Chao Peng Headshot

Chao Peng

Associate Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

585-475-7385
Office Location

Chao Peng

Associate Professor

School of Interactive Games and Media
Golisano College of Computing and Information Sciences

585-475-7385

Select Scholarship

Journal Paper
Shanthakumar, Vaidyanath Areyur, et al. "Design and evaluation of a hand gesture recognition approach for real-time interactions." Multimedia Tools and Applications 79. (2020): 17707–17730. Print.
Cao, Lizhou, Chao Peng, and Yangzi Dong. "Ellic’s Exercise Class: Promoting Physical Activities During Exergaming with Immersive Virtual Reality." Virtual Reality. (2020): 1-16. Web.
Dong, Yangzi and Chao Peng. "Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU." International Journal of Computer Games Technology, Volume 2019, Article ID 1792304. (2019): 15 pages. Web.
Cao, Lizhou, Chao Peng, and Jeffery T. Hansberger. "Usability and Engagement Study for a Serious Virtual Reality Game of Lunar Exploration Missions." Journal of Informatics 6. 4 (2019): Article ID 44. Web.
Gurung, Iksha, et al. "Deep Feature Extraction and its Application for Hailstorm Detection in a Large Collection of Radar Images." Signal, Image and Video Processing 13. 3 (2019): 541-549. Print.
Published Conference Proceedings
Peng, Chao, et al. "Visualization for Spectators in Cybersecurity Competitions." Proceedings of the 2020 IEEE Symposium on Visualization for Cyber Security (VizSec). Ed. Jorn Kohlhammer, et al. Salt Lake City, UT: IEEE, 2021. Print.
Diliberti, Nicholas, et al. "Real-Time Gesture Recognition Using 3D Sensory Data and a Light Convolutional Neural Network." Proceedings of the 27th ACM International Conference on Multimedia. Ed. MM'19. Nice, France: ACM, 2019. Print.
Dong, Yangzi and Chao Peng. "Screen Partitioning Load Balancing for Parallel Rendering on a Multi-GPU Multi-Display Workstation." Proceedings of the Eurographics Symposium on Parallel Graphics and Visualization. Ed. H. Childs and S. Frey. Porto, Portugal: The EuroGraphics Association, 2019. Web.
Hansberger, Jeffrey T., et al. "A Multimodal Interface for Virtual Information Environments." Proceedings of the International Conference on Human-Computer Interaction. Ed. Jessie Y. C. Chen and Gino Fragomeni. Orlando, FL: Springer, 2019. Print.
Cao, Lizhou, Chao Peng, and Jeffery T. Hansberger. "A Large Curved Display System in Virtual Reality for Immersive Data Interaction." Proceedings of the 2019 IEEE Games, Entertainment, Media Conference. Ed. GEM'19. New Haven, CT: IEEE, 2019. Web.
External Scholarly Fellowships/National Review Committee
10/1/2019 -9/30/2020
     DOD
     Amount: $80000
8/13/2019 -1/31/2020
     NSF
     Amount: $7965
Shows/Exhibits/Installations
Cao, Lizhou. Ellic’s Exercise Class: an Active VR Game for Fitness. 22 Nov. 2019. Game Demo on the 4th Annual Frameless Symposium at MAGIC, Rochester. Installation.
Cao, Lizhou. Lunar Roving Adventure: A Serious VR Game of Lunar Exploration Missions. By Yangzi Dong and Chao Peng. 22 Nov. 2019. Game Demo on the 4th Annual Frameless Symposium at MAGIC, Rochester. Installation.

Currently Teaching

IGME-309
3 Credits
This course continues the investigation into the application of data structures, algorithms, and fundamental Newtonian mechanics required for the development of video game applications, simulations, and entertainment software titles. Topics covered include quaternion representation of orientation and displacement, cubic curves and surfaces, classifiers, recursive generation of geometric structures, texture mapping, and the implementation of algorithms within game physics engines for collision detection and collision resolution of rigid bodies, and the numerical integration of the equations of motion. In addition, advanced data structures such as B+ trees and graphs will be investigated from the context of game application and entertainment software development. Programming assignments are a requirement for this course.
IGME-740
3 Credits
Students will explore the use of an advanced graphics API to access hardware-accelerated graphics in a real-time graphics engine context. The course will involve discussion of scene graphs, optimizations, and integration with the API object structure, as well as input schemes, content pipelines, and 2D and 3D rendering techniques. Students will also explore the advanced use of the API calls in production code to construct environments capable of real-time performance. Students will construct from scratch a fully functional graphics engine, with library construction for game development. Advanced topics will be explored, including real-time special effects, custom shading pipelines, and advanced deferred rendering techniques.

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