Professor
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Professor Jung-Hong Chuang (莊榮宏 教授)PhD degree in Computer Science from Purdue University (美國普渡大學電腦科學系博士) Email: Office: EC525 Office TEL: 03-5731829 Research Interest: VR/AR (虛擬/擴增實境)、Computer Graphics (計算機圖學)、Data Visualization and Analysis (資料視覺化與分析)、Geometry and Solid Models (幾何與實體模型)
LAB: Computer Graphics and Geometric Modeling Lab (電腦圖學與幾何模型實驗室) LAB Location: Room 512, Engineering Bldg 3, 1001 University Road, Hsinchu, Taiwan 300, ROC (國立陽明交通大學 光復校區 工程三館 EC512) LAB TEL: 03-5712121 #54787 |
Graduate Student
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| 洪至徳 |
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| 簡昕益 |
孫郁茹 |
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| 劉誌恩 |
張浚哲 |
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Alumni
Alumni (Ph.D.)
| 2016 | |
| Tsung-Shian Huang 黃聰賢 |
Lighting and Material Design for 3D Scenes 三維場景燈光與材質設計 |
| 2011 | |
| Tan-Chi Ho 何丹期 |
Slice-Driven Shape Analysis and Geometry Processing of 3D Models 以切面為基礎的三維形體分析與幾何處理 |
| 2006 | |
| Chih-Chun Chen 陳治君 |
Mesh Simplification and Hybrid Rendering Techniques for Real-Time Rendering 網格化簡與混合式顯像技術及其在即時顯像的應用 |
| 1998 | |
| Wei-Chung Hwang 黃維中 |
Edge and Vertex Blending Computations for Parametric Surfaces 參數曲面之邊與端點調合曲面之運算 |
Alumni (M.S.)
| 2025 | |
| Pei-Chin Hsu 徐培欽 |
Comparative Evaluation of Differing Levels of Information Presentation in 3D Mini-Maps on Spatial Knowledge Acquisition in VR 3D迷你地圖中不同等級資訊呈現對VR空間知識獲取之比較評估 |
| Huan-Chang Hung 洪煥璋 |
Teleportation with Reorientation for Redirected Walking in VR 虛擬實境中傳送時重導向以增進重定向行走之效能 |
| 2024 | |
| Zong-Ying Yang 楊宗穎 |
SGA-RDW: Skeleton-guided Alignment for Redirection Walking in Virtual Reality 在虛擬實境中以骨架引導對齊的重定向行走 |
| Jun-Jie Chen 陳君杰 |
Redirected Walking Controllers Based on Alignment and Artificial Potential Fields 基於對齊與人工勢場之重定向行走控制器 |
| Chao-Kuo Chiu 邱兆國 |
Calibration of Size Perception in Augmented Reality and its Carryover Effect to Real World 擴增實境中使用者物件尺寸感知校正以及其轉移至真實環境之成效 |
| 2023 | |
| Hsiao-Chuan Huang 黃筱涓 |
Enhancing Spatial Knowledge Acquisition For Teleportation-based Exploration of Virtual Environments 以傳送探索虛擬場景時空間知識獲取之強化 |
| Wei-An Hsieh 謝唯安 |
Direct Near-field Scaled Replica Interaction, Fused Technique, and Augmented Near-field Replica Viewing for Distant Object Manipulation in VR 虛擬實境中直接近身、融和型與加添近身觀察性能的遠距物件操作法之設計與評估 |
| Xue-Liang Wu 吳學亮 |
Redirected Walking Using Optimized Alignment and Artificial Potential Field 基於最佳化虛實對齊與人工勢場的重定向行走之研究 |
| Ignatius Alex Wijayanto 吳平安 |
Comparing the Effects of Visual Realism on Size Perception in VR versus Real World Viewing through Physical and Verbal Judgments 比較視覺顯像真實度對虛擬與真實環境中物件尺寸判斷的影響-使用雙手比劃與口語表達 |
| 2022 | |
| Steven Jonathan 沈迪恩 |
