Long Zhang

Affiliations:
  • Hangzhou Dianzi University, School of Computer Science and Technology, China
  • Zhejiang University, Department of Mathematics, China (PhD 2008)


According to our database1, Long Zhang authored at least 17 papers between 2004 and 2014.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2014
Splatting lines: an efficient method for illustrating 3D surfaces and volumes.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

2013
Texture brush: an interactive surface texturing interface.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Splatting lines for 3D mesh illustration.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2012
Efficient and robust 3D line drawings using difference-of-Gaussian.
Graph. Model., 2012

2011
Real-Time Shape Illustration Using Laplacian Lines.
IEEE Trans. Vis. Comput. Graph., 2011

A hybrid object/image space approach for efficient and robust line drawings.
Proceedings of the SIGGRAPH Asia 2011 Sketches, Hong Kong, December 12-15, 2011, 2011

2010
Real-time computation of photic extremum lines (PELs).
Vis. Comput., 2010

2009
Laplacian lines for real-time shape illustration.
Proceedings of the 2009 Symposium on Interactive 3D Graphics, 2009

2008
GPU-based rendering for deformable translucent objects.
Vis. Comput., 2008

Real-time simulation of large-scale dynamic forest with GPU.
Proceedings of the IEEE Asia Pacific Conference on Circuits and Systems, 2008

2007
Conservative voxelization.
Vis. Comput., 2007

Precomputing data-driven tree animation.
Comput. Animat. Virtual Worlds, 2007

2006
Modeling and rendering of realistic waterfall scenes with dynamic texture sprites.
Comput. Animat. Virtual Worlds, 2006

Interactive Simulation of Large-Scale Forests in Virtual Reality Applications.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2006

Quasi-physical Simulation of Large-Scale Dynamic Forest Scenes.
Proceedings of the Advances in Computer Graphics, 2006

An Approximate Image-Space Approach for Real-Time Rendering of Deformable Translucent Objects.
Proceedings of the Advances in Computer Graphics, 2006

2004
Balancing CPU and GPU: Real-Time Visualization of Large Scale 3D Scanning Models.
Proceedings of the Grid and Cooperative Computing, 2004


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