Skip to main content

Research Repository

Advanced Search

All Outputs (73)

An Effective Error Resilient Packetization Scheme for Progressive Mesh Transmission over Unreliable Networks (2008)
Journal Article
Yang, B., Li, F., Pan, Z., & Wang, X. (2008). An Effective Error Resilient Packetization Scheme for Progressive Mesh Transmission over Unreliable Networks. Journal of Computer Science and Technology, 23(6), 1015-1025. https://doi.org/10.1007/s11390-008-9195-y

When a 3D model is transmitted over a lossy network, some model information may inevitably be missing.Under such situation, one may not be able to visualize the receiving model unless the lost model information has been retransmitted. Progressive mod... Read More about An Effective Error Resilient Packetization Scheme for Progressive Mesh Transmission over Unreliable Networks.

Technology Supports for Distributed and Collaborative Learning over the Internet (2008)
Journal Article
Li, Q., Lau, R., Shih, T., & Li, F. (2008). Technology Supports for Distributed and Collaborative Learning over the Internet. ACM Transactions on Internet Technology, 8(2), Article 10. https://doi.org/10.1145/1323651.1323656

With the advent of Internet and World Wide Web (WWW) technologies, distance education (e-learning or Web-based learning) has enabled a new era of education. There are a number of issues that have significant impact on distance education, including th... Read More about Technology Supports for Distributed and Collaborative Learning over the Internet.

Adaptive Animation of Human Motion for e-Learning Applications (2007)
Journal Article
Li, F., Lau, R., Komura, T., Wang, M., & Siu, B. (2007). Adaptive Animation of Human Motion for e-Learning Applications. International Journal of Distance Education Technologies, 5(2), 74-85

Human motion animation has been one of the major research topics in the field of computer graphics for decades. Techniques developed in this area help present human motions in various applications. This is crucial for enhancing the realism as well as... Read More about Adaptive Animation of Human Motion for e-Learning Applications.

A Trajectory-Preserving Synchronization Method for Collaborative Visualization (2006)
Journal Article
Li, L., Li, F., & Lau, R. (2006). A Trajectory-Preserving Synchronization Method for Collaborative Visualization. IEEE Transactions on Visualization and Computer Graphics, 12(5), 989-996. https://doi.org/10.1109/tvcg.2006.114

In the past decade, a lot of research work has been conducted to support collaborative visualization among remote users over the networks, allowing them to visualize and manipulate shared data for problem solving. There are many applications of colla... Read More about A Trajectory-Preserving Synchronization Method for Collaborative Visualization.

Efficient Rendering of Deformable Objects for Real-time Applications (2006)
Journal Article
Cheung, G., Lau, R., & Li, F. (2006). Efficient Rendering of Deformable Objects for Real-time Applications. Computer Animation and Virtual Worlds, 17(1), 69-81. https://doi.org/10.1002/cav.71

Deformable objects can be used to model soft objects such as clothing, human faces and animal characters. They are important as they can improve the realism of the applications. However, most existing hardware accelerators cannot render deformable ob... Read More about Efficient Rendering of Deformable Objects for Real-time Applications.

Multi-server support for large scale distributed virtual environments (2005)
Journal Article
Ng, B., Lau, R. W., Si, A., & Li, F. (2005). Multi-server support for large scale distributed virtual environments. IEEE Transactions on Multimedia, 7(6), 1054-1065. https://doi.org/10.1109/tmm.2005.858388

CyberWalk is a distributed virtual walkthrough system that we have developed. It allows users at different geographical locations to share information and interact within a shared virtual environment (VE) via a local network or through the Internet.... Read More about Multi-server support for large scale distributed virtual environments.

GameOD: An Internet Based Game-On-Demand Framework (2004)
Presentation / Conference Contribution
Li, F., Lau, R., & Kilis, D. (2004). GameOD: An Internet Based Game-On-Demand Framework. In R. Lau, & G. Baciu (Eds.), . https://doi.org/10.1145/1077534.1077559

Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games... Read More about GameOD: An Internet Based Game-On-Demand Framework.

Supporting Continuous Consistency in Multiplayer Online Games (2004)
Presentation / Conference Contribution
Li, F., Li, L., & Lau, R. (2004). Supporting Continuous Consistency in Multiplayer Online Games. . https://doi.org/10.1145/1027527.1027619

Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This... Read More about Supporting Continuous Consistency in Multiplayer Online Games.

VSculpt : a distributed virtual sculpting environment for collaborative design (2003)
Journal Article
Li, F., Lau, R. W., & Ng, F. (2003). VSculpt : a distributed virtual sculpting environment for collaborative design. IEEE Transactions on Multimedia, 5(4), 570-580. https://doi.org/10.1109/tmm.2003.814795

A collaborative virtual sculpting system supports a team of geographically separated designers/engineers connected by networks to participate in designing three-dimensional (3-D) virtual engineering tools or sculptures. It encourages international co... Read More about VSculpt : a distributed virtual sculpting environment for collaborative design.

Incremental polygonization of deforming NURBS surfaces. (1999)
Journal Article
Li, F., & Lau, R. (1999). Incremental polygonization of deforming NURBS surfaces. Journal of graphics tools (2012), 4(4), 37-50. https://doi.org/10.1080/10867651.1999.10487514

Nonuniform rational B-splines (NURBS) are a powerful tool to model deformable objects. Their shapes can be easily modified by moving the control points. A common method used to render these objects is polygonization. However, the polygonization proce... Read More about Incremental polygonization of deforming NURBS surfaces..

Emerging Web Graphics Standards and Technologies
Journal Article
Lau, R., Li, F., Kunii, T., Guo, B., Zhang, B., Magnenat-Thalmann, N., Kshirsagar, S., Thalmann, D., & Gutierrez, M. (online). Emerging Web Graphics Standards and Technologies