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查看斯高帕斯 (Scopus) 概要
莊 榮宏
教授
數據科學與工程研究所
https://orcid.org/0000-0002-9038-6124
電話
03-5712121#31829
電子郵件
jhchuang
cs.nycu.edu
tw
網站
https://www.cs.nycu.edu.tw/members/detail/jhchuang
h-index
h10-index
h5-index
429
引文
13
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
134
引文
7
h-指數
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67
引文
5
h-指數
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1989 …
2024
每年研究成果
概覽
指紋
網路
計畫
(25)
研究成果
(57)
獎項
(1)
類似的個人檔案
(6)
指紋
查看啟用 Jung-Hong Chuang 的研究主題。這些主題標籤來自此人的作品。共同形成了獨特的指紋。
排序方式
重量
按字母排序
Keyphrases
3D Scene
25%
Arm Reaching
30%
Artificial Potential Field
38%
Base Surface
25%
Basketball Game
38%
Bidirectional Texture Function
38%
Blend Surface
31%
Caching
60%
Caching Technique
38%
Complex Scenes
38%
Computer Graphics
38%
Controller
47%
Distant Object
38%
Dynamic Cloud
38%
Error Metrics
28%
Fast Rendering
53%
Geometric Modeling
30%
Image-based Rendering
28%
Importance Sampling
38%
Lighting Design
38%
Material Functions
38%
Mesh Simplification
38%
Near-field
47%
Object Manipulation
42%
Object-based
38%
Octree
44%
Offensive
34%
Offensive Strategy
25%
Parametric Surface
57%
Pathlines
38%
Personal Space
38%
Player Movement
28%
Polygon
60%
Polygonization
44%
Popular
49%
Preprocessing Techniques
57%
Redirection
38%
Rendering Techniques
53%
Skeleton-based
38%
Spatial Subdivision
38%
Spine Curve
38%
Subdivision Schemes
25%
Subdivision Surfaces
38%
Texture Mapping
27%
Translucent Materials
57%
Variable Radius
38%
Virtual Reality
38%
Visibility Computation
28%
Volume Rendering
38%
Weighting Scheme
31%
Computer Science
3d Scenes
47%
Alpha Blending
38%
Analytics System
19%
Architectural Design
38%
artificial potential field
38%
Boundary Segment
19%
Caching Method
57%
Clickstream Data
19%
Computer Graphic
57%
Computer Hardware
38%
Defensive Strategy
19%
Diffuse Surface
19%
Diffusion Approximation
57%
Direct Lighting
19%
Discriminator
28%
Dynamic Content
19%
Dynamic Nature
19%
Experimental Result
100%
Facial Animation
19%
Geometric Detail
25%
Geometric Modeling
38%
Illumination Effect
19%
Image-Based Rendering
22%
Importance Sampling
38%
Learn Strategy
19%
Least Squares Method
19%
Mesh Levels of Detail
19%
Mesh Simplification
38%
Offensive Team
38%
Parametrization
19%
Participating Medium
19%
Personal Space
38%
Player Movement
47%
Preprocessing Stage
57%
Preprocessing Step
38%
Representation Method
19%
Self-Occlusion
22%
shape descriptor
19%
Skin Appearance
19%
Space Representation
19%
Spatial Subdivision
38%
Surface Boundary
19%
Table Lookup
19%
Texture Function
38%
Texture Mapping
41%
User Experience
28%
Viewing Condition
19%
Virtual Environments
44%
Visualization System
19%
Volume Rendering
38%