黃世強 ( Sai-Keung Wong ) Publication List

Journals

saw_directing

saw_social

[1]    Tsung-Yu Tsai, Sai Keung Wong, Yi-Hung Chou and Guan-Wen Lin. Directing Virtual Crowds Based On Dynamic Adjustment of Navigation Fields, Computer Animation and Virtual Worlds (CASA2016), 2017, accepted.

island_m_ours_time

[2]    Sai Keung Wong, Yu-Shuen Wang, Pao-Kun Tang, Master, Tsung-Yu Tsai. Optimized evacuation route based on crowd simulation, Computational Visual Media, March 2017, accepted.

traffic

[3]    Wen-Chieh Lin, Sai-Keung Wong, Cheng-Hsing Li, and Richard Tseng, Generating Believable Mixed Traffic Animation, Transactions on Intelligent Transportation Systems, 2016, accepted.

SkeletonShape

[4]    Sai-Keung Wong, Tse-Ching Chang, Tan-Chi Ho, Jung-Hong Chuang, Fire Synthesis Using Basis Fires and Design, The Visual Computer, Dec. 2015, accepted.

env_close_view

[ Click the image to enlarge ]

[5]    Sai-Keung Wong, and  Kai-Chun Chen, A Procedural Approach to Modelling Virtual Climbing Plants with Tendrils, Computer Graphics Forum, Sep. 2015, accepted.

crowd_pso

[6]    Sai-Keung Wong, Pao-Kun Tang, Fu-Shun Li, Z.M. Wang, Shih-Ting Yu, Guidance Path Scheduling Using Particle Swarm Optimization in Crowd Simulation, Computer Animation and Virtual World, Special Issue CASA 2015, Volume 26, Issue 3-4, pages 387-395, May-August 2015. [Demo movie 96MB]

snow

[7]    Sai-Keung Wong and I-Ting Fu, Hybrid-Based Snow Simulation and Snow Rendering With Shell Textures, Computer Animation and Virtual World, Special Issue CASA 2015, Volume 26, Issue 3-4, pages 413–421, May-August 2015.

rog_04

[8]    Sai-Keung Wong and Yu-Chun Cheng, GPU-based Radial View Based Culling for Continuous Self-Collision Detection of Deformable Surfaces, Visual Computer, accepted, Nov. 2014.

triCluster2014

[9]    Sai-Keung Wong and George Baciu, Continuous Collision Detection for Deformable Objects Using Permissible Clusters, Visual Computer, Volume 31, Issue 4, April 2015, pp 377-389. [Project page] [Movie mp4]

full_screen_game_01

Wonders of Seabed: Difficulty Evaluation of Management Games Using Neural Network, TAAI, 2014

[10]  Cheng-Yi Huang, Yi-Chen Lee, Chia-An Yu, Yi-Zheng Lee, Sai-Keung Wong, Wonders of Seabed: Difficulty Evaluation of Management Games Using Neural Network, The 2014 Conference on Technologies and Applications of Artificial Intelligence, Communications in Computer and Information Science, Lecture Notes in Computer Science Volume 8916, Nov. 2014, pp.164-177. (with my undergraduate students, 大學部學生)

dress

[11]  Sai-Keung Wong and Yu-Chun Cheng, Continuous Self-Collision Detection for Deformable Surfaces Interacting with Solid Models, Computer Graphics Forum, Volume 33, Issue 6, Sep. 2014, pp. 143-153. [Project page]

 

ice_water_370

[12]  Shing-Yeu Lii, Sai-Keung Wong, Ice Melting Simulation with Water Flow Handling, The Visual Computer, Volume 30, Issue 5, May 2014, pp 531-538. [PDF] [Project page] [Demo Movie 244MB ]

 

segmentation_transfer

[13]  Sai-Keung Wong, Jau-An Yang, Tan-Chi Ho, and Jung-Hong Chuang, A Skeleton-Based Approach for Consistent Segmentation Transfer Consistent Segmentation Transfer, Journal of Information Science and Engineering, 30(4),  2014, pp. 1053-1070.

