[International Journal Papers] [International Conference Papers]

 

黃世強 ( Sai-Keung Wong ) Publication List

International Journal Papers

 

 

[1]   Xing-Da Jhan, Sai-Keung Wong, Elham Ebrahimi, Yuwen Lai, Wei-Chia Huang, Sabarish V. Babu, Effects of Small Talk With a Crowd of Virtual Humans on Users' Emotional and Behavioral Responses,  TVCG, 2022, 28(11):3767-3777. (ISMAR Special Issue)

 

DOI: 10.1109/TVCG.2022.3203107.

 

Youtube: https://www.youtube.com/watch?v=SKT-HyWbETo

[2]   Y. -C. Shih, W. -H. Liao, W. -C. Lin, Sai-Keung Wong and C. -C. Wang, "Reconstruction and Synthesis of Lidar Point Clouds of Spray," in IEEE Robotics and Automation Letters, vol. 7, no. 2, pp. 3765-3772, April 2022, doi: 10.1109/LRA.2022.3148443.

livingRoom_01

[3]   Hsiang-Yu Yang, Chien-Chou Wong, Sai-Keung Wong, A Study on Agent-Based Box-Manipulation Animation Using Deep Reinforcement Learning. J. Inf. Sci. Eng. 37(3): 535-551 (2021)

simple_cases

simple_cases

[4]   Shao‐Chieh Chen, Guan‐Ting Liu, Sai‐Keung Wong, Generation of multiagent animation for object transportation using deep reinforcement learning and blend‐trees, Computer Animation and Virtual Worlds, 32(3-4), e2017, June 2021

UI_1

 

[5]   Wen-Yun Liu, Sai-Keung Wong, Chieh-Yuan Chen, A natural language interface with casual users for crowd animation, Computer Animation and Virtual Worlds 31 (4-5), e196, 2020

[Project][Demo][Supplemental][PPT]

P12_subway_example

[6]   Chieh-Yuan Chen, Sai-Keung Wong, Wen-Yun Liu, Generation of small groups with rich behaviors from natural language interface, Computer Animation and Virtual Worlds 31 (4-5), e1960, 2020

[Project][Demo][Supplemental][PPT]

smoke_01

[7]   Yi-Chun Tseng, Sai-Keung Wong, Transferring video to dynamic relief structures with water interaction, Computer Animation and Virtual Worlds 31 (4-5), e1961, 2020

[Project][Demo][PPT]

result_6_2

[8]   Hsiang-Yu Yang and Sai-Keung Wong, Agent-based cooperative animation for box-manipulation using reinforcement learning, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, May 2019, accepted. (Montreal, Quebec, Canada). Published in PACM.

Project link [video and relevant information]

[All video, 98.2MB]

VRCL_Introduction80_Selection

[9]   Bo-Jyun Wu, Sai-Keung Wong, Ta-Wei Li, Virtual titration laboratory experiment with differentiated instruction, Computer Animation and Virtual Worlds (CASA special issue), July 2019.

game_play_02_zoom

[10]Kuan-Yu Liu, Matias Volonte, Yu-Chun Hsu, Sabarish V. Babu, Sai-Keung Wong, Interaction with proactive and reactive agents in box manipulation tasks in virtual environments, Computer Animation and Virtual Worlds (CASA special issue), July 2019.

TTR_analysis_2_1 AFF_effect_3

[11]Guan-Wen Lin, Sai-Keung Wong, Evacuation simulation with consideration of obstacle removal and using game theory, Physical Review E 97, 062303, June 2018.

CAV1826_GraphicalAbstract

[12]Hsuan Chen, Sai-Keung Wong, Transporting Objects by Multi-Agent Cooperation in Crowd Simulation, Computer Animation and Virtual Worlds (CASA), May 2018. [Movie]

CAV1818_GraphicalAbstract_Emotional

[13]Po-Han Huang, Sai-Keung Wong, Emotional Virtual Crowd on Task Completion in Virtual Markets, Computer Animation and Virtual Worlds (CASA), May 2018. [Movie]

   results

[14]Sai-Keung Wong, Kai-Min Chen and Ting-Yu Chen, Interactive Sand Art Drawing Using RGB-D Sensor, International Journal of Software Engineering and Knowledge Engineering, Vol. 28, No. 5 (2018) 643–661.

saw_directing

saw_social

[15]  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

[16]  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. [Video, 99MB]

traffic

[17]  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

[18]  Sai-Keung Wong, Tse-Ching Chang, Tan-Chi Ho, Jung-Hong Chuang, Fire Synthesis Using Basis Fires and Design, The Visual Computer, March 2017, Volume 33, Issue 3pp 343–354.

[Video,33.8MB]

env_close_view

[ Click the image to enlarge ]

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

[Demo Video, 30.4MB]

crowd_pso

[20]  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

[21]  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. [Video, 4.8MB]

rog_04

[22]  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

[23]  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

[24]  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

[25]  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

[26]  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. 

[Project] [Demo 244MB ]

 

segmentation_transfer

[27]  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

[28]  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 ] [ Project Page ]

thumbnail_hand_400x300

[29]  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

[30]  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.

gamePlay03

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

 

adaptive_skipping_frame

[32]  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

[33]   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

[34]   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

[35]   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

[36]   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.

 

[37]   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

[38]   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

[39]   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

[40]   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

[41]   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.