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Lin, Ming C.

Works: 32 works in 75 publications in 1 language and 1,073 library holdings
Genres: Conference proceedings  Dissertations, Academic 
Roles: Thesis advisor, Editor
Classifications: QA76.9.H85, 004.019
Publication Timeline
Publications about Ming C Lin
Publications by Ming C Lin
Most widely held works by Ming C Lin
Applied computational geometry : towards geometric engineering : FCRC '96 Workshop, WACG '96, Philadelphia, PA, May 27-28, 1996 : selected papers by Ming C Lin( Book )
14 editions published in 1996 in English and held by 346 libraries worldwide
This anthology is based on the First ACM Workshop on Applied Computational Geometry, WACG '96, held in Philadelphia, PA, USA, in May 1996, as part of the FCRC Conference. Today, CG is in transition and applied computational geometry has established itself as a fertile meeting ground for theorists from core computational geometry and practitioners from the potential application areas to exchange their ideas and identify issues of common interest. The book presents 11 invited contributions and state-of-the-art reports by leading experts together with 12 refereed full papers selected from 32 submissions. It points the way towards geometrical engineering and addresses researchers and professionals sharing an interest in geometric algorithms and techniques and their use in computational sciences and engineering
High fidelity haptic rendering by Miguel A Otaduy( file )
10 editions published in 2006 in English and held by 204 libraries worldwide
The human haptic system, among all senses, provides unique and bidirectional communication between humans and their physical environment. Yet, to date, most human-computer interactive systems have focused primarily on the graphical rendering of visual information and, to a lesser extent, on the display of auditory information. Extending the frontier of visual computing, haptic interfaces, or force feedback devices, have the potential to increase the quality of human-computer interaction by accommodating the sense of touch. They provide an attractive augmentation to visual display and enhance the level of understanding of complex data sets. They have been effectively used for a number of applications including molecular docking, manipulation of nano-materials, surgical training, virtual prototyping, and digital sculpting. Compared with visual and auditory display, haptic rendering has extremely demanding computational requirements. In order to maintain a stable system while displaying smooth and realistic forces and torques, high haptic update rates in the range of 500 1000 Hz or more are typically used. Haptics present many new challenges to researchers and developers in computer graphics and interactive techniques. Some of the critical issues include the development of novel data structures to encode shape and material properties, as well as new techniques for geometry processing, data analysis, physical modeling, and haptic visualization
Haptic rendering : foundations, algorithms, and applications ( Book )
8 editions published in 2008 in English and held by 201 libraries worldwide
IEEE Virtual Reality 2008 Reno, Nevada, USA, March 8-12, 2008 : proceedings by IEEE Virtual Reality Conference( Computer File )
4 editions published in 2008 in English and held by 93 libraries worldwide
ACM SIGGRAPH/Eurographics Symposium on Computer Animation : San Diego, California, July 26-27, 2003 by ACM SIGGRAPH Symposium on Computer Animation( Book )
5 editions published between 2002 and 2003 in English and held by 62 libraries worldwide
Algorithmic foundations of robotics. selected contributions of the ninth International Workshop on the Algorithmic Foundations of Robotics by David H Hsu( file )
2 editions published between 2010 and 2011 in English and held by 46 libraries worldwide
IEEE Virtual Reality 2007 Charlotte, North Carolina, USA, March 10-14, 2007 : proceedings by IEEE Virtual Reality Conference( file )
1 edition published in 2007 in English and held by 35 libraries worldwide
Applied computational geometry : towards geometric engineering ; selected papers ( Book )
2 editions published in 1996 in English and held by 26 libraries worldwide
Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2003, San Diego, California, July 26-27, 2003 by ACM SIGGRAPH Symposium on Computer Animation( file )
2 editions published in 2003 in English and held by 17 libraries worldwide
Applied Computational Geometry: Towards Geometric Engineering, FCRC '96 Workshop, WACG '96, Philadelphia, PA, May 27-28, 1996 Selected Papers by Ming C Lin( file )
2 editions published in 1996 in English and held by 10 libraries worldwide
Content Description
IEEE Virtual Reality Conference, 2008 : VR '08 ; Reno, Nevada, USA, March 8 - 12, 2008 ; proceedings ( Computer File )