renderingresult2

[14]  Kai-Chun Chen, Pei-Shan Chen, and Sai-Keung Wong, A Heuristic Approach to the Simulation of Water Drops and Flows on Glass Panes, Computers & Graphics, Volume 37, Issue 8, December 2013, Pages 963–973. [ Movie 26MB ] [ Link ]

thumbnail_hand_400x300

[15]  Sai-Keung Wong, Wen-Chieh Lin, Chun-Hung Hung, Yi-Jheng Huang, and Shing-Yeu Lii, Radial View Based Culling for Continuous Self-Collision Detection of Skeletal Models, Transactions on Graphics (ACM SIGGRAPH), Volume 32 Issue 4, 114, July 2013. [Project Page, source code]

 

mini_game

[16]  Sai-Keung Wong and Shih-Wei Fang, A Study on Genetic Algorithm and Neural Network for Mini-Games, Journal of Information Science and Engineering, Volume 28, Number 1,  pp. 45-159, 2012. [PDF]

gamePlay03

[17]  Shih-Wei Fang and Sai-Keung Wong, Game Team Balancing by Using Particle Swarm Optimization, Knowledge-Based Systems, Volume 34, 2012.

 

adaptive_skipping_frame

[18]  Sai-Keung Wong, Adaptive Continuous Collision Detection for Cloth Models Using a Skipping Frame Session, Journal of Information Science and Engineering, Vol. 27 No. 5, pp. 1545-1559, 2011.

 

gpu_cloth

[19]   Sai-Keung Wong and G. Baciu, Robust Continuous Collision Detection for Interactive Deformable Surfaces, Computer Animation and Virtual Worlds,  VRCIA special issue, Vol. 18, Issue 3, pp. 179-192, July 2007.

 

seam_puckering

[20]   J.L. Hu, L. Ma, G. Baciu, Sai-Keung Wong and W.Y. Zhang, Modelling Multi-layer Seam Puckering, Textile Research Journal,  Vol. 76, Number 9, pp. 665-673, 2006.

 

gpu_cd

[21]   Sai-Keung Wong and G. Baciu, GPU-based Intrinsic Collision Detection for Deformable Surfaces, Computer Animation and Virtual Worlds,  Vol. 16, Number 3-4, pp. 153-161, 2005.

 

nonsmooth

[22]   Sai-Keung Wong and G. Baciu, Dynamic Interaction between Deformable Surfaces and Nonsmooth Objects, IEEE Transactions on Visualization and Computer Graphics, Vol. 3, Issue 3, pp. 329-340, May-Jun. 2005.

 

 

[23]   Sai-Keung Wong and G. Baciu,  Hardware-Based Collision and Self-Collision for Rigid and Deformable Surfaces, Presence –Teleoperators and Virtual Environments, Vol. 13, Issue 6, pp. 681-691, Dec. 2004.

 

image_based_cloth

[24]   G. Baciu and Sai-Keung Wong, Image-Based Collision Detection For Deformable Cloth Models, IEEE Transactions on Visualization and Computer Graphics, Vol. 10, Issue 6, pp. 649-663, Nov.-Dec. 2004.

 

image_based_cd

[25]   G. Baciu and Sai-Keung Wong, Image-Based Techniques in a Hybrid Collision Detector, IEEE Transactions on Visualization and Computer Graphics, Vol. 9, Issue 2, pp. 254-271, Apr.-Jun. 2003.

 

impulse_graph

[26]   G. Baciu and Sai-Keung Wong, The Impulse Graph: A New Dynamic Structure for Global Collisions, Computer Graphics Forum, Vol. 19, Issue 3, pp. 229-238, 2000.

 

recode

[27]   G. Baciu and Sai-Keung Wong and H. Sun, RECODE: An Image-Based Collision Detection Algorithm, Journal of Visualization and Computer Animation,  Vol. 10, Issue 4, pp. 181-192, 1999.