User Expectation-driven Face Beautification in Latent Space 由使用者期待驅動在潛空間之人臉五官美化 |
| 2021 | |
| Chia-Yang Lee 李家揚 |
Near-field and Hybrid Interaction Metaphor for Distant Object Manipulation in VR 虛擬實境中近身距離和混合類型遠距物件操作方法之設計與實驗評估 |
| Liu, Shu-Chen 劉書辰 |
Data-Driven Facial Beautification Based on User Expectation 資料驅動並滿足使用者期待之人臉美化 |
| 2019 | |
| Hsin-Ying Hsieh 謝昕穎 |
BasketballGAN:Generating Basketball Play Simulation Through Sketching 籃球生成對抗網路:籃球手繪戰術模擬 |
| Ching-Cheng Lee 李靜澄 |
GAN-based Intrinsic Image Decomposition 立基於生成對抗網路之本質影像分解 |
| Ting-Wei Hsu 許庭偉 |
VR Architectural Design Discussion System 建築設計虛擬實境討論系統 |
| Hsuan-Ming Chang 張軒銘 |
Asynchronous VR Exploration System Of Architectural Design Discussion Content 建築設計討論內容之非同步虛擬實境探索系統 |
| 2017 | |
| Yuan-Chun Li 李沅錞 |
User Expectation-Based Enhancement of Facial Attractiveness 參考使用者期待的人臉吸引力強化 |
| Yen-Ting Kuan 官彥廷 |
Real-Time Strategy Games Data Visualization System 即時戰略遊戲資料視覺化系統 |
| Ming-Hung Tai 戴銘宏 |
Efficient Multi-View Rendering for Volumetric Scattering with Many Lights 多光源容積散射之多視點顯像 |
| Shia-Sheng Shi 許珈勝 |
3D Human head model style transfer 3D人物頭部模型風格轉換 |
| Chia-Hung Tsou 鄒佳宏 |
VR Environment for Architectural Design Education 虛擬實境建築設計討論系統 |
| Chi-Yang Lee 李啓暘 |
VR Lighting Design System 虛擬實境照明設計系統 |
| 2016 | |
| Hsiao-Chu Yang 楊筱筑 |
Perception-based Skeleton Correspondence 以感知為基礎的骨架對應 |
| 2014 | |
| Tsung-Ying Lin 林琮穎 |
Example-based Freckle Retouch and Whitening 以醫美實例為基礎的去斑與美白 |
| Fu-Hsi Huang 黃富熙 |
Lighting and Foggy Effect Transfer 打光與霧特效的轉移 |
| Tse-Ching Chang 張澤清 |
Data-driven Fire Synthesis and Design 以資料驅動的火焰合成與設計 |
| 2013 | |
| Hsiu-Fan Chao 趙修範 |
A Particle-based Simulation for Candle Melting 以粒子為基礎的蠟燭融化模擬 |
| Yu-You Lin 林育右 |
Non-Rigid Shape Registration Using Kernel Correlation 使用核關聯之非剛性形體對齊與對應 |
| Shao-Ti Lee 李紹禔 |
Global Surface Mapping Based on Corresponding Cone Singularity Set 根據對應歧異點集合之全域性表面對應 |
| 2012 | |
| Yun Chien 簡韻 |
Line Drawing Simplification by Stroke Translation and Combination 利用線條平移與合併簡化線條繪畫 |
| 2011 | |
| Jau-An Yang 楊詔安 |
Mesh Segmentation Transfer 網格分割轉換 |
| Jen-Hao Liao 廖仁豪 |
An Artist Friendly Material Design System 設計者友善之材質設計系統 |
| Jen-Chieh Liao 廖仁傑 |
Skeleton-Driven Cross-Parameterization 以骨架驅動之交互參數化 |
| Cheng-Guo Huang 黃程國 |
A Physically-Based Cosmetic Rendering 以物理為基礎的彩妝顯像方法 |
| Yi-Shan Li 李宜珊 |
Shape Aware Image Resizing 具形狀感知的影像縮放技術 |
| 2010 | |
| Ta-En Chen 陳達恩 |
Simulating the Painted Appearance of BTF Materials 模擬雙向貼圖函數材質上漆之效果 |
| Ying-I Chiu 周盈憶 |
Aggressive Visibility Computation using Importance Sampling 積極式可視度取樣法 |
| Chia-Ming Liu 劉家銘 |
Symmetry-aware Partial Shape Correspondence 對稱性感知之局部形體對應 |
| Chien-Kai Lo 羅建凱 |
A Particle-based Simulation for Object Melting and Flowing Control 以粒子為基礎的物體融化模擬與流動控制 |
