Xubo Yang

According to our database1, Xubo Yang authored at least 62 papers between 1997 and 2019.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2019
A CNN-based Flow Correction Method for Fast Preview.
Comput. Graph. Forum, 2019

2018
Adaptive learning-based projection method for smoke simulation.
Journal of Visualization and Computer Animation, 2018

Proposal for Optimization of Spool Valve Flow Force Based on the MATLAB-AMESim-FLUENT Joint Simulation Method.
IEEE Access, 2018

ToonNet: a cartoon image dataset and a DNN-based semantic classification system.
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2018

PROME: projected measures model for fast human shape estimation.
Proceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2018

A Calibration Method for On-Vehicle AR-HUD System Using Mixed Reality Glasses.
Proceedings of the 2018 IEEE Conference on Virtual Reality and 3D User Interfaces, 2018

2017
A Schur Complement Preconditioner for Scalable Parallel Fluid Simulation.
ACM Trans. Graph., 2017

MagicToon: A 2D-to-3D creative cartoon modeling system with mobile AR.
Proceedings of the 2017 IEEE Virtual Reality, 2017

Real-time high-quality surface rendering for large scale particle-based fluids.
Proceedings of the 21st ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2017

Airplane detection based on fusion framework by combining saliency model with Deep Convolutional Neural Networks.
Proceedings of the MIPPR 2017: Remote Sensing Image Processing, 2017

2016
A Fast Iterated Orthogonal Projection Framework for Smoke Simulation.
IEEE Trans. Vis. Comput. Graph., 2016

Data-driven projection method in fluid simulation.
Journal of Visualization and Computer Animation, 2016

Real-time head pose estimation for driver assistance system using low-cost on-board computer.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

Facial expressions recognition based on convolutional neural networks for mobile virtual reality.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

Real-time full-body motion reconstruction and recognition for off-the-shelf VR devices.
Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry, 2016

An Interactive 2D-to-3D Cartoon Modeling System.
Proceedings of the E-Learning and Games - 10th International Conference, 2016

2015
Position-based fluid control.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

2014
Real-time Human Pose and Shape Estimation for Virtual Try-On Using a Single Commodity Depth Camera.
IEEE Trans. Vis. Comput. Graph., 2014

A practical GPU accelerated surface reconstruction.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

Fluid simulation using overcomplete dictionaries based on sparse coding.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

Hand-based interaction for object manipulation with augmented reality glasses.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

Object creation based on free virtual grid with ARGlass.
Proceedings of the SIGGRAPH Asia 2014 Posters, Shenzhen, China, December 3-6, 2014, 2014

2013
A Novel Projection Technique with Detail Capture and Shape Correction for Smoke Simulation.
Comput. Graph. Forum, 2013

A low-latency 3D teleconferencing system with image based approach.
Proceedings of the 12th ACM International Conference on Virtual Reality Continuum and Its Applications in Industry, 2013

Interactive smoke simulation and rendering on the GPU.
Proceedings of the 12th ACM International Conference on Virtual Reality Continuum and Its Applications in Industry, 2013

General-purpose telepresence with head-worn optical see-through displays and projector-based lighting.
Proceedings of the 2013 IEEE Virtual Reality, 2013

2011
A multi-layer grid approach for fluid animation.
SCIENCE CHINA Information Sciences, 2011

Validation and prediction of traditional Chinese physical operation on spinal disease using multiple deformation models.
Int. J. Comput. Assist. Radiol. Surg., 2011

Automatic detail analysis for fluid animation.
Proceedings of the 10th International Conference on Virtual Reality Continuum and its Applications in Industry, 2011

2010
Creating and Preserving Vortical Details in SPH Fluid.
Comput. Graph. Forum, 2010

Multi-interfaces based refractive rendering.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2010

Animating Sand as a Surface Flow.
Proceedings of the Eurographics 2010 - Short Papers, Norrköping, Sweden, May 3-7, 2010, 2010