 

International Conferences

r_ribbon r_hands_w_01 

Animating Pictures Using Procedural 2.5D Water Flow Simulation (click to enlarge)

 

teaser_newSiggraph Asia 2016. Poster.

3d

 

2

Digital Artwork Creation Using Water and Sand on a Two-Dimensional Surface, 2015

mickeyfast

Two-Dimensional Digital Water Art Creation on a Non-Absorbent Hydrophilic Surface, 2015

RoadSafety

Motorcycle Ride Care Using Android Phone, CHI 2015 Works-in-Progress, 2015

Antlers_L_new2

Data-Driven Fire Synthesis and Design, Pacific Graphics, 2014

sand_art_01

Interactive Sand Art Drawing Using Kinect, VINCI, 2014.

exp_urchin

Dynamic Radial View Based Culling for Continuous Self-Collision Detection, I3D, 2014

cloth

Robust Collision Detection  VRST, 2010.( source code )

 

  1. Tsai-Ho Sun, Tseng Yi-Chun, Sai-Keung Wong, Hsuan Chen, Tsung-Yu Tsai. Animating Pictures Using Procedural 2.5D Water Flow Simulation, IEEE International Conference on Multimedia and Expo, 2017, accepted. (Hong Kong) [Movie, 28.7MB]
  2. Hsin-Kai Chen, Sai Keung Wong, Po-Han Huang and Yu-An Chang, A Two-Dimensional Editing System Based on Hand Gestures and Real Object Manipulation Using RGB-D Sensor, ACM SIGGRAPH VRCAI, 2016. Accepted. (3rd -4th December, Zhuhai, China). [Movie, 35MB]
  3. Ruei-Che Ho, Sai-Keung Wong, Yi-Hung Chou, Guan-Wen Lin, Tsung-Yu Tsai, Po-Han Hu, Yu-Shuen Wang, I-Cheng Yeh, An Authoring Framework for Time Dependent Crowd Simulation, Siggraph Asia, Poster, 5-8 Dec 2016. (Macau, China)
  4. Sai-Keung Wong, Yu-Shuen Wang, Pao-Kun Tang, Tsung-Yu Tsai, Optimized Route for Crowd Evacuation, Pacific Graphics, short paper, accepted, 2016. (Japan)
  5. Fu-Shun Li, Sai-Keung Wong, Animating Agents Based on Radial View in Crowd Simulation, VRST, 2016, accepted. (2nd - 4th November, Germany) [Movie, 557MB]
  6. Tsung-Yu Tsai, Sai Keung Wong, Yi-Hung Chou and Guan-Wen Lin, Directing Virtual Crowds Based On Dynamic Adjustment of Navigation Fields, CASA, 2016, accepted. 23-25 May, Geneva, Switzerland.
  7. Ting-Yu Chen, Sai-Keung Wong, Digital Artwork Creation Using Water and Sand on a Two-Dimensional Surface, The 8th International Symposium on Visual Information Communication and Interaction (VINCI), August 24-26, 2015. (Tokyo, Japan).
  8. Pei-Shan Chen, Sai-Keung Wong and Wen-Chieh Lin, Two-Dimensional Digital Water Art Creation on a Non-Absorbent Hydrophilic Surface, IEEE International Conference on Multimedia and Expo, 2015, accepted. (Torino, Italy) [Demo Movie, 39MB]
  9. Bo-Han Chen, Sai-Keung Wong and Wei-Che Chang, Motorcycle Ride Care Using Android Phone, CHI 2015 Works-in-Progress, 2015. (South Korea) .
  10. George Baciu and Sai-Keung Wong, From fiber to fabric: interactive clothing for virtual humans, SIGGRAPH Asia 2014 Autonomous Virtual Humans and Social Robot for Telepresence, Article 5, 2014.
  11. Sai-Keung Wong, Tse-Ching Chang, Tan-Chi Ho, Jung-Hong Chuang, Data-Driven Fire Synthesis and Design, Pacific Graphics, short papers, Oct. 2014, pp. 67-72. (South Korea) .
