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PSMTG
Parallel Poisson Disk Sampling with Spectrum Analysis on Surfaces
- John Bowers, Rui Wang, Li-Yi Wei, David Maletz
- SIGGRAPH Asia 2010 (conditionally accepted)
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SIMT
Anisotropic Blue Noise Sampling
- Hongwei Li, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
- SIGGRAPH Asia 2010 (conditionally accepted)
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S
Multi-class Blue Noise Sampling
- Li-Yi Wei
- SIGGRAPH 2010
- [paper][paper + supplementary materials][talk]
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SG
Detail-Preserving Paint Modeling for 3D Brushes
- Nelson Chu, William Baxter, Li-Yi Wei, Naga Govindaraju
- SIGGRAPH/EUROGRAPHICS Symposium on Non-Photorealistic Animation and Rendering 2010
- [paper][video (youtube)]
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S
Fast Capacity Constrained Voronoi Tessellation
- Hongwei Li, Diego Nehab, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
- SIGGRAPH Symposium on Interactive 3D Graphics and Games 2010 Posters
- [paper]
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AT
Motion Field Texture Synthesis
- Chongyang Ma, Li-Yi Wei, Baining Guo, Kun Zhou
- SIGGRAPH Asia 2009
- [paper][video (youtube)]
- This is my first animation paper. I never thought I am going to have a paper related to fluids, but since Chongyang (with a background in physics) told me that is where his passion is, I tried to come up with an idea that could combine his interest and my expertise. (Attempting to accommodate students' wishes seems to be a good way to force me learn new things.) For this project I picked up fluids from scratch, and I have benefited tremendously from the course notes by Müller-Fischer and Bridson.
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T
State of the Art in Example-based Texture Synthesis
- Li-Yi Wei, Sylvain Lefebvre, Vivek Kwatra, Greg Turk
- EUROGRAPHICS 2009 STAR
- [paper][slides (part 1, by Li-Yi)][slides (part 2, by Sylvain)]
- Hopefully this could reduce your trouble for citing a lot of texture synthesis papers.
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PSGT
Parallel Poisson Disk Sampling
- Li-Yi Wei
- SIGGRAPH 2008
- [paper][video (youtube)][video (zip)][talk][code (MS only)]
- I wrote the paper from a sampling point of view, but at my presentation I motivated the problem as a new potential methodology for parallelizing algorithms. You might want to check out my talk slides as this new information is not in the official paper.
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TG
Inverse Texture Synthesis
- Li-Yi Wei, Jianwei Han, Kun Zhou, Hujun Bao, Baining Guo, Heung-Yeung Shum
- SIGGRAPH 2008
- [paper][video (youtube)][video (avi)][talk][code (MS only)]
- You might also want to check out a related paper in CVPR 2008: "Summarizing Visual Data Using Bidirectional Similarity".
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PSGT
Parallel White Noise Generation on a GPU via Cryptographic Hash
- Stanley Tzeng, Li-Yi Wei
- SIGGRAPH Symposium on Interactive 3D Graphics and Games 2008
- [paper][video (youtube)][video (avi)][talk][code (Cg, MS only)][code (CUDA, public)]
- This is a technique that generates uniform random numbers in a totally parallel and random-accessible fashion. The basic idea is very simple: given an input that can be trivially produced in parallel (e.g. a linear ramp), use cryptographic hash to scramble the individual samples independently and in parallel, and the output set will exhibit white noise statistics. I came up this idea around year 2004 (while studying cryptography as a hobby), but couldn't really implemented the thing until commodity GPUs support integer shader arithmetic.
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G
Nonlinear Beam Tracing on a GPU
- Li-Yi Wei, Baoquan Liu, Xu Yang, Chongyang Ma, Ying-Qing Xu, Baining Guo
- Microsoft Research Technical Report MSR-TR-2009-183 December 2009
- [paper][video (youtube)][code (MS only)]
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IT
High Dynamic Range Image Hallucination
- Lvdi Wang, Li-Yi Wei, Kun Zhou, Baining Guo, Heung-Yeung Shum
- EUROGRAPHICS Symposium on Rendering 2007
- [paper][video (youtube)][video (avi)][talk][code (MS only)]
- A certain attendee during a certain SIGGRAPH conference commented to me that "he really had enough for all these HDR and texture synthesis papers". This paper is a combination of these two.
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GI
Rendering from Compressed High Dynamic Range Textures on Programmable Graphics Hardware
- Lvdi Wang, Xi Wang, Peter-Pike Sloan, Li-Yi Wei, Xin Tong, Baining Guo
- SIGGRAPH Symposium on Interactive 3D Graphics and Games 2007
- [paper]
- This paper presents a compressed high dynamic range texture format implemented on DX9 level graphics hardware.
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T
Context-Aware Textures
- Jianye Lu, Athinodoros S. Georghiades, Andreas Glaser, Hongzhi Wu, Li-Yi Wei, Baining Guo, Julie Dorsey, Holly Rushmeier
- ACM Transactions on Graphics, Volume 26, Issue 1 (January 2007)
- This is a collaboration between Yale and MSRA. This is how we divided our job: Yale people did all the hard work (capturing, analysis, and paper writing) and MSRA people did all the fun work (texture synthesis and rendering). I liked this deal a lot and I am looking forward for future collaborations.
