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Associate Professor |
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Graphics and Parallel Systems(GAPS) Lab | ||||
State Key Lab of CAD&CG | ||||
Zhejiang University | ||||
Email: [first name][last name] [at] acm [dot] org | ||||
Before returning to Zhejiang University to co-found the Graphics and Parallel Systems (GAPS) Lab with Prof. ZHOU Kun in Apr. 2010, I spent a happy five years in the Internet Graphics Group, Microsoft Research Asia, first as an intern then as an associate researcher. I received my Ph.D degree in computer science from Zhejiang University in March, 2007. I also hold a Master's degree in mechanical engineering and a Bachelor's degree in information engineering, both from Zhejiang University. My research interests include real-time rendering of soft shadows and participating media, spherical harmonics for real-time rendering, and real-time global illumination on GPUs. My Ph.D thesis (in Chinese, with English abstract) is about precomputation-based methods in interactive global illumination. During the past several years, I've been really fortunate to work with my collaborators on the interesting graphics projects below. That's really a lot of fun. In my spare time, I like Chinese calligraphy, music, and swimming. |
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Professional Activities | ||||
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Research Publications | ||||
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Cone Tracing for Furry Object Rendering | ||||
IEEE Transactions on Visualization & Computer Graphics © (to appear) IEEE | ||||
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paper, video(58.5MB) | |||
Analytic Double Product Integrals for All-Frequency Relighting | ||||
IEEE Transactions on Visualization & Computer Graphics © IEEE | ||||
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paper(1.4MB), supplements(334KB), multimedia, bibtex | |||
Scalable Programmable Motion Effects on GPUs | ||||
Pacific Graphics 2012 (Computer Graphics Forum) © Eurographics and Blackwell | ||||
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divx(31.7MB), bibtex | |||
Animating Bubble Interactions in a Liquid Foam | ||||
SIGGRAPH 2012 (ACM TOG) © ACM | ||||
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preprint, mp4(97.5MB), bibtex | |||
TransCut: Interactive Rendering of Translucent Cutouts | ||||
IEEE Transactions on Visualization & Computer Graphics ©IEEE | ||||
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preprint (2.1MB), paper (mov)(24.4MB), kinect interaction (mov)(6.3MB), bibtex | |||
Interactive Rendering of Non-Constant, Refractive Media Using the Ray Equations of Gradient-Index Optics | ||||
EGSR 2010 (Computer Graphics Forum) © Eurographics and Blackwell | ||||
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preprint(3.7MB), avi(58.1MB), slides(40.9MB), bibtex | |||
Interactive Hair Rendering Under Environment Lighting | ||||
SIGGRAPH 2010 (ACM TOG) ©ACM | ||||
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preprint, avi(35.2MB), slides(30.1MB), bibtex | |||
Radiance Transfer Biclustering for Real-time All-frequency Bi-scale Rendering | ||||
IEEE Transactions on Visualization & Computer Graphics ©IEEE | ||||
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abstract, preprint(8.3MB), mov(42.8MB), bibtex | |||
RenderAnts: Interactive Reyes Rendering on GPUs | SIGGRAPH ASIA 2009 (ACM TOG) ©ACM | |||
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downloadable: |
tech report(6.2MB),
preprint,
wmv(50.8MB), slides(26.8MB)
bibtex source code, test scenes |
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Gradient-based Interpolation and Sampling for Real-time Rendering of Inhomogeneous, Single-scattering Media | ||||
Pacific Graphics 2008 (Computer Graphics Forum) © Eurographics and Blackwell | ||||
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preprint(5.8MB), video(34.6MB), slides(42.1MB), bibtex | |||
Real-time Rendering of Smoke using Compensated Ray Marching | ||||
SIGGRAPH 2008 (ACM TOG) ©ACM | ||||
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preprint, video(42.2MB), slides(31.9MB), bibtex | |||
original smoke data: rising bunny(1.5GB), dragon head(443MB) | ||||
scholarly use of the data is automatically granted without permission. the freely evolving smoke data used in the paper and video is from the authors of [Shi and Yu 2005], so it is not shared here. the format of the binary data: volume resolution(4 bytes) + number of frames(4 bytes) + sequence of density volumes. note that for some reason the data is split into files of 2GB or smaller and there's no headers for the files other than the first one. | ||||
Real-time Soft Shadows in Dynamic Scenes using Spherical Harmonic Exponentiation | ||||
SIGGRAPH 2006 (ACM TOG) ©ACM | ||||
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downloadable: |
preprint, video(49.7MB), slides(31.9MB), supplements(3.1MB), test data#1(tumbling man)(8.9MB), test data#2(walking man)(5.2MB), test data#3(slipped walking man)(1.5MB), test data format, bibtex |
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note that the physical meaning of the term "log visibility" has been made clear in our smoke paper, and that is the negative optical depth. for opaque surfaces, the optical depth is infinite if the visibility is 0, and 0 if the visibility is 1. | ||||
Intersection Fields for Interactive Global Illumination | ||||
Pacific Graphics 2005 (The Visual Computer) ©Springer-Verlag | ||||
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A Survey on Real-time Rendering Algorithms for Dynamic Scenes under Complex Environment Lighting | ||||
Journal of Computer Aided Design ©jcad | ||||
(in Chinese, with English abstract. click to toggle details) | ||||
Complex environment lighting has been increasingly used in interactive graphics applications, such as games, to provide higher realism compared to conventional artificial light sources. This paper surveys the real-time rendering algorithms for dynamic scenes under complex environment lighting, and tries to characterize these algorithms by reviewing their base techniques, assumptions, limitations and range of utilization. Especially, we try to point out the main course of future research in this domain by analyzing the underlying relationships between the different algorithms. | ||||
downloadable: |
paper(7.6MB) | |||
ACM Copyright Notice | ||||
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Eurographics Association Copyright Notice | ||||
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than Eurographics must be honored. | ||||
IEEE Copyright Notice | ||||
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Springer-Verlag Copyright Notice | ||||
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REN Zhong, 2013.12.31. |