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Long Zhang 0001
Person information
- affiliation: Hangzhou Dianzi University, School of Computer Science and Technology, China
- affiliation (PhD 2008): Zhejiang University, Department of Mathematics, China
Other persons with the same name
- Long Zhang — disambiguation page
- Long Zhang 0002 — Xinjiang University, College of Mathematics and System Sciences, Wulumuqi, China
- Long Zhang 0003 — Hebei University of Engineering, School of Information and Electrical Engineering, Handan, China (and 2 more)
- Long Zhang 0004 — Chinese People's Liberation Army, Academy of Military Science, Beijing, China (and 1 more)
- Long Zhang 0005 — Ghent University, Department of Geography, Belgium (and 1 more)
- Long Zhang 0006 — University Of Manchester, School of Electrical and Electronic Engineering, UK (and 2 more)
- Long Zhang 0007 — University of Electronic Science and Technology of China, National Key Laboratory of Science and Technology on Communications, Chengdu, China (and 1 more)
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2010 – 2019
- 2014
- [c10]Long Zhang, Qian Sun, Ying He:
Splatting lines: an efficient method for illustrating 3D surfaces and volumes. I3D 2014: 135-142 - 2013
- [c9]Qian Sun, Long Zhang, Minqi Zhang, Xiang Ying, Shi-Qing Xin, Jiazhi Xia, Ying He:
Texture brush: an interactive surface texturing interface. I3D 2013: 153-160 - [c8]Qian Sun, Long Zhang, Ying He:
Splatting lines for 3D mesh illustration. I3D 2013: 193 - 2012
- [j7]Long Zhang, Jiazhi Xia, Xiang Ying, Ying He, Wolfgang Müller-Wittig, Hock Soon Seah:
Efficient and robust 3D line drawings using difference-of-Gaussian. Graph. Model. 74(4): 87-98 (2012) - 2011
- [j6]Long Zhang, Ying He, Jiazhi Xia, Xuexiang Xie, Wei Chen:
Real-Time Shape Illustration Using Laplacian Lines. IEEE Trans. Vis. Comput. Graph. 17(7): 993-1006 (2011) - [c7]Long Zhang, Ying He, Hock Soon Seah, Wolfgang Müller-Wittig:
A hybrid object/image space approach for efficient and robust line drawings. SIGGRAPH Asia Sketches 2011: 21:1-21:2 - 2010
- [j5]Long Zhang, Ying He, Hock Soon Seah:
Real-time computation of photic extremum lines (PELs). Vis. Comput. 26(6-8): 399-407 (2010)
2000 – 2009
- 2009
- [c6]Long Zhang, Ying He, Xuexiang Xie, Wei Chen:
Laplacian lines for real-time shape illustration. SI3D 2009: 129-136 - 2008
- [j4]Yi Gong, Wei Chen, Long Zhang, Yun Zeng, Qunsheng Peng:
GPU-based rendering for deformable translucent objects. Vis. Comput. 24(2): 95-103 (2008) - [c5]Long Zhang, Yubo Zhang, Wei Chen, Qunsheng Peng:
Real-time simulation of large-scale dynamic forest with GPU. APCCAS 2008: 614-617 - 2007
- [j3]Long Zhang, Yubo Zhang, Zhongding Jiang, Luying Li, Wei Chen, Qunsheng Peng:
Precomputing data-driven tree animation. Comput. Animat. Virtual Worlds 18(4-5): 371-382 (2007) - [j2]Long Zhang, Wei Chen, David S. Ebert, Qunsheng Peng:
Conservative voxelization. Vis. Comput. 23(9-11): 783-792 (2007) - 2006
- [j1]Yu Guan, Wei Chen, Lincan Zou, Long Zhang, Qunsheng Peng:
Modeling and rendering of realistic waterfall scenes with dynamic texture sprites. Comput. Animat. Virtual Worlds 17(5): 573-583 (2006) - [c4]Yi Gong, Wei Chen, Long Zhang, Yun Zeng, Qunsheng Peng:
An Approximate Image-Space Approach for Real-Time Rendering of Deformable Translucent Objects. Computer Graphics International 2006: 124-135 - [c3]Long Zhang, Chengfang Song, Qifeng Tan, Wei Chen, Qunsheng Peng:
Quasi-physical Simulation of Large-Scale Dynamic Forest Scenes. Computer Graphics International 2006: 735-742 - [c2]Chengfang Song, Qifeng Tan, Long Zhang, Wei Chen, Yi Gong, Yu Guan, Qunsheng Peng:
Interactive Simulation of Large-Scale Forests in Virtual Reality Applications. Edutainment 2006: 1066-1069 - 2004
- [c1]Zhao Dong, Wei Chen, Long Zhang, Qunsheng Peng:
Balancing CPU and GPU: Real-Time Visualization of Large Scale 3D Scanning Models. GCC Workshops 2004: 712-719
Coauthor Index
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