Computational Visual Media

http://link.springer.com/journal/41095

List of Papers (Total 112)

Component SPD matrices: A low-dimensional discriminative data descriptor for image set classification

In pattern recognition, the task of image set classification has often been performed by representing data using symmetric positive definite (SPD) matrices, in conjunction with the metric of the resulting Riemannian manifold. In this paper, we propose a new data representation framework for image sets which we call component symmetric positive definite representation (CSPD...

Instantaneous foveated preview for progressive Monte Carlo rendering

Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the...

Learning adaptive receptive fields for deep image parsing networks

In this paper, we introduce a novel approach to automatically regulate receptive fields in deep image parsing networks. Unlike previous work which placed much importance on obtaining better receptive fields using manually selected dilated convolutional kernels, our approach uses two affine transformation layers in the network’s backbone and operates on feature maps. Feature maps...

Knowledge graph construction with structure and parameter learning for indoor scene design

We consider the problem of learning a representation of both spatial relations and dependencies between objects for indoor scene design. We propose a novel knowledge graph framework based on the entity-relation model for representation of facts in indoor scene design, and further develop a weaklysupervised algorithm for extracting the knowledge graph representation from a small...

Diffusion curves with diffusion coefficients

Diffusion curves can be used to generate vector graphics images with smooth variation by solving Poisson equations. However, using the classical diffusion curve model, it is difficult to ensure that the generated diffusion image satisfies desired constraints. In this paper, we develop a model for producing a diffusion image by solving a diffusion equation with diffusion...

Automatic texture exemplar extraction based on global and local textureness measures

Texture synthesis is widely used for modeling the appearance of virtual objects. However, traditional texture synthesis techniques emphasize creation of optimal target textures, and pay insufficient attention to choice of suitable input texture exemplars. Currently, obtaining texture exemplars from natural images is a labor intensive task for the artists, requiring careful...

Magic sheets: Visual cryptography with common shares

Visual cryptography (VC) is an encryption technique for hiding a secret image in distributed and shared images (referred to as shares). VC schemes are employed to encrypt multiple images as meaningless, noisy patterns or meaningful images. However, decrypting multiple secret images using a unique share is difficult with traditional VC. We propose an approach to hide multiple...

Surface remeshing with robust user-guided segmentation

Surface remeshing is widely required in modeling, animation, simulation, and many other computer graphics applications. Improving the elements’ quality is a challenging task in surface remeshing. Existing methods often fail to efficiently remove poor-quality elements especially in regions with sharp features. In this paper, we propose and use a robust segmentation method followed...

EZ-Manipulator: Designing a mobile, fast, and ambiguity-free 3D manipulation interface using smartphones

Interacting with digital contents in 3D is an essential task in various applications such as modeling packages, gaming, virtual reality, etc. Traditional interfaces using keyboard and mouse or trackball usually require a non-trivial amount of working space as well as a learning process. We present the design of EZ-Manipulator, a new 3D manipulation interface using smartphones...

Depth error correction for projector-camera based consumer depth cameras

This paper proposes a depth measurement error model for consumer depth cameras such as the Microsoft Kinect, and a corresponding calibration method. These devices were originally designed as video game interfaces, and their output depth maps usually lack sufficient accuracy for 3D measurement. Models have been proposed to reduce these depth errors, but they only consider camera...

Relief generation from 3D scenes guided by geometric texture richness

Typically, relief generation from an input 3D scene is limited to either bas-relief or high-relief modeling. This paper presents a novel unified scheme for synthesizing reliefs guided by the geometric texture richness of 3D scenes; it can generate both basand high-reliefs. The type of relief and compression coefficient can be specified according to the user’s artistic needs. We...

Photometric stereo for strong specular highlights

Photometric stereo is a fundamental technique in computer vision known to produce 3D shape with high accuracy. It uses several input images of a static scene taken from one and the same camera position but under varying illumination. The vast majority of studies in this 3D reconstruction method assume orthographic projection for the camera model. In addition, they mainly use the...

Robust edge-preserving surface mesh polycube deformation

Polycube construction and deformation are essential problems in computer graphics. In this paper, we present a robust, simple, efficient, and automatic algorithm to deform the meshes of arbitrary shapes into polycube form. We derive a clear relationship between a mesh and its corresponding polycube shape. Our algorithm is edge-preserving, and works on surface meshes with or...

Transferring pose and augmenting background for deep human-image parsing and its applications

Parsing of human images is a fundamental task for determining semantic parts such as the face, arms, and legs, as well as a hat or a dress. Recent deep-learning-based methods have achieved significant improvements, but collecting training datasets with pixel-wise annotations is labor-intensive. In this paper, we propose two solutions to cope with limited datasets. Firstly, to...

Image editing by object-aware optimal boundary searching and mixed-domain composition

When combining very different images which often contain complex objects and backgrounds, producing consistent compositions is a challenging problem requiring seamless image editing. In this paper, we propose a general approach, called object-aware image editing, to obtain consistency in structure, color, and texture in a unified way. Our approach improves upon previous gradient...

Adaptive slices for acquisition of anisotropic BRDF

BRDF continues to be used as a fundamental tool for representing material appearance in computer graphics. In this paper we present a practical adaptive method for acquisition of anisotropic BRDF, based on sparse adaptive measurement of the complete four-dimensional BRDF space by means of one-dimensional slices, which form a sparse four-dimensional structure in the BRDF space...

A 3D morphometric perspective for facial gender analysis and classification using geodesic path curvature features

The relationship between the shape and gender of a face, with particular application to automatic gender classification, has been the subject of significant research in recent years. Determining the gender of a face, especially when dealing with unseen examples, presents a major challenge. This is especially true for certain age groups, such as teenagers, due to their rapid...

Editing smoke animation using a deforming grid

We present a new method for editing smoke animations by directly deforming the grid used for simulation. We present a modification to the widely used semi-Lagrangian advection operator and use it to transfer the deformation from the grid to the smoke body. Our modified operator bends the smoke particle streamlines according to the deformation gradient. We demonstrate that the...

Z 2 traversal order: An interleaving approach for VR stereo rendering on tile-based GPUs

With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures: Z 2 traversal order...

Lighting transfer across multiple views through local color transforms

We present a method for transferring lighting between photographs of a static scene. Our method takes as input a photo collection depicting a scene with varying viewpoints and lighting conditions. We cast lighting transfer as an edit propagation problem, where the transfer of local illumination across images is guided by sparse correspondences obtained through multi-view stereo...

Anisotropic deformation for local shape control

We present a novel approach to mesh deformation that enables simple context sensitive manipulation of 3D geometry. The method is based on locally anisotropic transformations and is extended to global control directions. This allows intuitive directional modeling within an easy to implement framework. The proposed method complements current sculpting paradigms by providing further...

Face image retrieval based on shape and texture feature fusion

Humongous amounts of data bring various challenges to face image retrieval. This paper proposes an efficient method to solve those problems. Firstly, we use accurate facial landmark locations as shape features. Secondly, we utilise shape priors to provide discriminative texture features for convolutional neural networks. These shape and texture features are fused to make the...