Assistant researcher. He
got Ph.D in applied mathematics from Zhejiang University in 2002. He joined
the CAD&CG State Key Lab in 2002. His main interests include real-time
simulation and rendering, virtual reality and software engineering. Contact: huawei@cad.zju.edu.cn |
|
|||||||||||||||||||||||||
Current
Interests
|
||||||||||||||||||||||||||
|
||||||||||||||||||||||||||
Recent Technical Reports |
||||||||||||||||||||||||||
|
Feb. 2004 The
goal of this paper is fast display of large-scale forest with high fidelity
by using fair storage. We propose a new representation for forest,
Hierarchical Layered Assembled Billboard Packs (HLABPs). In the HLABPs,
forest is represented by a scene graph, where each node representing a
cluster of trees comprises a group of Layered Assembled Billboard Packs
(LAB-Packs) arranged either in detail levels or in aspects. That is, a
LAB-Pack represents an aspect of a cluster of trees in a detail level. It
consists of a stack of parallel “billboards”, and each “billboard” is
assembled by a layer of textured quadrilaterals with the same orientation but
with the different size and depth. To construct HLABPs efficiently, we
introduce a multiresolution structure of layered depth images, upon which the
relevant assembled “billboards” in different detail levels can be generated
avoiding sampling the original model time after time. Meanwhile, all textures
are compressed by an occlusion-inclusive compression approach. Our rendering
procedure traverses the HLABPs and sends the LAB-Packs whose view-dependent
disparities are just less than a user-specific tolerance to the rendering
pipeline. Moreover, we devise an elaborate blending scheme to mitigate the
visual “popping” caused by detail level transition. Shown by the experiments,
the rendering complexity of our approach is close to O(log(N)) (N is the number
of trees), the complexity of storage is O(N) and the image quality is
comparable to that of ray-tracing. The performance of the current
implementation is able to meet the demands of interactive applications. |
|
|
|||||||||||||||||||||||
|
|
|
|
|||||||||||||||||||||||
|
|
May.
2004 Inspired
by the concept of synthesizing texture from textons, we propose a fast plant
modeling approach for synthesizing new plants based on a 3D plant sample,
whidh is directly recovered from photographs with image-based modeling
technique. Our plant model is defined as a set of plantons and their
transitions in a Markov model, named planton graph. A planton is represented
as a group of similar organs while the transitions between plantons
implicitly indicate the intrinsic growth patterns of a plant. We design a
two-step analysis to learn plantons and their transitions from the sample. With
learnt planton graph, it is easy and fast to synthesize new plants that are
statistically similar to but visually different from each other. |
|
|
||||||||||||||||||||||
|
|
|
|
|
||||||||||||||||||||||
|
Constructive
Grammar:
An Approach for Rapid Architecture Modeling
May.
2004 In this
paper, we present a semantic rule-driven architecture modeling grammar, namely constructive
grammar, which formalizes the knowledge of
architecture construction in a set of semantic rules and parameterizes the primary features of buildings to control the
generation of models. It is
efficient and convenient to generate regular architectures or a class of architectures with the similar
style. To demonstrate the utility of our approach,
we have implemented a system
for modeling Chinese Ancient Architectures based on the constructive grammar. More than
one hundred different buildings were generated
based on a common rule set
comprising about 110 rules. |
|
||||||||||||||||||||||||
|
||||||||||||||||||||||||||
|
||||||||||||||||||||||||||
Recent Publications |
||||||||||||||||||||||||||
l
Qing Wang, Wei Hua, Xueyin Qing, Hujun Bao, Potential Function Based
Generalized Rational Parametric Curve, Proceeding in Natural Science
(Chinese version) , Vol 14, No2, Feb, 2004. l
QIN Xu-jia, HUA Wei, FANG Xiang, BAO Hu-jun, PENG Qun-sheng, GFFD:
Generalized free-form deformation with scalar fields, Journal of Zhejiang
University SCIENCE, V.4 , No. 6, P.623-629, Nov. 2003. l
Wei CHEN,Wei HUA,Hujun BAO,Qunsheng PENG,
Real-time Volume Clipping of Ray Casting, JCST, Dec, 2003. l
Xueying Qin,Eihachiro Nakamae, Wei Hua,Yasuo
Nagai, Qunsheng Peng, Anti-Aliasing of Reflection Effects of Water Surface,Proceedings
of 8th International Conference on CAD/Graphic, Macau, 2003. l
Jing WANG, Wei HUA, Qing WANG, Hujun BAO, Geometry-based Connectivity
