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Dr Frederick Li's Outputs (74)

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.

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..

Sketching-Based Skeleton Generation
Presentation / Conference Contribution
Zheng, Q., Li, F. L., & Lau, R. (2010, December). Sketching-Based Skeleton Generation. Presented at 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010), Jinhua, China

Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D object. Such tasks are not trivial, as it requires a substantial amount of training and practices. Although methods have been proposed to... Read More about Sketching-Based Skeleton Generation.

Gamifying Experiential Learning Theory
Presentation / Conference Contribution
Alsaqqaf, A., & Li, F. W. (2022, December). Gamifying Experiential Learning Theory. Presented at International Conference On Web-Based Learning (ICWL 2022), Tenerife, Spain

Reducing University Students’ Exam Anxiety via Mindfulness-Based Cognitive Therapy in VR with Real-Time EEG Neurofeedback
Presentation / Conference Contribution
Pan, Z., Cristea, A. I., & Li, F. W. B. (2024, July). Reducing University Students’ Exam Anxiety via Mindfulness-Based Cognitive Therapy in VR with Real-Time EEG Neurofeedback. Presented at AIED 2024: Artificial Intelligence in Education, Recife, Brazil

This research aims to develop and evaluate a novel approach to reduce university students’ exam anxiety and teach them how to better manage it using a personalised, emotion-informed Mindfulness-Based Cognitive Therapy (MBCT) method, delivered within... Read More about Reducing University Students’ Exam Anxiety via Mindfulness-Based Cognitive Therapy in VR with Real-Time EEG Neurofeedback.

MAGR: Manifold-Aligned Graph Regularization for Continual Action Quality Assessment
Presentation / Conference Contribution
Zhou, K., Wang, L., Zhang, X., Shum, H. P. H., Li, F. W. B., Li, J., & Liang, X. (2024, September). MAGR: Manifold-Aligned Graph Regularization for Continual Action Quality Assessment. Presented at ECCV 2024: The 18th European Conference on Computer Vision, Milan, Italy

Action Quality Assessment (AQA) evaluates diverse skills but models struggle with non-stationary data. We propose Continual AQA (CAQA) to refine models using sparse new data. Feature replay preserves memory without storing raw inputs. However, the mi... Read More about MAGR: Manifold-Aligned Graph Regularization for Continual Action Quality Assessment.

From Category to Scenery: An End-to-End Framework for Multi-Person Human-Object Interaction Recognition in Videos
Presentation / Conference Contribution
Qiao, T., Li, R., Li, F. W. B., & Shum, H. P. H. (2024, December). From Category to Scenery: An End-to-End Framework for Multi-Person Human-Object Interaction Recognition in Videos. Presented at Proceedings of the 2024 International Conference on Pattern Recognition, Kolkata, India, 2024., Kolkata, India

Video-based Human-Object Interaction (HOI) recognition explores the intricate dynamics between humans and objects, which are essential for a comprehensive understanding of human behavior and intentions. While previous work has made significant stride... Read More about From Category to Scenery: An End-to-End Framework for Multi-Person Human-Object Interaction Recognition in Videos.

DrawGAN: Multi-view Generative Model Inspired By The Artist's Drawing Method
Presentation / Conference Contribution
Yang, B., Chen, Z., Li, F. W. B., Sun, H., & Cai, J. (2023, August). DrawGAN: Multi-view Generative Model Inspired By The Artist's Drawing Method. Presented at CGI 2023: Advances in Computer Graphics, Shanghai, China

We present a novel approach for modeling artists' drawing processes using an architecture that combines an unconditional generative adversarial network (GAN) with a multi-view generator and multi-discriminator. Our method excels in synthesizing vario... Read More about DrawGAN: Multi-view Generative Model Inspired By The Artist's Drawing Method.

HSE: Hybrid Species Embedding for Deep Metric Learning
Presentation / Conference Contribution
Yang, B., Sun, H., Li, F. W. B., Chen, Z., Cai, J., & Song, C. (2023, October). HSE: Hybrid Species Embedding for Deep Metric Learning. Presented at 2023 IEEE/CVF International Conference on Computer Vision (ICCV), Paris

Deep metric learning is crucial for finding an embedding function that can generalize to training and testing data, including unknown test classes. However, limited training samples restrict the model's generalization to downstream tasks. While addin... Read More about HSE: Hybrid Species Embedding for Deep Metric Learning.

Fg-T2M: Fine-Grained Text-Driven Human Motion Generation via Diffusion Model
Presentation / Conference Contribution
Wang, Y., Leng, Z., Li, F. W. B., Wu, S.-C., & Liang, X. (2023, October). Fg-T2M: Fine-Grained Text-Driven Human Motion Generation via Diffusion Model. Presented at 2023 IEEE/CVF International Conference on Computer Vision (ICCV), Paris

Text-driven human motion generation in computer vision is both significant and challenging. However, current methods are limited to producing either deterministic or imprecise motion sequences, failing to effectively control the temporal and spatial... Read More about Fg-T2M: Fine-Grained Text-Driven Human Motion Generation via Diffusion Model.

A Mixed Reality Training System for Hand-Object Interaction in Simulated Microgravity Environments
Presentation / Conference Contribution
Zhou, K., Chen, C., Ma, Y., Leng, Z., Shum, H. P., Li, F. W., & Liang, X. (2023, October). A Mixed Reality Training System for Hand-Object Interaction in Simulated Microgravity Environments. Presented at ISMAR 23: International Symposium on Mixed and Augmented Reality, Sydney, Australia

As human exploration of space continues to progress, the use of Mixed Reality (MR) for simulating microgravity environments and facilitating training in hand-object interaction holds immense practical significance. However, hand-object interaction in... Read More about A Mixed Reality Training System for Hand-Object Interaction in Simulated Microgravity Environments.

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

Supporting Continuous Consistency in Multiplayer Online Games
Presentation / Conference Contribution
Li, F., Li, L., & Lau, R. (2004, October). Supporting Continuous Consistency in Multiplayer Online Games. Presented at 12th Annual ACM International Conference on Multimedia, New York, USA

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.

GameOD: An Internet Based Game-On-Demand Framework
Presentation / Conference Contribution
Li, F., Lau, R., & Kilis, D. (2004, November). GameOD: An Internet Based Game-On-Demand Framework. Presented at ACM Symposium on Virtual Reality Software and Technology VRST '04., Hong Kong

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.

Active Contour Projection for Mesh Segmentation
Presentation / Conference Contribution
Yang, F., Li, F., & Lau, R. (2009, December). Active Contour Projection for Mesh Segmentation. Presented at IEEE Joint Conferences on Pervasive Computing (JCPC), Taipei, Taiwan

Active contour methods can be used to segment a 3D mesh into parts by iteratively moving the contour to the mesh region that minimizes the contour energy. However, as the contour moves, it often does not lie on the mesh surface. To address this probl... Read More about Active Contour Projection for Mesh Segmentation.