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AO
Visualizing Flow Fields by Perceptual Motion
- Li-Yi Wei
- Microsoft Research Technical Report MSR-TR-2006-82 June 2006
- [paper]
- Some little experiments showing that a static picture can produce animation sensations. Human perception is treacherous. You might also want to check out a related paper in SIGGRAPH 2008: "Self-Animating Images: Illusory Motion Using Repeated Asymmetric Patterns".
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G
Multi-Layer Depth Peeling via Fragment Sort
- Baoquan Liu, Li-Yi Wei, Ying-Qing Xu
- Microsoft Research Technical Report MSR-TR-2006-81 June 2006
- [paper]
- I know reading and writing the same frame-buffer-object within the same rendering pass is hazardous, but I couldn't avoid my desire to abuse it. So I presented this little naughty trick to peel 8 layers of fragments per rendering pass. The k-buffer paper continued this abuse, and also started some interesting ideas on programmable ROP (which I believe will become reality in near generation GPUs).
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T
Fast Example-based Surface Texture Synthesis via Discrete Optimization
- Jianwei Han, Kun Zhou, Li-Yi Wei, Minmin Gong, Hujun Bao, Xinming Zhang, Baining Guo
- The Visual Computer (Pacific Graphics 2006)
- [paper][video (youtube)][video (avi)][talk][code (MS only)]
- The key result of this paper is animated texture flows on arbitrary surfaces. This cannot be adequately shown by static images (or even animated gifs), so it is best to take a look at our video. Our key algorithm is a discrete solver, combining texture optimization with k-coherence. I believe this achieves the best quality/performance tradeoff among existing techniques. Furthermore, it is amenable for GPU implementation.
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G
Silhouette Texture
- Hongzhi Wu, Li-Yi Wei, Xi Wang, Baining Guo
- EUROGRAPHICS Symposium on Rendering 2006
- [paper][video (youtube)][video (mov)][talk]
- This paper is totally Hongzhi's idea, and I just help him polish and write the paper. Hongzhi was only an undergrad while working on this paper.
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G
Real-time Multi-perspective Rendering on Graphics Hardware
- Xianyou Hou, Li-Yi Wei, Heung-Yeung Shum, Baining Guo
- EUROGRAPHICS Symposium on Rendering 2006
- [paper][video (youtube)][video (mov)][talk]
- I started to believe that polygon rasterization can be used to render secondary rays as well. See my "Nonlinear Beam Tracing" paper for the second foray.
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M
Subspace Gradient Domain Mesh Deformation
- Jin Huang, Xiaohan Shi, Xinguo Liu, Kun Zhou, Li-Yi Wei, Shang-Hua Teng, Hujun Bao, Baining Guo, Heung-Yeung Shum
- SIGGRAPH 2006
- [paper][video (youtube)][video (wmv)]
- This is my first non-first-authored paper. I learned mesh/geometry processing from scratch during this project; it is a very rewarding experience. In addition, Shanghua informed me that (thanks to him) my Erdös number is now at most 3.
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GT
Tile-based Texture Mapping
- Li-Yi Wei
- In GPU Gems II 2005
- They offered me free book copies, so I thought it is worth the little work of porting my Graphics Hardware 2004 paper into a book chapter.
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GT
Tile-based Texture Mapping on Graphics Hardware
- Li-Yi Wei
- SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware 2004
- My only paper with NVIDIA. I did it primarily to escape from the routines of my GPU architecture day job. The unofficial record is that I am the first NVIDIAN who ever published a paper totally unrelated to the main job functions.
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T
Texture Synthesis from Multiple Sources
- Li-Yi Wei
- SIGGRAPH 2003 Sketches and Applications
- This sketch applies multi-source texture synthesis to two main applications: texture mixtures and solid texture synthesis from 2D views. The former has been extended in [Zhang et al. 2003] and [Matusik et al. 2005], and the latter by [Kopf et al. 2007].
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TP
Order-Independent Texture Synthesis
- Li-Yi Wei, Marc Levoy
- Submitted to SIGGRAPH 2003
- I really like this idea, but couldn't convince SIGGRAPH about its value. Fortunately, Sylvain Lefebvre and Hughes Hoppe later made it practical on a GPU. See their paper here.
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TP
Order-Independent Texture Synthesis
- Li-Yi Wei, Marc Levoy
- Stanford Computer Science Department Technical Report 2002-01
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T
Texture Synthesis by Fixed Neighborhood Searching
- Li-Yi Wei
- Stanford University Ph.D. Dissertation, December 2001
- My thesis actually got cited. (You must have heard of the joke about inserting a \$20 bill into one's dissertation in the library and found out it is still there 20 years later, right?)
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T
Texture Synthesis over Arbitrary Manifold Surfaces
- Li-Yi Wei, Marc Levoy
- SIGGRAPH 2001
- This paper continued my (in)famous career in computer graphics.
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T
Fast Texture Synthesis using Tree-structured Vector Quantization
- Li-Yi Wei, Marc Levoy
- SIGGRAPH 2000
- This paper started my (in)famous career in computer graphics.
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T
Deterministic Texture Analysis and Synthesis Using Tree Structure Vector Quantization
- Li-Yi Wei
- XII Brazilian Symposium on Computer Graphics and Image Processing, 1999
- This is my first publication. Even though much less well known than my SIGGRAPH 2000 paper it serves an important historical evidence, proving that my TSVQ algorithm was derived from [Popat and Picard 1993], not [Efros and Leung 1999] (which is a great paper; don't get me wrong).
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