  12. Kai-Min Chen and Sai-Keung Wong, Interactive Sand Art Drawing Using Kinect, The 7th International Symposium on Visual Information Communication and Interaction (VINCI), August 2014. (Sydney, Australia).
  13. Sai-Keung Wong, Wen-Chieh Lin, Yu-Shuen Wang, Chun-Hung Hung, Yi-Jheng Huang, Dynamic Radial View Based Culling for Continuous Self-Collision Detection, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 39-46, 2014 (March). (USA) [ pdf ] [ Movie 29MB ]
  14. Peng-Yu Chen and Sai-Keung Wong, Real-Time Auto Stylized Sand Art Drawing, The 13-th International Conference on Computer-Aided Design and Computer Graphics (CAD/Graphics), Nov. 2013. (Hong Kong)
  15. Kai-Chun Chen, Pei-Shan Chen, and Sai-Keung Wong, Real-Time Water Drops and Flows on Glass Panes, Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 192-192, 2013 (March). (USA)
  16. Sai-Keung Wong, Yu-Chun Cheng, and Shing-Yeu Lii, GPU Ray Tracing Based on Reduced Bounding Volume Hierarchies, in Proceedings of the 9-th International Conference Computer Graphics, Imaging and Visualization, pp. 1-6, 2012.
  17. Sai-Keung Wong, Jau-An Yang, Tan-Chi Ho, Yu-Chieh Chen, and Jung-Hong Chuang, A Skeleton-Based Approach for Shape Correspondence, The 11th International Conference on Virtual Reality Continuum and Its Applications in Industry (VRCAI), pp. 329-336, 2012.
  18. Kai-Chun Chen, Pei-Shan Chen, and Sai-Keung Wong, A Hybrid Method for Water Droplet Simulation, The 11th International Conference on Virtual Reality Continuum and Its Applications in Industry (VRCAI),  2012. (Singapore)
  19. Sai-Keung Wong, George Baciu, Cheng-Min Liu and Chiao-Chin Yeh, Robust Continuous Collision Detection for Deformable Objects, ACM Symposium on Virtual Reality Software and Technology (VRST), Hong Kong, pp. 55-62, 2010. [ Project, source code ]
  20. Phasit Charoenkwan, Shih-Wei Fang and Sai-Keung Wong, A Study on Genetic Algorithm and Neural Network for Implementing Mini-Games, 15th annual conference on Technologies and Applications of Artificial Intelligence (TAAI), Taiwan, pp. 158 - 165, 2010.
  21. Sai-Keung Wong and G. Baciu, A Randomized Marking Scheme for Continuous Collision Detection in Simulation of Deformable Surfaces, ACM International Conference on Virtual Reality Continuum and Its Applications (VRCIA),  pp. 181-188, 2006.
  22. Sai-Keung Wong, G. Baciu and J. L. Hu, Multi-Layered Deformable Surfaces for Virtual Clothing, ACM International Symposium on Virtual Reality Software and Technology,  pp. 24- 31, 2004.
  23. G. Baciu and Sai-Keung Wong, Hardware-Assisted Self-Collision Detection for Deformable Surfaces, ACM International Symposium on Virtual Reality Software and Technology,  pp. 129-136, 2002.
  24. G. Baciu, Sai-Keung Wong and H. Sun, Hardware-Assisted Virtual Collisions, “ACM International Symposium on Virtual Reality Software and Technology”,  pp. 145-151, Nov. 1998.
  25. G. Baciu and Sai-Keung Wong, Rendering in Object Interference Detection on Conventional Graphics Workstations, “Pacific Graphics”, pp. 51-58, Oct. 1997.