1 edition published in 2008 in English and held by 5 libraries worldwide
IEEE virtual reality 2007 : proceedings : Charlotte, North Carolina, March 10-14, 2007 by IEEE Virtual Reality Conference( Computer File )
2 editions published in 2007 in English and held by 4 libraries worldwide
Efficient Contact Determination Between Geometric Models by Ming C Lin( Book )
2 editions published in 1994 in English and held by 2 libraries worldwide
The problem of interference detection or contact determination between two or more objects in dynamic environment is fundamental in computer graphics, robotics, and virtual environments. Most of the earlier work is restricted to either polyhedral models or static environments. In this paper, we present efficient algorithms for contact determination and interference detection between geometric models undergoing rigid motion. The set of models include polyhedra and surfaces described by algebraic sets or piecewise algebraic functions. The algorithms make use of temporal and spatial coherence between successive instances and their running time is a function of the motion between successive instances. The main characteristics of these algorithms are their simplicity and efficiency. They have been implemented; their performance on many applications indicates their potential for real-time simulations. Contact determination, Collision detection, Visual simulations, Animation, Robotics, Geometric models, Coherence, Voronoi regions, Closest features and points
Virtual environments ( Article )
1 edition published in 2007 in English and held by 2 libraries worldwide
Virtual Environments 2006 : 12th Eurographics Symposium on Virtual Environments; Lisbon, Portugal, May 8th-10th, 2006; [Eurographics / ACM SIGGRAPH Symposium Proceedings] by Eurographics Workshop on Virtual Environments( Book )
2 editions published in 2006 in English and held by 2 libraries worldwide
A fast algorithm for incremental distance calculation : research project by Ming C Lin( Book )
1 edition published in 1991 in English and held by 2 libraries worldwide
Simulation-Based Joint Estimation of Body Deformation and Elasticity Parameters for Medical Image Analysis by Huai-Ping Lee( file )
1 edition published in 2012 in English and held by 1 library worldwide
Elasticity parameter estimation is essential for generating accurate and controlled simulation results for computer animation and medical image analysis. However, finding the optimal parameters for a particular simulation often requires iterations of simulation, assessment, and adjustment and can become a tedious process. Elasticity values are especially important in medical image analysis, since cancerous tissues tend to be stiffer. Elastography is a popular type of method for finding stiffness values by reconstructing a dense displacement field from medical images taken during the application of forces or vibrations. These methods, however, are limited by the imaging modality and the force exertion or vibration actuation mechanisms, which can be complicated for deep-seated organs. In this thesis, I present a novel method for reconstructing elasticity parameters without requiring a dense displacement field or a force exertion device. The method makes use of natural deformations within the patient and relies on surface information from segmented images taken on different days. The elasticity value of the target organ and boundary forces acting on surrounding organs are optimized with an iterative optimizer, within which the deformation is always generated by a physically-based simulator. Experimental results on real patient data are presented to show the positive correlation between recovered elasticity values and clinical prostate cancer stages. Furthermore, to resolve the performance issue arising from the high dimensionality of boundary forces, I propose to use a reduced finite element model to improve the convergence of the optimizer. To find the set of bases to represent the dimensions for forces, a statistical training based on real patient data is performed. I demonstrate the trade-off between accuracy and performance by using different numbers of bases in the optimization using synthetic data. A speedup of more than an order of magnitude is observed without sacrificing too much accuracy in recovered elasticity
Physically-based simulation of ice formation by Theodore Won-Hyung Kim( Computer File )
1 edition published in 2006 in English and held by 1 library worldwide