| 2009 | |
| Hong-Xuan Ji 紀弘軒 |
3D Mesh Skeleton Extraction using Minimum Slice Parameter Function 利用最小周長函數之三維網格骨架擷取 |
| 2008 | |
| Yueh-Tse Chen 陳岳澤 |
Lighting Design with Illumination Brush 光照筆刷繪畫方式之燈光設計 |
| Chih-Hsiang Chang 張智翔 |
Interactive Detail-preserving Deformation Based on Hierarchical Structure and Region Optimization 根基於階層化架構以及區域最佳化的即時細節保持變形模擬 |
| Hsin-Hsiao Lin 林信孝 |
Wind Erosion Simulation on Meshes 網格模型風化侵蝕模擬 |
| Ying-Tsung Li 李盈璁 |
Practical Papercraft Models from Meshes 實用的自動化紙模型產生系統 |
| Kuang-Wei Fu 傅光暐 |
Multi-resolution Texture-based Feature Tracking in Large Time-varying Volume Visualization 結合多層次解析度之貼圖為主的特徵追蹤演算法 |
| 2007 | |
| Ya-Ching Chiu 邱雅菁 |
Augmented 3D Object in Painting by Example-based Texture Synthesis 以樣本學習的紋理合成技術擴增三維物件於繪畫中之演算法 |
| Yu-Shuo Lio 劉育碩 |
Approximating Meshes using Cone Spline Developable Surfaces 以圓錐可展曲面擬合網格之演算法 |
| Chih-Wen Chang 張志文 |
Real-Time Translucent Rendering using Texture Space Importance Sampling 貼圖空間重要取樣之即時半透明顯像技術 |
| Chia-Lin Ko 柯嘉林 |
Multi-resolution Volume Rendering of Large Time-Varying Data Using Video-based Compression 視訊壓縮技術為主的大型時變容積多層次解析度顯像法 |
| Yung-Cheng Chen 陳永錚 |
A Real-Time Analytic Lighting Model for Anisotropic Scattering 非等向性散射之光影模型及其即時顯像 |
| 2006 | |
| Yong-Cheng Cheng 陳勇誠 |
Efficient Continuous Collision Detection for Complex Models 有效率的複雜模型之連續碰撞偵測 |
| Yi-Chun Lin 林奕均 |
Mesh Representation with Displacement Mapping 結合置換貼圖之網格模型表示法 |
| Chao-Wei Juan 阮昭維 |
Level-of-Detail based Pre-computed Radiance Transfer 基於多層次精細度之預先計算輻射轉換法 |
| Roger Hong 洪凱生 |
A Real-Time Analytic Lighting Model for Anisotropic Scattering 非等向性散射之光影模型及其即時顯像 |
| 2005 | |
| Ren-Hao Zheng 鄭仁豪 |
An Iterative-Optimization based Parameterization for Surface Painting Systems 基於疊代最佳化之網格參數化及其於三維著色系統之應用 |
| Yu-Hsian Sun 孫毓翔 |
Effective Sampling and Reconstruction of Incident Radiance for Spherical Harmonic Lighting 用於球面和諧函數照明架構之有效取樣與重建入射光強度之方法 |
| Jong-Hon Lu 呂宗弘 |
Pose-Dependent Level of Detail Modeling for Animated Meshes 動態網格之姿勢相依多層精細度模型 |
| Chi-Han Peng 彭其瀚 |
User-Assisted Mesh Simplification 使用者輔助的模型化簡 |
| 2004 | |
| Keng Shih-Ling 耿世瓴 |
An Efficient Caching Technique for Rendering Translucent Materials 可有效描繪半透明度材質之快取技術 |
| Yen-Chen Liao 廖彥塵 |
Mesh Simplification with Geometry and Material Preserving 具幾何與材質保留之網格化簡 |
| Wen-Zheng Dai 戴文政 |
User-Assisted Parameterization of Polygonal Meshes 使用者輔助的網格參數化 |
| 2003 | |
| Jin-Bey Yu 余金倍 |
Consistent Mesh Parametrizations and Remeshing 一致性網格參數化技術與網格重建 |
| Bo-Yuan Huang 黃柏淵 |
3D Metamorphosis for Polygonal Objects with the Same Topology 相同拓樸之多邊形網格物體的網格形變 |
| 2002 | |
| Tin-Yu Lee 李庭育 |
Reflectance-based Two-stage Light Field Compression 反射係數為主之二階段光場壓縮法 |
| Hong-Shyang Liao 廖宏祥 |
Efficient Dynamic Clouds Rendering |