 

Domestic Conferences

 

1.     Cheng-Hsing Li, Po-Yen Tseng, Tsung-Yu Tsai, Sai-Keung Wong and Wen-Chieh Lin, 混合式交通模擬動畫, Computer Graphics Workshop, Taiwan, 2016

2.     Tsung-Yu Tsai, Sai-Keung Wong, Yi-Hung Chou and Guan-Wen Lin, 基於動態調整導引力場來引導虛擬人群的移動, Computer Graphics Workshop, Taiwan, 2016

3.     Yi-Hung Chou, Sai-Keung Wong, Guan-Wen Lin, Po-Han Huang, Yu-An Chang and Dai-Rong Jiang, iFolks – A Game about Crowd Evacuation, Computer Graphics Workshop, Taiwan, 2016

4.     Pao-Kun TangFu-Shun LiZong-Min WangShih-Ting Yu and Sai-Keung Wong, 應用微粒群演算法於人群模擬中作路線規劃, Computer Graphics Workshop, Taiwan, 2015 (佳作獎)

5.     Wei-Cheng ChenShih-Ting Yu and Sai-Keung Wong, 布料模擬與表面重建, Computer Graphics Workshop, Taiwan, 2015 (佳作獎)

6.     張澤清、黃世強、莊榮宏、洪晟瑋, 火焰之合成與設計, Computer Graphics Workshop, Taiwan, 2015 (佳作獎)

7.     Kai-Min Chen and Sai-Keung Wong, 使用Kinect之互動式沙畫藝術作畫系, Computer Graphics Workshop, 2014. (佳作獎)

8.     Fu-Shun Li, Shih-Ting Yu and Sai-Keung Wong, A Hybrid Crowd Simulation System With Group Behaviors And Individuals, Computer Graphics Workshop, 2014.

9.     Pei-Shan Chen, Kai-Chun Chen and Sai-Keung Wong, 基於啟發式演算法模擬在玻璃平面上之水滴與水, Computer Graphics Workshop, 2014.

10.       Sai-Keung Wong and Chiao-Chin Yeh, Continuous Self-Collision Detection for Surfaces of Deformable Tetrahedral Objects Based on Charge Distribution, National Computer Symposium, Dec. 2013. [ pdf ]

 

11.       Peng-Yu Chen, Fu-Shen Li and Sai-Keung Wong, Real-Time Auto Drawing for Sand Art, Computer Graphics Workshop, Taiwan, 2013.

 

12.       Ting Fu and Sai-Keung Wong, Interactive Grid-based Snow Simulation, Computer Graphics Workshop, Taiwan, 2013.

 

13.       Chun-Hao Lin and Sai-Keung Wong, Dust Simulation Based on Fluid Simulation, Computer Graphics Workshop, Taiwan, 2013.

 

14.       Chun-Hung Hung, Sai-Keung Wong, Wen-Chieh Lin, Yi-Jheng Huang and Shing-Yeu Lii, 基於放射視角的連續自我碰撞偵測, Computer Graphics Workshop, Taiwan, 2013. (Best paper award)

 

15.       Sai-Keung Wong, Yi-Chen Chen,  Animating Trees with Collision Handling Using Structure-Aware Hierarchies of Bounding Volumes, The 25th IPPR Conference on Computer Vision, Graphics, and Image Processing (CVGIP), 2012, Taiwan. [PDF]

16.       Kai-Chun Chen, Pei-Shan Chen, and Sai-Keung Wong, Simulation of Water Droplets Using Particles and Height Map, Computer Graphics Workshop, Taiwan, 2012.

 

17.       Peng-Yu Chen, Kai-Min Chen, Chun-Hao Lin, and Sai-Keung Wong, Sand Art Simulation, Computer Graphics Workshop, Taiwan, 2012.

 

18.       Cheng-Hsing Li and Sai-Keung Wong, Chun-Cheng Lin, I-Ting Fu, Sketched-Based 3D Bamboo Modeling System, Computer Graphics Workshop, Taiwan, 2012.

