such as filtering, enhancement, convolution, editing, compression, watermarking, texture mapping etc., are included. | ||
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Field-based
Surface Modeling (1999~present) |
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| To create models with complex shapes quickly is a hard task in computer graphics. Compared to parameter representation, implicit representation has many advantages in modeling complex shapes. Based on geometric constraints, cubic algebraic curves can be easily constructed like parametric curves. The continuous scalar field based freeform modeling technique provides users a method to conveniently construct complex models with polyhedral skeletons. The contour based modeling algorithm represents the object from a sequence of images in a distance field, from which the object can be extracted. | ||
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Kun
Zhou, Hujun Bao, Jiaoying Shi, Qunsheng
Peng Framework
for Digital Signal Processing Over Arbitrary Meshes Submission (Abstract) (Acrobat, 35 MB)
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Kun
Zhou, Hujun Bao, Xinguo Liu et al. Geometric
Signal Compression Submission (Abstract) (Acrobat, 34 MB)
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Wei
Hua, Hujun Bao, Qunsheng Peng Global
Visibility Sampling Submission (Abstract) (Acrobat, 2.29 MB)
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Zhongding
Jiang, Hujun Bao, LiZhuang Ma Synthesizing High Resolution Images from Real Video Submission (Abstract) (Acrobat, 1.91 MB)
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Xingguo
Liu, Hujun Bao, Harry Shum, Qunsheng
Peng Volume
Constrained Smoothing Method for Meshes Accepted
by Graphical Models. (Abstract) (Acrobat, 2.89 MB)
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Ying
Tang, Jin Wang, Hujun Bao, Qunsheng
Peng RBF-based
Texture Mapping Accepted
by Computers & Graphics (Abstract) (Acrobat, 2.2 MB)
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Xiang
Fang, Hujun Bao, PhengAnn Heng, et al. Continuous
Field Based Free-Form Surface Modeling and Morphing Computers
& Graphics, 2001, 25(3) (Abstract) (Acrobat, 439 KB)
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Wei Hua, Hujun Bao, Qunsheng Peng Hierarchical Surface Fragments Accepted by Progress in Natural Science.
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Jin Wang, Hujun Bao, Weihua Zhou, Qunsheng Peng, Yingqing Xu Automatic Image-Based Pencil Sketch Rendering Journal of Computer Science & Technology, Vol.17, No.3, 2002
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Jinhui Chen, Sanyuan Zhang, Hujun Bao, Qunsheng Peng G3 Continouous Curve Modeling with Rational Cubic Bezier Spline Progress in Natural Science, No.3, 2002
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Lanfang Miao, Xinguo Liu, Qunsheng Peng, Hujun Bao BRDC: Binary Representation of Displacement Code for Line Computers & Graphics, No.3, 2002
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Sanyuan
Zhang, Hujun Bao, Baogang Wei Cubic
Algebraic Curve Based on Geometric Constraints Computer
Aided Geometric Design, 2001, 18:299-307
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Xingguo
Liu, Hujun Bao,PhengAnn Heng,et
al. Constrained
Multiresolution Fairing for Meshes Computer
Graphics Forum, 2001, 20(2) (Abstract)
(Acrobat,35M)
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Xingguo Liu, Hujun Bao,Qunsheng Peng Noise Removal Algorithm for Polygonal Meshes Progress in Natural Science, 10(10), 2000
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Hanqiu
Sun,Hujun
Bao Interactive
texture mapping for polygonal models International
Journal of Computational Geometry, 15(1-3):41-49, 2000
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Hujun
Bao,
Li Chen, Jianguo Ying, Qunsheng Peng Non-linear
View interpolation IEEE
Journal of Visualization and Computer Animation, 1999, 10(4):233-241
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Wenting
Zheng, Hujun Bao, Qunsheng Peng, Hanqiu
Sun Distributed
Virtual Reality System Based on Hybrid Rendering Progress
in Natural Science, 10(3):218-224, 2000 |
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Wenting
