Sai-Keung Wong

According to our database1, Sai-Keung Wong authored at least 47 papers between 2011 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

On csauthors.net:

Bibliography

2020
Effects of Interacting with a Crowd of Emotional Virtual Humans on Users' Affective and Non-Verbal Behaviors.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2020

A New Approach to Parallel Interaction through Co-located and Object-oriented Storytelling.
Proceedings of the Companion Publication of the 2020 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2020

2019
Crowd Evacuation Using Simulation Techniques.
Proceedings of the Encyclopedia of Computer Graphics and Games., 2019

Agent-based cooperative animation for box-manipulation using reinforcement learning.
Proc. ACM Comput. Graph. Interact. Tech., 2019

Virtual titration laboratory experiment with differentiated instruction.
Comput. Animat. Virtual Worlds, 2019

Interaction with proactive and reactive agents in box manipulation tasks in virtual environments.
Comput. Animat. Virtual Worlds, 2019

Adversarial Colorization Of Icons Based On Structure And Color Conditions.
CoRR, 2019

Effects of Reward Terms in Agent-Based Box-Manipulation Animation Using Deep Reinforcement Learning.
Proceedings of the 2019 International Conference on Technologies and Applications of Artificial Intelligence, 2019

Adversarial Colorization of Icons Based on Contour and Color Conditions.
Proceedings of the 27th ACM International Conference on Multimedia, 2019

Transportation Strategies for Box-Manipulation in Crowd Simulation.
Proceedings of the 32nd International Conference on Computer Animation and Social Agents, 2019

2018
Directing virtual crowds based on dynamic adjustment of navigation fields.
Comput. Animat. Virtual Worlds, 2018

Emotional virtual crowd on task completion in virtual markets.
Comput. Animat. Virtual Worlds, 2018

Transporting objects by multiagent cooperation in crowd simulation.
Comput. Animat. Virtual Worlds, 2018

Interactive Sand Art Drawing Using RGB-D Sensor.
Int. J. Softw. Eng. Knowl. Eng., 2018

A framework for simulating agent-based cooperative tasks in crowd simulation.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2018

2017
Fire synthesis using basis fires and design.
Vis. Comput., 2017

Optimized evacuation route based on crowd simulation.
Comput. Vis. Media, 2017

Animating pictures using procedural 2.5D water flow simulation.
Proceedings of the 2017 IEEE International Conference on Multimedia and Expo, 2017

2016
GPU-based radial view-based culling for continuous self-collision detection of deformable surfaces.
Vis. Comput., 2016

Generating Believable Mixed-Traffic Animation.
IEEE Trans. Intell. Transp. Syst., 2016

A Procedural Approach to Modelling Virtual Climbing Plants With Tendrils.
Comput. Graph. Forum, 2016

Animating agents based on radial view in crowd simulation.
Proceedings of the 22nd ACM Conference on Virtual Reality Software and Technology, 2016

A two-dimensional editing system based on hand gestures and real object manipulation using RGB-D sensor.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

An authoring framework for time dependent crowd simulation.
Proceedings of the SIGGRAPH ASIA 2016, Macao, December 5-8, 2016 - Posters, 2016

Optimized Route for Crowd Evacuation.
Proceedings of the 24th Pacific Conference on Computer Graphics and Applications, 2016

2015
Guidance path scheduling using particle swarm optimization in crowd simulation.
Comput. Animat. Virtual Worlds, 2015

Hybrid-based snow simulation and snow rendering with shell textures.
Comput. Animat. Virtual Worlds, 2015

Digital Artwork Creation Using Water and Sand on a Two-Dimensional Surface.
Proceedings of the 8th International Symposium on Visual Information Communication and Interaction, 2015

Two-dimensional digital water art creation on a non-absorbent hydrophilic surface.
Proceedings of the 2015 IEEE International Conference on Multimedia and Expo, 2015

Motorcycle Ride Care Using Android Phone.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
Ice melting simulation with water flow handling.
Vis. Comput., 2014

A Skeleton-Based Approach for Consistent Segmentation Transfer.
J. Inf. Sci. Eng., 2014

Continuous Self-Collision Detection for Deformable Surfaces Interacting with Solid Models.
Comput. Graph. Forum, 2014

Interactive Sand Art Drawing Using Kinect.
Proceedings of the 7th International Symposium on Visual Information Communication and Interaction, 2014

Wonders of Seabed: Difficulty Evaluation of Management Games Using Neural Network.
Proceedings of the Technologies and Applications of Artificial Intelligence, 2014

Dynamic radial view based culling for continuous self-collision detection.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

Data-Driven Fire Synthesis and Design.
Proceedings of the 22nd Pacific Conference on Computer Graphics and Applications, 2014

2013
Radial view based culling for continuous self-collision detection of skeletal models.
ACM Trans. Graph., 2013

A heuristic approach to the simulation of water drops and flows on glass panes.
Comput. Graph., 2013

Real-time water drops and flows on glass panes.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Real-Time Auto Stylized Sand Art Drawing.
Proceedings of the 2013 International Conference on Computer-Aided Design and Computer Graphics, 2013

2012
Game team balancing by using particle swarm optimization.
Knowl. Based Syst., 2012

A Study on Genetic Algorithm and Neural Network for Mini-Games.
J. Inf. Sci. Eng., 2012

A skeleton-based approach for shape correspondence.
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012

A hybrid method for water droplet simulation.
Proceedings of the Virtual Reality Continuum and its Applications in Industry, 2012

GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies.
Proceedings of the Ninth International Conference on Computer Graphics, 2012

2011
Adaptive Continuous Collision Detection for Cloth Models Using a Skipping Frame Session.
J. Inf. Sci. Eng., 2011


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