Compression of Triangle Mesh, Proceedings of 8th International Conference
on CAD/Graphic, Macau, 2003. l
Qing Wang, Wei hua, Guiqing Li, Hujun Bao, Generalized NURBS Curves and
Surfaces, GMP 2004, IEEE Computer Society, l
Wei HUA, Hujun BAO, Qunsheng PENG, Hierarchical
Surface Fragments, Proceeding in Natural Science Vol 13, No 9,
2002 l Wei HUA, Hujun BAO, Qunsheng PENG, A.R. FOREST, The Global Occlusion Map : A New Occlusion Culling Approach,ACM VRST’2002, Hong Kong,2002-11 l Wei HUA,Qunsheng PENG, Real-time Mirror Reflection Computation for Virtual Scene Walkthough,Journal of Software (Chinese),No.9,2000. |
|
|||||||||||||||||||||||||
|
||||||||||||||||||||||||||
Patent Applications |
||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
Software |
||||||||||||||||||||||||||
Relievo Picture Modeler® As an image-based
modeling software, it can recover 3D models from single or multiple
photographs very efficiently. It provides many topological modifiers to help
user construct arbitrary shapes, which are not standard parameterized
primitives in the package. It also supports 3D spatial constraints between shapes
to reduce the number of photographs. |
|
|
|
|||||||||||||||||||||||
|
photograph |
Recovered geometries |
Recovered geometries and
textures |
|
||||||||||||||||||||||
|
photograph |
Recovered geometries, where the roof in the arbitrary shape is recovered by using topological modifiers |
Recovered geometries and textures |
|
||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
MacroDimension® Large-scale Terrain Rendering Package |
||||||||||||||||||||||||||
It consists of two
components. One is a real-time rendering engine for large-scale terrain. The
other is a visual editing tool. Additionally, a SDK for C++ is also included
and it can be used to develop applications that the real-time visualization
of large-scale terrain is required. A visual editing tool
for large-scale terrain is provided. User can use it to interactively model
or edit terrain, construct constrained texture mapping, rapidly synthesize
terrain texture, and optimize either height field or texture of terrain for real-time
visualization purpose. It can support height fields with 16k X 16k vertices,
textures with 64k X 64K pixels. |
|
Height Filed Size: 8193×8193 Texture Size:64K×64K |
The interface of visual
editing tool. Demo
video, about 42M, 2.52min The rendering result of our
engine |
|||||||||||||||||||||||
Visual Scenario
Editing
And Walkthrough Environment for 3D Scene
|
||||||||||||||||||||||||||
It is a multi-purpose
software, as a powerful tool to edit and fast visualize large-scale 3D scene
in real-time. It can be used in architecture demonstration, landscape design
and evaluation, urban planning, 3D geography information integration, environment
protection, ancient architecture protection, etc. |
|
|||||||||||||||||||||||||
|
||||||||||||||||||||||||||
|
|
|
||||||||||||||||||||||||
Recent Research Projects |
|
|
||||||||||||||||||||||||
l
“The Rapid Modeling, Processing
and Real-time Visualization Technique for Large Scale Multiresolution Spatial
Information from Multiple Sources”, granted by National 863 High
Technology Program, from Jan. 2002 to Dec. 2003. It is to research/develop some essential
and sound techniques for modeling, processing and visualization large-scale
multiresolution 3D spatial information from multiple sources, and to develop
a software system. We have achieved a certain technological breakthroughs in
real-time terrain visualization and image-based modeling. We have developed
three prototyped subsystems so far, such as a general geometry modeling
system, an image-based modeling system, and a real-time terrain visualization
system. |
|
|
||||||||||||||||||||||||
l
“Geometric
Signal Processing Techniques for Large Scale Scene”, granted by National
Science Foundation, from Jan. 2003 - Dec. 2006. While people are looking forward to more realistic synthesized image in real-time, the rendering technique for large scale scene, as a fundamental technique in Virtual Reality, engineering simulation and other relevant fields, is confronting a serious challenge. This project is dedicated to proposing a novel geometric signal processing method to study a unified processing framework for large scale scene, the optimization approaches for rapid rendering and the appearance-preserving simplification for non-manifold models. It will be of great benefit to the development of real-time large-scale scene processing system either in theory or in practice. |
|
|
||||||||||||||||||||||||