| Jian-Liang Lin 林建良 |
Consistent Mesh Parametrizations using Quinary Subdivision 利用五元細分割的一致性網格參數化技術 |
| Zi-Wei Chiou 邱志偉 |
Modeling Highly-Deformable Liguid 劇烈動態液體動畫 |
| 2001 | |
| Jin-Yi Li 李俊毅 |
Fast Rendering Technique with Silhouette Clipping and Texture Mapping 結合輪廓邊裁切及貼圖之快速顯像技術 |
| Bo-Yin Lee 李柏穎 |
Rendering Complex Scenes Based on Spatial Subdivision, Object-Based Depth-Mesh Occlusion Culling 利用空間分割個別物體之深度往格與遮蔽裁切的複雜場景顯像技術 |
| Po-Yu Wang 王柏又 |
3D Metamorphosis for Polygonal Objects 三維多面體的形變技術 |
| 2000 | |
| Ming-Fan Ueng 翁明昉 |
Real-Time and Continuous Terrain Rendering with View-Dependent LOD Preserving 具觀視點相依多層次精細度模型保留之即時且連續的地形顯像技術 |
| Shun-Liang Wu 吳順良 |
Rendering Complex Scenes Based on Spatial Subdivision and Texture-with-Depth 利用空間分割及具深度貼圖的複雜場景顯像技術 |
| Yu-Wei Chen 陳昱維 |
A Radiosity Computation for Dynamic Simulation of Daylight 日光動態模擬的熱輻射法運算 |
| Chun-Cheng Chen 陳俊呈 |
On The Deformation of Human Skin 人體皮膚形變技術之研究 |
| Junzun-Yen Huang 黃俊穎 |
View-Dependent Level-of-Detail Modeling with Material Preserving |
| 1999 | |
| 蔡智鵬 | Image-Caching Based Rendering Technique for Networked Virtual Reality 結合快取影像式之網路顯像技術 |
| 李宗翰 | Terrain Rendering with View-Dependent LOD Modeling 具視點相依多層次精細度的地形顯像技術 |
| 梁恩齊 | View-Dependent Level-of-Detail Modeling for Walkthrough Application 適用於動態巡迴的觀視點相依多層次精細度模型 |
| 洪維德 | Modeling and Deformation of Human Muscle Structure 人體肌肉模型的建構與形變 |
| 楊舒凱 | Material-Preserving Progressive Mesh Using Geometry and Topology Simplification 利用幾何與拓樸簡化的材質保留漸進式模型 |
| 1998 | |
| 李元兵 | Vertex Blending for Parameter Surfaces 參數曲面間的端點調合曲面計算 |
| 郭俊隆 | Stencil Buffer Based Shadow Computations for Dynamic Environments 應用 Stencil Buffer 的動態陰影計算 |
| 1997 | |
| 周培桓 | Shadow Computations for Dynamic Environments 動態環境的陰影計算 |
| 倪成武 | Dynamic Level-Of-Detial Modeling 多層精細度的動態產生法 |
| 李汪曄 | Effective Clustering-Based Hieiarchical Radiosity for Dynamic Environments 動態環境中有效的聚集化階層式熱輻射法之研究 |
| 陳敦和 | Continuous-Time Collision Detection for Polygonal Objects Based on Hierarchical Collision Prediction 以階層式碰撞預測為基礎之多邊形物體的連續時間碰撞偵測 |
| 1996 | |
| 姚宗亮 | The Structure and Design of Virtual Sculpting Systems 虛擬雕塑系統的架構與設計 |
| 莊家齊 | Multiresolution Shape Modeling for Polygonal Meshes 多邊形物體的多重解析度模型 |
| 羅金仁 | Collision Detection for Complex Environments 複雜環境之碰撞偵測 |
| 1995 | |
| 林璟瑋 | Virtual Environment Attribute Design System-Architecture and Implementation 虛擬環境屬性設計系統-架構與實作 |
| 鍾宗文 | Efficient Polygonization of CSG Solids CSG Solid 的快速多邊形化 |
| 林政達 | Computing Surface Intersections Using Significant Points 利用特徵點的曲面交線計算 |
| 楊志強 | Curve and Surface Fitting in Reverse Engineering 逆向工程中曲線與曲面的綴合運算 |
| 1994 | |
| 連豐樑 | Blending Computations for Parametric Surfaces 參數曲面間的調合曲面計算 |
