Wen-Kai Tai

Orcid: 0000-0002-8003-2947

According to our database1, Wen-Kai Tai authored at least 47 papers between 2003 and 2022.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2022
End-to-End High Accuracy License Plate Recognition Based on Depthwise Separable Convolution Networks.
CoRR, 2022

2020
Interactive Iconized Grammar-Based Pailou Modelling.
Comput. Graph. Forum, 2020

2019
Image resizing using fuzzy inferences.
IET Image Process., 2019

Toward Human-like Billiard AI Bot Based on Backward Induction and Machine Learning.
Proceedings of the IEEE Symposium Series on Computational Intelligence, 2019

2018
RTAIS: Road Traffic Accident Information System.
Proceedings of the 20th IEEE International Conference on High Performance Computing and Communications; 16th IEEE International Conference on Smart City; 4th IEEE International Conference on Data Science and Systems, 2018

Procedurally Generating Game Level with Specified Difficulty.
Proceedings of the IEEE Games, Entertainment, Media Conference, 2018

2016
Inner engraving for the creation of a balanced LEGO sculpture.
Vis. Comput., 2016

An Efficient Structure-Aware Bilateral Texture Filtering for Image Smoothing.
Comput. Graph. Forum, 2016

2015
Interactive and Procedural Modeling of Featured Chinese Architectures.
Proceedings of the Smart Graphics - 13th International Symposium, 2015

2013
Ting tools: interactive and procedural modeling of Chinese ting.
Vis. Comput., 2013

Compressing 3D Trees With Rendering Efficiency Based on Differential Data.
IEEE Trans. Multim., 2013

Procedural grape bunch modeling.
Comput. Graph., 2013

A Data-Driven Path Synthesis Framework for Racing Games.
Proceedings of the Seventh International Conference on Image and Graphics, 2013

Texture Synthesis Approach Using Cooperative Features.
Proceedings of the 10th International Conference Computer Graphics, 2013

2012
Automatic upright orientation and good view recognition for 3D man-made models.
Pattern Recognit., 2012

Characteristics preserving racer animation: a data-driven race path synthesis in formation space.
Comput. Animat. Virtual Worlds, 2012

A high-capacity data-hiding approach for polygonal meshes using maximum expected level tree.
Comput. Graph., 2012

An Automatic Race Track Generating System.
Proceedings of the Advances in Computer Entertainment - 9th International Conference, 2012

2011
3D Object Presentation Mapping.
Proceedings of the Sixth International Conference on Image and Graphics, 2011

Fractal territory board game.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011

2010
An improved data hiding approach for polygon meshes.
Vis. Comput., 2010

GPU-based Collision Detection and Response for Particles on 3D Models.
J. Inf. Sci. Eng., 2010

Novel Geometrical Voxelization Approach with Application to Streamlines.
J. Comput. Sci. Technol., 2010

Permutation Steganography for Polygonal Meshes Based on Coding Tree.
Int. J. Virtual Real., 2010

Path Planning for Racing Games.
Int. J. Artif. Intell. Tools, 2010

2009
Independent query refinement and feature re-weighting using positive and negative examples for content-based image retrieval.
Multim. Tools Appl., 2009

Hiding data: a high-capacity distortionless approach.
Multim. Syst., 2009

A Novel Fractal Board Game.
Proceedings of the Fifth International Conference on Image and Graphics, 2009

Improved Relief Texture Mapping Using Minmax Texture.
Proceedings of the Fifth International Conference on Image and Graphics, 2009

2008
Transition Texture Synthesis.
J. Comput. Sci. Technol., 2008

Feature alignment approach for hand posture recognition based on curvature scale space.
Neurocomputing, 2008

Genetic-Based Approach for Synthesizing Texture.
Int. J. Artif. Intell. Tools, 2008

Terrain Synthesis Based on Microscopic Terrain Feature.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2008

2007
A momentum-based deformation system for granular material.
Comput. Animat. Virtual Worlds, 2007

2006
A Talking Face Driven by Voice using Hidden Markov Model.
J. Inf. Sci. Eng., 2006

New Approach for Static Gesture Recognition.
J. Inf. Sci. Eng., 2006

Exploiting Spatial-temporal Coherence in the Construction of Multiple Perspective Videos.
Proceedings of the Advances in Image and Video Technology, First Pacific Rim Symposium, 2006

A Straightforward and Intuitive Approach on Generation and Display of Crack-Like Patterns on 3D Objects.
Proceedings of the Advances in Computer Graphics, 2006

2005
A simple GPU-based approach for 3D Voronoi diagram construction and visualization.
Simul. Model. Pract. Theory, 2005

Exploiting Hardware-Accelerated Occlusion Queries for Visibility Culling.
IEICE Trans. Fundam. Electron. Commun. Comput. Sci., 2005

Determining Front-Facing Polygons for Dynamic and Deformable Objects.
IEICE Trans. Inf. Syst., 2005

Synthesizing transition textures on succession patterns.
Proceedings of the 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2005, Dunedin, New Zealand, November 29, 2005

A flexible 3D slicer for voxelization using graphics hardware.
Proceedings of the 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia 2005, Dunedin, New Zealand, November 29, 2005

2004
A hybrid-based texture synthesis approach.
Vis. Comput., 2004

An Occlusion Culling Approach Based on Exploiting Multiple Hardware-Accelerated Occlusion Queries for Dynamical Scenes.
Proceedings of the Computer and Information Sciences, 2004

Flexible and Interactive Crack-Like Patterns Presentation on 3D Objects.
Proceedings of the Computer and Information Sciences, 2004

2003
A novel method for detecting lips, eyes and faces in real time.
Real Time Imaging, 2003


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