Chao Peng

Dr. Chao Peng

School of Interactive Games and Media, Golisano College of Computing and Information Sciences, Rochester Institute of Technology, Rochester, NY, USA

Research Focus & Metrics

Academic Career Length

11Years (2016-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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21 February 2020 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
VSVaidyanath Areyur Shanthakumar
Vaidyanath Areyur Shanthakumar
Chao PengChao Peng
Chao Peng
JHJeffrey Hansberger
Jeffrey Hansberger
LCLizhou Cao
Lizhou Cao
SMSarah Meacham
Sarah Meacham
VBVictoria Blakely
Victoria Blakely


2 February 2023 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
LCLizhou Cao
Lizhou Cao
HZHuadong Zhang
Huadong Zhang
Chao PengChao Peng
Chao Peng
JHJeffrey T. Hansberger
Jeffrey T. Hansberger

3 October 2019 in Informatics
Verified
Journal Article
Open access
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LCLizhou Cao
Lizhou Cao
Chao PengChao Peng
Chao Peng
JHJeffrey T. Hansberger
Jeffrey T. Hansberger
Virtual reality (VR) technologies have opened new possibilities for creating engaging educational games. This paper presents a serious VR game that immerses players into the activities of lunar exploration missions in a virtual environment. We designed and implemented the VR game with the goal of increasing players’ interest in space science. The game motivates players to learn more about historical facts of space missions that astronauts performed on the Moon in the 1970s. We studied usability and engagement of the game through user experience in both VR and non-VR versions of the game. The experimental results show that the VR version improved their engagement and enhanced the interest of players in learning more about the events of lunar exploration.

19 December 2022 in The Visual Computer
Verified
Journal Article
Closed access
PDF file
YDYangzi Dong
Yangzi Dong
Chao PengChao Peng
Chao Peng

26 March 2019 in International Journal of Computer Games Technology
Verified
Journal Article
Open access
PDF file
YDYangzi Dong
Yangzi Dong
Chao PengChao Peng
Chao Peng
Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.