The geometric and optical complexity of ice has been a constant source of wonder and inspiration for scientists and artists. It is a defining seasonal characteristic, so modeling it convincingly is a crucial component of any synthetic winter scene. Like wind and fire, it is also considered elemental, so it has found considerable use as a dramatic tool in visual effects. However, its complex appearance makes it difficult for an artist to model by hand, so physically-based simulation methods are necessary. In this dissertation, I present several methods for visually simulating ice formation. A general description of ice formation has been known for over a hundred years and is referred to as the Stefan Problem. There is no known general solution to the Ste- fan Problem, but several numerical methods have successfully simulated many of its features. I will focus on three such methods in this dissertation: phase field methods, diffusion limited aggregation, and level set methods. Many different variants of the Stefan problem exist, and each presents unique challenges. Phase field methods excel at simulating the Stefan problem with surface tension anisotropy. Surface tension gives snowflakes their characteristic six arms, so phase field methods provide a way of simulating medium scale detail such as frost and snowflakes. However, phase field methods track the ice as an implicit surface, so it tends to smear away small-scale detail. In order to restore this detail, I present a hybrid method that combines phase fields with diffusion limited aggregation (DLA). DLA is a fractal growth algorithm that simulates the quasi-steady state, zero surface tension Stefan problem, and does not suffer from smearing problems. I demonstrate that combining these two algorithms can produce visual features that neither method could capture alone. Finally, I present a method of simulating icicle formation. Icicle formation corresponds to the thin-film, quasi-steady state Stefan problem, and neither phase fields nor DLA are directly applicable. I instead use level set methods, an alternate implicit front tracking strategy. I derive the necessary velocity equations for level set simulation, and also propose an efficient method of simulating ripple formation across the surface of the icicles
Visual modeling and simulation of multiscale phenomena by Rahul Narain( Computer File )
1 edition published in 2011 in English and held by 1 library worldwide
Many large-scale systems seen in real life, such as human crowds, fluids, and granular materials, exhibit complicated motion at many different scales, from a characteristic global behavior to important small-scale detail. Such multiscale systems are computationally expensive for traditional simulation techniques to capture over the full range of scales. In this dissertation, I present novel techniques for scalable and efficient simulation of these large, complex phenomena for visual computing applications. These techniques are based on a new approach of representing a complex system by coupling together separate models for its large-scale and fine-scale dynamics. In fluid simulation, it remains a challenge to efficiently simulate fine local detail such as foam, ripples, and turbulence without compromising the accuracy of the large-scale flow. I present two techniques for this problem that combine physically-based numerical simulation for the global flow with efficient local models for detail. For surface features, I propose the use of texture synthesis, guided by the physical characteristics of the macroscopic flow. For turbulence in the fluid motion itself, I present a technique that tracks the transfer of energy from the mean flow to the turbulent fluctuations and synthesizes these fluctuations procedurally, allowing extremely efficient visual simulation of turbulent fluids. Another large class of problems which are not easily handled by traditional approaches is the simulation of very large aggregates of discrete entities, such as dense pedestrian crowds and granular materials. I present a technique for crowd simulation that couples a discrete per-agent model of individual navigation with a novel continuum formulation for the collective motion of pedestrians. This approach allows simulation of dense crowds of a hundred thousand agents at near-real-time rates on desktop computers. I also present a technique for simulating granular materials, which generalizes this model and introduces a novel computational scheme for friction. This method efficiently reproduces a wide range of granular behavior and allows two-way interaction with simulated solid bodies. In all of these cases, the proposed techniques are typically an order of magnitude faster than comparable existing methods. Through these applications to a diverse set of challenging simulation problems, I demonstrate the benefits of the proposed approach, showing that it is a powerful and versatile technique for the simulation of a broad range of large and complex systems
Applied computational geometry ( Book )
1 edition published in 1998 in English and held by 1 library worldwide
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Alternative Names
Lin, M. C.
English (63)
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