2009
Visual Effects in Computer Games.
IEEE Computer, 2009

Physically-based fluid animation: A survey.
Science in China Series F: Information Sciences, 2009

Robust and Fast Keypoint Recognition Based on SE-FAST.
Proceedings of the Eighth IEEE International Conference on Dependable, 2009

A Novel Method for Computer Aided Plastic Surgery Prediction.
Proceedings of the 2nd International Conference on BioMedical Engineering and Informatics, 2009

Projector-Camera Systems in Entertainment and Art.
Proceedings of the Handbook of Multimedia for Digital Entertainment and Arts, 2009

2008
A practical radiometric compensation method for projector-based augmentation.
Proceedings of the 7th IEEE and ACM International Symposium on Mixed and Augmented Reality, 2008

Relighting with real incident light source.
Proceedings of the 7th IEEE and ACM International Symposium on Mixed and Augmented Reality, 2008

Efficient visibility projection on spherical polar coordinates for shadow rendering using geometry shader.
Proceedings of the 2008 IEEE International Conference on Multimedia and Expo, 2008

2007
The Role of 3-D Sound in Human Reaction and Performance in Augmented Reality Environments.
IEEE Trans. Systems, Man, and Cybernetics, Part A, 2007

Interactive Image Based Relighting with Physical Light Acquisition.
Proceedings of the Entertainment Computing, 2007

A Practical Framework for Virtual Viewing and Relighting.
Proceedings of the Entertainment Computing, 2007

A Framework for Tangible User Interfaces within Projector-based Mixed Reality.
Proceedings of the Sixth IEEE/ACM International Symposium on Mixed and Augmented Reality, 2007

GPU-based rendering and animation for Chinese painting cartoon.
Proceedings of the Graphics Interface 2007 Conference, May 28-30, 2007, Montreal, Canada, 2007

A Real-Time ProCam System for Interaction with Chinese Ink-and-Wash Cartoons.
Proceedings of the 2007 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR 2007), 2007

2006
Dynamic Environment Matting Using Radiance.
Proceedings of the 2006 International Conference on Computational Intelligence for Modelling Control and Automation (CIMCA 2006), International Conference on Intelligent Agents, Web Technologies and Internet Commerce (IAWTIC 2006), 29 November, 2006

2004
Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing.
Personal and Ubiquitous Computing, 2004

An experimental study on the role of 3D sound in augmented reality environment.
Interacting with Computers, 2004

An experimental study on the role of software synthesized 3D sound in augmented reality environments.
Interacting with Computers, 2004

Multisensory Musical Entertainment Systems.
IEEE MultiMedia, 2004

Image Assisted Remote Visualization of Volume Data.
Proceedings of the Digital Libraries: International Collaboration and Cross-Fertilization, 2004

Human pacman: a wide area socio-physical interactive entertainment system in mixed reality.
Proceedings of the Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, 2004

Human Pacman: a mobile wide-area entertainment system based on physical, social, and ubiquitous computing.
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004

2003
Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction.
Proceedings of the 2nd Workshop on Network and System Support for Games, 2003

Human Pacman: A Mobile Entertainment System with Ubiquitous Computing and Tangible Interaction over a Wide Outdoor Area.
Proceedings of the Human-Computer Interaction with Mobile Devices and Services, 2003

2002
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing.
Personal and Ubiquitous Computing, 2002

Touch space: an embodied computing mixed reality game space.
Proceedings of the Entertainment Computing: Technologies and Applications, 2002

Game-City: A Ubiquitous Large Area Multi-Interface Mixed Reality Game Space for Wearable Computers.
Proceedings of the 6th International Symposium on Wearable Computers (ISWC 2002), 2002

Interactive Theatre Experience in Embodied + Wearable Mixed Reality Space.
Proceedings of the 2002 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2002), 30 September, 2002

Interactive Theatre Experience in Embodied + Wearable Mixed Reality Space.
Proceedings of the 2002 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2002), 30 September, 2002

1997
GIVE: a general interactive visualization environment.
Proceedings of the First International Conference on Information Visualisation, 1997


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