Juncong Lin(林俊聪)

Research Fellow
School of Computer Engineering
Nanyang Technological University
Phone: +65 90821343
Email: JuncongLin@gmail.com
I am currently a member of the geometric modeling group in the School of Computer Engineering at the Nanyang Technological University under the direction of Prof Ying He.  I receive the B.S degree in Environmental Engineering and PhD degree in Computer Science, both from Zhejiang University.
My primary research interests are computer graphics and user interface, especially in geometric processing.
Selected Publications (complete list...)

Fusion of Disconnected Mesh Components with Branching Shape.
In The Visual Computer (Special Issue of Computer Graphics International 2010), 26(6-8):1017-1025, 2010
Juncong Lin, Xiaogang Jin, Charlie C.L. Wang

Branching structure is a common feature of many natural objects. Given some mesh components with a branching shape missing, this paper presents a novel approach to fuse the mesh components: connec- tivity graph of the branching shape is constructed to seamlessly connect the boundaries of given components; then, natural geometry is imposed on the connectivity graph exploiting the information of given boundaries. We present a method to construct a branching con- nectivity graph to connect arbitrary number of given boundaries. We also present a method to generate nat- ural geometry of the connectivity graph that smoothly fuses the boundaries of mesh components. Some exam- ples are given to demonstrate that our new scheme can be used in a couple of applications, such as fast tree trunk modeling, mesh composition and shell generation.

A Sketching Interface for Sitting-Pose Design.
In Proc of Eurographics Symposium on Sketch-based Interfaces and Modeling (SBIM 2010), to appear, 2010.
Juncong Lin, Takeo Igarashi, Jun Mitani and Greg Saul.

We present a sketch interface for interactively placing a 3D human character in a sitting position on a chair. The user first sketches the target pose as a 2D stick figure. The user can specify whether a joint will be attached to the environment (for example, the feet may be put on the ground) with a pin tool. Our system then reconstructs the 3D pose from the sketch figure considering the constraints specified by the user and the interaction between the character and the environment. This paper presents a user interface and a reconstruction algorithm that combines a genetic algorithm and a quasi-Newton solver to efficiently find a collision-free pose. An informal user study showed the effectiveness of our approach.

Spatial Sketch: Bridging Between Movement & Fabrication.
In Proc of the Fourth International Conference on Tangible, Embedded and Embodied Interaction, Cambridge, MA, pp5-12, 2010.
Karl D.D. Willis, Juncong Lin, Jun Mitani, and Takeo Igarashi

Spatial Sketch is a three-dimensional (3D) sketch application that bridges between physical movement and the fabrication of objects in the real world via cut planar materials. This paper explores the rationale and details behind the development of the Spatial Sketch application, and presents our observations from user testing and a hands-on lamp shade design workshop. Finally we reflect upon the relevance of embodied forms of human computer interaction for use in digital fabrication.

Mesh composition on models with arbitrary boundary topology.
In IEEE Transactions on Visualization and Computer Graphics, 14(3):653-665, 2008.
Juncong Lin, Xiaogang Jin, Charlie C.L. Wang, and Kin-Chuen Hui

This paper presents a new approach for the mesh composition on models with arbitrary boundary topology. After cutting the needed parts from existing mesh models and putting them into the right pose, an implicit surface is adopted to smoothly interpolate the boundaries of models under composition. An interface is developed to control the shape of the implicit transient surface by using sketches to specify the expected silhouettes. After that, a localized Marching Cubes algorithm is investigated to tessellate the implicit transient surface so that the mesh surface of composed model is generated. Different from existing approaches in which the models under composition are required to have pairwise merging boundaries, the framework developed based on our techniques have the new function to fuse models with arbitrary boundary topology.

Mesh Fusion Using Functional Blending on Topologically Incompatible Sections.
In The Visual Computer, 22(1):28-42, 2006.
Xiaogang Jin, Juncong Lin, Charlie C.L. Wang, Jieqing Feng, Hanqiu Sun

Three-dimensional mesh fusion provides an easy and fast way to create new mesh models from exist- ing ones.We introduce a novel approach of mesh fusion in this paper based on functional blending. Our method has no restriction of disk-like topology or one-ring opening on the meshes to be merged. First of all, the sections with boundaries of the under-fusing meshes are converted into implicit representations. An implicit transition surface, which joins the sections together while keeping smooth- ness at the boundaries, is then created based on cubic Hermite functional blending. Finally, the implicit sur- face is tessellated to form resultant mesh. Our scheme is both e±cient and simple, with which users can easily construct complex 3D interesting models.
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