Zheng, Hujun Bao, Qunsheng Peng, Hanqiu
Sun Realtime
rendering algorithm Based on A Hybrid Rendering Scheme Progress
in Natural Science, 10(2):141-146, 2000
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Yigang
Wang,Hujun
Bao,Qunsheng
Peng Accelerated
Walkthroughs of Virtual Environments Based on Visibility Preprocessing and
Simplification Computer Graphics Forum, 1998, 17(3): 187-194
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Hujun
Bao,Qunsheng
Peng Interactive
3D Morphing Computer
Graphics Forum, 1998, 17(3):23-30
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Hujun
Bao,Xiaogang
Jin, Qunsheng Peng A Progressive Radiosity Algorithm Based on Piecewise Polynomial Intensity Distribution, Computers & Graphics, 1997, 21(3):281-288
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Hujun Bao, Sheng Fu,
Qunsheng Peng Accelerated
Walkthroughs of Complex Scenes Based on Visibility Culling and Image-Based
Rendering Journal of Computer Science & Technology, 1998, 13 (Suppl.):9-16
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Sheng
Fu, Hujun Bao, Qunsheng Peng An
Accelerated Rendering Algorithm for Stereoscopic Display Computers & Graphics, 1996,20(2):223-229
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Hujun Bao, Jianguo Ying,
Qunsheng Peng Shading
with Curve Light Sources Computer Graphics Forum, 1995,14(3):217-227
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Hujun Bao, Qunsheng Peng A
Fast Ray Tracing Algorithm Based on Adaptive Space Subdivision Science in China(Series A),1995, 38(4):490-498
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Hujun Bao, Qunsheng Peng An
Efficient Form-factor Evaluation Algorithm for Environments with Curved
Surfaces Computers & Graphics,1994,18(4):481-486 |
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Hujun Bao, Qunsheng Peng Shading
Models for Linear and Area Light Sources Computers
& Graphics,1993,17(2):137-145
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Hujun Bao, Qunsheng Peng A
Progressive Radiosity Algorithm for Scenes Containing Curved Surfaces Computer Graphics Forum,1993,12(3):399-408
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Mingfu
Wang, Hujun Bao, Qunsheng Peng A
New Progressive Radiosity Algorithm Through the Use of Accurate
Form-factors Computers & Graphics,1992.9,16(3):303-309
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3D Morphing |
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Morphing of Bunny Model with Constraints, 213 KB |
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Animation |
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Non-Photorealistic Rendering |
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Art Style Transfer Example 1, 954 KB |
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Realtime Rendering of Large Size of Scenes |
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Virtual City with 1,600,000 Polygons, 271 KB Point-Based Rendering Examples, 356 KB Point and Polygon Based Hybrid Rendering Scenes, |
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Realistic Image Synthesis |
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Constraint-Based Texture Mapping, 841 KB Linear Light Source Shading Example, |
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Digital Geometric Signal Processing |
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Position Signal Filtering and Enhancement (Venus 2.70 MB, Horse 533 KB) Color Signal Filtering and Enhancement (Bunny 1.14 MB) Geometry Convolution (Bunny 1.38 MB, Mannequin 1.41 MB) Spectral Editing (Cat 1.11 MB) |
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PhD Students Advised Yigang Wang, Postdoctor, GMD, Germany Weiqun Cao, Postdoctor, GMD, Germany Wenting Zheng, State Key Lab of CAD&CG, Zhejiang University Xinguo Liu, Microsoft Research China, Beijing Xiang Fang, Bell Laboratory, Shanghai |
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PhD students Qing Wang, Xiangjun Zhao, Ying Tang, Xun Wang, Huasheng Zhang, Hua Liu, Zhenlong Du |
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Master Students Yuan Wu, Mingya Dai, Dong Xu, Zanxian He, Hua Wang, Zhi He, Yunzhi Zhu, Hongwei Shan |
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