Chun-Fa Chang

Orcid: 0000-0001-9480-4285

According to our database1, Chun-Fa Chang authored at least 29 papers between 1999 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Photon-Driven Manifold Sampling.
Proc. ACM Comput. Graph. Interact. Tech., August, 2024

2022
Specular Manifold Bisection Sampling for Caustics Rendering.
Comput. Graph. Forum, October, 2022

2016
A simulation on grass swaying with dynamic wind force.
Vis. Comput., 2016

A simulation on grass swaying with dynamic wind force.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2016

2015
Performance comparison of rasterization-based graphics pipeline and ray tracing on GPU shaders.
Proceedings of the 2015 IEEE International Conference on Digital Signal Processing, 2015

2013
Interactive Physics-based Ink Splattering Art Creation.
Comput. Graph. Forum, 2013

Real-time physics-based ink splattering art creation.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

2012
Subpixel Reconstruction Antialiasing for Ray Tracing.
J. WSCG, 2012

Spatio-Temporal Filtering of Indirect Lighting for Interactive Global Illumination.
Comput. Graph. Forum, 2012

2011
Nonlinear revision control for images.
ACM Trans. Graph., 2011

A framework for locally retargeting and rendering facial performance.
Comput. Animat. Virtual Worlds, 2011

2010
Metalights: Improved Interleaved Shading.
Comput. Graph. Forum, 2010

Asynchronous rendering.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

Support of Android lab modules for embedded system curriculum.
Proceedings of the 2010 Workshop on Embedded Systems Education, 2010

2009
Real-time soft shadow for displacement mapped surfaces.
Proceedings of the 2009 IEEE International Conference on Multimedia and Expo, 2009

Real-Time Ray Tracing with CUDA.
Proceedings of the Algorithms and Architectures for Parallel Processing, 2009

2008
Physically-Based Analysis and Rendering of Bidirectional Texture Functions Data.
J. Inf. Sci. Eng., 2008

A Prism-Free Method for Silhouette Rendering in Inverse Displacement Mapping.
Comput. Graph. Forum, 2008

2007
Real-Time Rendering of Splashing Stream Water.
Proceedings of the 3rd International Conference on Intelligent Information Hiding and Multimedia Signal Processing (IIH-MSP 2007), 2007

2006
GPU-based Ocean Rendering.
Proceedings of the 2006 IEEE International Conference on Multimedia and Expo, 2006

2005
Key Probe: a technique for animation keyframe extraction.
Vis. Comput., 2005

Level-of-detail representation of bidirectional texture functions for real-time rendering.
Proceedings of the 2005 Symposium on Interactive 3D Graphics, 2005

Image-Based Model Acquisition and Interactive Rendering for Building 3D Digital Archives.
Proceedings of the 3rd International Conference on Digital Archive Technologies, 2005

2004
An efficient representation of complex materials for real-time rendering.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2004

AR for the masses: building a low-cost portable AR system from off-the-shelf components.
Proceedings of the Proceedings VRCAI 2004, 2004

Real-Time Rendering of Watercolor Effects for Virtual Environments.
Proceedings of the Advances in Multimedia Information Processing - PCM 2004, 5th Pacific Rim Conference on Multimedia, Tokyo, Japan, November 30, 2004

2002
Enhancing 3D Graphics on Mobile Devices by Image-Based Rendering.
Proceedings of the Advances in Multimedia Information Processing, 2002

1999
LDI Tree: A Hierarchical Representation for Image-Based Rendering.
Proceedings of the 26th Annual Conference on Computer Graphics and Interactive Techniques, 1999

Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency.
Proceedings of the 1999 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 1999


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