Tiow Seng Tan

According to our database1, Tiow Seng Tan authored at least 46 papers between 1987 and 2019.

Collaborative distances:

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Other 

Links

Homepage:

On csauthors.net:

Bibliography

2019
Computing Three-Dimensional Constrained Delaunay Refinement Using the GPU.
Proceedings of the 28th International Conference on Parallel Architectures and Compilation Techniques, 2019

2017
Flip to Regular Triangulation and Convex Hull.
IEEE Trans. Vis. Comput. Graph., 2017

Computing delaunay refinement using the GPU.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

2016
Optimal Triangulation.
Encyclopedia of Algorithms, 2016

2015
Triangulations from topologically correct digital Voronoi diagrams.
Comput. Geom., 2015

2014
A GPU accelerated algorithm for 3D Delaunay triangulation.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2014

2013
Computing 2D Constrained Delaunay Triangulation Using the GPU.
IEEE Trans. Vis. Comput. Graph., 2013

gHull: A GPU algorithm for 3D convex hull.
ACM Trans. Math. Softw., 2013

Flip-flop: convex hull construction via star-shaped polyhedron in 3D.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2011
Efficient implementation of point set reconstruction by multi-layer peeling algorithm.
Comput. Graph., 2011

gHull: a three-dimensional convex hull algorithm for graphics hardware.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2011

2010
Parallel Banding Algorithm to compute exact distance transform with the GPU.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

2009
Optimizing the parallel computation of linear recurrences using compact matrix representations.
J. Parallel Distributed Comput., 2009

2008
Impact of vertex clustering on registration-based 3D dynamic mesh coding.
Image Vis. Comput., 2008

Computing two-dimensional Delaunay triangulation using graphics hardware.
Proceedings of the 2008 Symposium on Interactive 3D Graphics, 2008

2007
Variants of Jump Flooding Algorithm for Computing Discrete Voronoi Diagrams.
Proceedings of the 4th International Symposium on Voronoi Diagrams in Science and Engineering, 2007

Model-Guided Segmentation of 3D Neuroradiological Image Using Statistical Surface Wavelet Model.
Proceedings of the 2007 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR 2007), 2007

2006
Surface reconstruction by layer peeling.
The Visual Computer, 2006

Utilizing jump flooding in image-based soft shadows.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2006

Jump flooding in GPU with applications to Voronoi diagram and distance transform.
Proceedings of the 2006 Symposium on Interactive 3D Graphics, 2006

2005
Utilizing edge to extract roads in high-resolution satellite imagery.
Proceedings of the 2005 International Conference on Image Processing, 2005

Rendering anti-aliased line segments.
Proceedings of the Computer Graphics International 2005, 2005

Generating an ω-tile set for texture synthesis.
Proceedings of the Computer Graphics International 2005, 2005

Analyzing pre-fetching in large-scale visual simulation.
Proceedings of the Computer Graphics International 2005, 2005

2004
Anti-aliasing and Continuity with Trapezoidal Shadow Maps.
Proceedings of the 15th Eurographics Workshop on Rendering Techniques, 2004

Feature extraction using very high resolution satellite imagery.
Proceedings of the 2004 IEEE International Geoscience and Remote Sensing Symposium, 2004

2003
Interactive control of component-based morphing.
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2003

2001
Decomposing polygon meshes for interactive applications.
Proceedings of the 2001 Symposium on Interactive 3D Graphics, 2001

1999
Shape extraction for a polygon mesh.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

Computing bounding volume hierarchies using model simplification.
Proceedings of the 1999 Symposium on Interactive 3D Graphics, 1999

Preprocessing occlusion for real-time selective refinement.
Proceedings of the 1999 Symposium on Interactive 3D Graphics, 1999

1998
Resolving occlusion in image sequence made easy.
The Visual Computer, 1998

Collision detection framework using model simplification.
Proceedings of the ACM SIGGRAPH 98 Conference Abstracts and Applications, 1998

1997
Model Simplification Using Vertex-Clustering.
Proceedings of the 1997 Symposium on Interactive 3D Graphics, 1997

1996
An Optimal Bound for High-Quality Conforming Triangulations.
Discrete & Computational Geometry, 1996

1994
An Optimal Bound for Conforming Quality Triangulations (Extended Abstract).
Proceedings of the Tenth Annual Symposium on Computational Geometry, 1994

1993
A Quadratic Time Algorithm for the Minimax Length Triangulation.
SIAM J. Comput., 1993

An Upper Bound for Conforming Delaunary Triangulations.
Discrete & Computational Geometry, 1993

Edge Insertion for Optimal Triangulations.
Discrete & Computational Geometry, 1993

1992
An O(n2 log n) Time Algorithm for the Minmax Angle Triangulation.
SIAM J. Scientific Computing, 1992

Edge Insertion for Optional Triangulations.
Proceedings of the LATIN '92, 1992

An Upper Bound for Conforming Delaunay Triangulations.
Proceedings of the Eighth Annual Symposium on Computational Geometry, 1992

1991
A Quadratic Time Algorithm for The MinMax Length Triangulation (Extended Abstract)
Proceedings of the 32nd Annual Symposium on Foundations of Computer Science, 1991

1989
Switchbox routing using score function.
Integr., 1989

1988
Performance comparison of PC LAN file servers - an experimental study.
Comput. Commun., 1988

1987
Performance characteristics of a broadband PC LAN: an experimental study.
Comput. Commun., 1987


  Loading...