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Lin, Ming C.

Works: 35 works in 83 publications in 1 language and 1,141 library holdings
Genres: Conference papers and proceedings  Dissertations, Academic 
Roles: Author, Editor, Thesis advisor
Classifications: QA448.D38, 516.00285
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 )
15 editions published in 1996 in English and held by 371 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
Haptic rendering : foundations, algorithms, and applications by Ming C Lin( Book )
9 editions published in 2008 in English and held by 149 libraries worldwide
For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms and their applications. The authors examine various approaches and techniques for designing touch-enabled interfaces for a number of applications, including medical training, model design, and maintainability analysis for virtual prototyping, scienti
High fidelity haptic rendering by Miguel A Otaduy( Book )
10 editions published in 2006 in English and held by 64 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. This synthesis examines some of the latest developments on haptic rendering, while looking forward to exciting future research in this area. It presents novel haptic rendering algorithms that take advantage of the human haptic sensory modality. Specifically it discusses different rendering techniques for various geometric representations (e.g. point-based, polygonal, multiresolution, distance fields, etc), as well as textured surfaces. It also shows how psychophysics of touch can provide the foundational design guidelines for developing perceptually driven force models and concludes with possible applications and issues to consider in future algorithmic design, validating rendering techniques, and evaluating haptic interfaces."--Publisher's website
ACM SIGGRAPH/Eurographics Symposium on Computer Animation : San Diego, California, July 26-27, 2003 by Symposium on Computer Animation( Book )
6 editions published between 2002 and 2003 in English and held by 63 libraries worldwide
Applied computational geometry : towards geometric engineering ; selected papers ( Book )
2 editions published in 1996 in English and held by 20 libraries worldwide
Virtual environments 2006 12th Eurographics Symposium on Virtual Environments : Lisbon, Portugal May 8th-10th, 2006 by 2006, Lisboa> Symposium on Virtual Environments. <12( Book )
3 editions published in 2006 in English and held by 7 libraries worldwide
IEEE Virtual Reality Conference, 2008 : VR '08 ; Reno, Nevada, USA, March 8 - 12, 2008 ; proceedings ( file )
1 edition published in 2008 in English and held by 5 libraries worldwide
Algorithmic foundations of robotics IX : selected contributions of the ninth International Workshop on the Algorithmic Foundations of Robotics by David Hsu( file )
5 editions published between 2011 and 2014 in English and held by 4 libraries worldwide
IEEE virtual reality 2008 : Reno, Nevada, USA, March 8-12, 2008 : proceedings by IEEE Virtual Reality Conference( Book )
4 editions published in 2008 in English and held by 4 libraries worldwide
IEEE virtual reality 2007 : proceedings : Charlotte, North Carolina, March 10-14, 2007 by IEEE Virtual Reality Conference( Book )
2 editions published in 2007 in English and held by 3 libraries worldwide
Virtual environments ( file )
1 edition published in 2007 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
Applied computational geometry ( Book )
1 edition published in 1998 in English and held by 1 library worldwide
IEEE virtual reality conference ( Article )
1 edition published in 2008 in English and held by 1 library worldwide
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
Geometric Collision Avoidance for Heterogeneous Crowd Simulation by Stephen J Guy( file )
1 edition published in 2012 in English and held by 1 library worldwide
Simulation of human crowds can create plausible human trajectories, predict likely flows of pedestrians, and has application in areas such as games, movies, safety planning, and virtual environments. This dissertation presents new crowd simulation methods based on geometric techniques. I will show how geometric optimization techniques can be used to efficiently compute collision-avoidance constraints, and use these constraints to generate human-like trajectories in simulated environments. This process of reacting to the nearby environment is known as local navigation and it forms the basis for many crowd simulation techniques, including those described in this dissertation. Given the importance of local navigation computations, I devote much of this dissertation to the derivation, analysis, and implementation of new local navigation techniques. I discuss how to efficiently exploit parallelization features available on modern processors, and show how an efficient parallel implementation allows simulations of hundreds of thousands of agents in real time on many-core processors and tens of thousands of agents on multi-core CPUs. I analyze the macroscopic flows which arise from these geometric collision avoidance techniques and compare them to flows seen in real human crowds, both qualitatively in terms of flow patterns and quantitatively in terms of flow rates. Building on the basis of these strong local navigation models, I further develop many important extensions to the simulation framework. Firstly, I develop a model for global navigation which allows for more complex scenarios by accounting for long-term planning around large obstacles or emergent congestion. Secondly, I demonstrate methods for using data-driven approaches to improve crowd simulations. These include using real-world data to automatically tune parameters, and using perceptual user study data to introduce behavioral variation. Finally, looking beyond geometric avoidance based crowd simulation methods, I discuss methods for objectively evaluating different crowd simulation strategies using statistical measures. Specifically, I focus on the problem of quantifying how closely a simulation approach matches real-world data. I propose a similarity metric that can be applied to a wide variety of simulation approaches and datasets. Taken together, the methods presented in this dissertation enable simulations of large, complex humans crowds with a level of realism and efficiency not previously possible
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
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 )
1 edition published in 2003 in English and held by 0 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 0 libraries worldwide
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