 

19.       Yu-Chun Cheng and Sai-Keung Wong, GPU Ray Tracing with Dynamic Scenes Using Reduced View-based BVHs, Computer Graphics Workshop, Taiwan, 2011.

 

20.       Yu-Chun Cheng, Sai-Keung Wong, and Chun-Hung Hung, Hybrid View-based Approach for Continuous Self-Collision Detection Using CPUs and GPUs, Computer Graphics Workshop, Taiwan, 2011. (Best paper award)

 

21.       Shih-Ping Lu, Tzung-Min Wang, and Sai-Keung Wong, Dressed Character Animation, Computer Graphics Workshop, Taiwan, 2011.

22.       Cheng-Min Liu, Sai-Keung Wong, and Shing-Yeu Lii, Simulation of Inextensible Cloth Embedded with Rigid Objects, Computer Graphics Workshop, Taiwan, 2011. (poster)

 

23.       Yi-Chen Chen, Chiao-Chih Yeh, Shih-Wei Fang, Kuan-Chen Lin, and Sai-Keung Wong, Modelling Fish Behaviours with Interaction in A Large Environment, in Proceedings of  the 24th IPPR Conference on Computer Vision, Graphics, and Image Processing, 2011.

 

24.       Yi-Chen Chen and Sai-Keung Wong, Animating Complex Trees with Collision Handling, in Proceedings of 24th IPPR Conference on Computer Vision, Graphics, and Image Processing, 2011.

 

25.       Wei-En Chen, Sai-Keung Wong and Shih-Ping Lu, Real Time Simulation and Rendering of Hair on Graphics Hardware, National Computer Symposium (全國計算機會議NCS), Workshop on Image Processing, Computer Graphics, and Multimedia Technologies, 2011.

 

26.       黃世強, 劉家銘, 何單期, https://mail.google.com/mail/images/cleardot.gif楊筱筑, 莊榮宏, 對稱感知的形體對應, Computer Graphics Workshop, Taiwan, 2011.

 

27.       Yu-Chun Cheng and Sai-Keung Wong, Hybrid Ray Tracing on CPUs and GPUs, Computer Graphics Workshop, Taiwan, 2010.

 

28.       Cheng-Min Liu, Chiao-Chin Yeh, Yi-Chen Chen and Sai-Keung Wong, Optimized Parallel Continuous Collision Detection using k-DOP Hierarchies, Computer Graphics Workshop, Taiwan, 2010.

 

29.       Sai-Keung Wong, Adaptive Continuous Collision Detection for Cloth Models using a Skipping Frame Session, National Computer Symposium (全國計算機會議NCS) , Workshop on Image Processing, Computer Graphics, and Multimedia Technologies, National Taipei University, 27-28 November, 2009.  (Best paper award)

 

30.       Tan-Chi Ho, Hong-Xuan Ji, Sai-Keung Wong, Jung-Hong Chuang, Mesh Skeletonization Using Minimum Slice Perimeter Function, Computer Graphics Workshop, July, 2009. (Best paper award)

 

Book(s) and Book Chapter(s):

 

S.-K. Wong, Modelling and simulation techniques for garments (Chapter 8, pp. 173-199), Computer Technology for Textiles and Apparel, Edited by J Hu, Woodhead Publishing Series in Textiles No. 121, 392 pages, ISBN 1 84569 729 4, ISBN-13: 978 1 84569 729 7, July 2011.

 

S.K. Wong, High performance virtual clothing dynamics, monograph, VDM Verlag Dr. Müller Aktiengesellschaft & Co. KG, 336 pages, ISBN: 978-3-639-08967-7, July, 2008.

 

G. Baciu and W.S.-K. Wong, Image-based Collision Detection, A chapter in Integrated Image and Graphics Technologies, D. Zhang, M. Kamel and G. Baciu, Kluwer Academic Press, 414 pages, 2004, ISBN 1-4020-7774-2, pp. 75-94.