| 李婉倩 | Efficient Generation of Isosurfaces in Volume Rendering 有效率的等值面產生法 |
| 1993 | |
| 黃維中 | The Automatic Generation of Variable-Radius Blending 可變半徑調合曲面之自動產生 |
| 曾溫鈞 | Computing Intersection of Algebraic Surfaces 代數曲面的曲面交線計算 |
| 黃俊堯 | Computing Intersection of Parametric Surfaces 參數曲面的曲面交線計算 |
| 1992 | |
| 程世安 | Computing Caustic Effect by Backward Beam Tracing 以逆向光柱追溯法求光的聚焦效果 |
| 林清輝 | The Variable-Radius Blending of Parametric Surfaces 參數曲面間的可變半徑調合曲面 |
| 黃文哲 | The Direct Rendering of CSG Objects CSG實體的逼真顯像 |
Project Students
| 2023 | ||
| 米冠綸 | ||
| 2022 | ||
| 龔祐萱、羅映婷 | Enhancing Spatial Knowledge Acquisition in Virtual Environment : 3D Maps with Importance and Level of Details 透過重要度和LOD呈現3D地圖資訊來增進使用者在虛擬環境中的空間感知 |
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| 2021 | ||
| 曾維浩 | ||
| 2014 | ||
| 簡綺良、潘韋志、陳奕廷 | 火焰設計及模擬系統 | 國科會專題計畫 |
| 2013 | ||
| 官彥廷 石政剛 周宴平 | Xtion遊戲: Rolling Ball (重力球) | 系內專題計畫-優等 |
| 歐惠珊 何浩賢 鄺諾汶 | Xtion 應用:穿衣鏡 | |
| 2012 | ||
| 程芙茵、陳潔馨、杜宜蓓 | Kinect:人臉即時3D模擬 | |
| 吳琮祥、陳泓諺 | 手部辨識 | |
| 2011 | ||
| 吳俊弘、郭宛怡、葉治宏 | 具體感虛擬樂器的遊戲設計與應用 | 國科會專題計畫 |
| 王偉翰、鍾翔、林煥博、廖則愚 | 國科會專題計畫 | |
| 2010 | ||
| 楊其仁、郭效安、劉正偉、詹舒淵 | 雪地場景之賽車技術研究與探討 | 國科會專題計畫 |
| 黃富熙、沈亮岑、藍郁茜 | iPhone 3D 遊戲設計 | 國科會專題計畫 |
| 2009 | ||
| 徐孟揚、劉謹睿、徐正弦、謝淳凱、江明哲 | Escape (迷走實驗室) 3D Game Design |
經濟部工業局2009 4C數位創作競賽 PC遊戲創作組 最佳程式技術獎, 樂陞贊助獎, NAMCO BANDAI贊助獎 系內專題競賽-佳作 |
| 2007 | ||
| 伏宗勝、周盈憶、李茂弘、張顥薰 | Driver Quest X 賽車遊戲製作 |
經濟部工業局2007 4C數位創作競賽遊戲創作組技術獎及樂陞贊助獎 系內專題競賽-特優 |
| 羅建凱、林怡妤、謝喻為 | 互動式三維場景設計系統 | 國科會專題計畫 |
| 2006 | ||
| 黃聰賢、汪雪莉 | Subsurface Scattering Material Rendering for Point Light Source 針對點光源的次表面散射材質即時顯像 |
系內專題競賽-特優 |
| 蔡尚安、蘇乙爵 | Particle base fluid simulation using Programmable Graphics Hardware 利用圖形硬體加速以粒子系統為架構之流體模擬 |
國科會專題計畫 系內專題競賽-佳作 |
| 邱奕升、陳致瑋、陳昶諭 | Real-time Collision Detection for Fighting Games 格鬥遊戲之即時碰撞偵測技術 |
國科會專題計畫 系內專題競賽-佳作 |
| 2005 | ||
| 蔡昀達、張智翔、林季誼 | Real-Time Fracture & Deformation Simulation for Games 即時剛體碎裂之模擬顯像 |
國科會專題計畫 |
| 崔少軒、王勁智 | Special Effects in Real Time Rendering 即時顯像之特效技術 |
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| 2004 | ||
| 柯嘉林、邱雅菁 | Interactive Fire Rendering Using Programmable Graphics Hardware 用細胞自動機和可程式圖形運算器實作火焰特效 |
國科會專題計畫 系內專題競賽-特優 |
| 翁尉書、陳奕任 | Collision Detection 碰撞偵測 |
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| 李方碩、王上文 | 3D Character Animation 3D人物動畫 |
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| 2003 | ||
| 楊慧友、陳建翔、張民憲 | Partical System for Special Effect 粒子系統於特效上的應用 |
國科會專題計畫 系內專題競賽-優等 |
| 陳政傑、楊登凱 | 3D Game Engine Design for City Scene 都市場景之3D遊戲引擎設計 |
系內專題競賽-佳作 |
| 2002 | ||
| 張彥佶、賴均綸 | 3D Game Engine Design on Mobil phone 手機上3D圖學API之發展與實作 |
國科會專題計畫 |
| 陳永錚、賈立 | 3D Special Effect Technique 3D特效技術 |
|
| 彭其瀚、孫毓翔 | 3D Facial Animation on Mobil phone 3D臉部動畫技術與手機上之運用 |
國科會專題計畫 |





