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1.
IEEE Trans Vis Comput Graph ; 29(7): 3266-3280, 2023 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-35254985

RESUMEN

Image inpainting that completes large free-form missing regions in images is a promising yet challenging task. State-of-the-art approaches have achieved significant progress by taking advantage of generative adversarial networks (GAN). However, these approaches can suffer from generating distorted structures and blurry textures in high-resolution images (e.g., 512×512). The challenges mainly drive from (1) image content reasoning from distant contexts, and (2) fine-grained texture synthesis for a large missing region. To overcome these two challenges, we propose an enhanced GAN-based model, named Aggregated COntextual-Transformation GAN (AOT-GAN), for high-resolution image inpainting. Specifically, to enhance context reasoning, we construct the generator of AOT-GAN by stacking multiple layers of a proposed AOT block. The AOT blocks aggregate contextual transformations from various receptive fields, allowing to capture both informative distant image contexts and rich patterns of interest for context reasoning. For improving texture synthesis, we enhance the discriminator of AOT-GAN by training it with a tailored mask-prediction task. Such a training objective forces the discriminator to distinguish the detailed appearances of real and synthesized patches, and in turn facilitates the generator to synthesize clear textures. Extensive comparisons on Places2, the most challenging benchmark with 1.8 million high-resolution images of 365 complex scenes, show that our model outperforms the state-of-the-art. A user study including more than 30 subjects further validates the superiority of AOT-GAN. We further evaluate the proposed AOT-GAN in practical applications, e.g., logo removal, face editing, and object removal. Results show that our model achieves promising completions in the real world. We release codes and models in https://github.com/researchmm/AOT-GAN-for-Inpainting.

2.
IEEE Trans Vis Comput Graph ; 28(5): 2146-2156, 2022 05.
Artículo en Inglés | MEDLINE | ID: mdl-35167475

RESUMEN

The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD cameras for capturing the user's 3D geometry and texture. We design VirtualCube so that the task of data capturing is standardized and significantly simplified, and everything can be built using off-the-shelf hardware. We use VirtualCubes as the basic building blocks of a virtual conferencing environment, and we provide each VirtualCube user with a surrounding display showing life-size videos of remote participants. To achieve real-time rendering of remote participants, we develop the V-Cube View algorithm, which uses multi-view stereo for more accurate depth estimation and Lumi-Net rendering for better rendering quality. The VirtualCube system correctly preserves the mutual eye gaze between participants, allowing them to establish eye contact and be aware of who is visually paying attention to them. The system also allows a participant to have side discussions with remote participants as if they were in the same room. Finally, the system sheds lights on how to support the shared space of work items (e.g., documents and applications) and track participants' visual attention to work items.


Asunto(s)
Gráficos por Computador , Interfaz Usuario-Computador , Algoritmos , Comunicación , Humanos
3.
IEEE Trans Vis Comput Graph ; 27(7): 3226-3237, 2021 07.
Artículo en Inglés | MEDLINE | ID: mdl-31944979

RESUMEN

In this article, we present a data-driven approach for modeling and animation of 3D necks. Our method is based on a new neck animation model that decomposes the neck animation into local deformation caused by larynx motion and global deformation driven by head poses, facial expressions, and speech. A skinning model is introduced for modeling local deformation and underlying larynx motions, while the global neck deformation caused by each factor is modeled by its corrective blendshape set, respectively. Based on this neck model, we introduce a regression method to drive the larynx motion and neck deformation from speech. Both the neck model and the speech regressor are learned from a dataset of 3D neck animation sequences captured from different identities. Our neck model significantly improves the realism of facial animation and allows users to easily create plausible neck animations from speech and facial expressions. We verify our neck model and demonstrate its advantages in 3D neck tracking and animation.

4.
IEEE Trans Vis Comput Graph ; 22(12): 2508-2521, 2016 12.
Artículo en Inglés | MEDLINE | ID: mdl-26761818

RESUMEN

This paper presents a visual analytics approach to analyzing a full picture of relevant topics discussed in multiple sources, such as news, blogs, or micro-blogs. The full picture consists of a number of common topics covered by multiple sources, as well as distinctive topics from each source. Our approach models each textual corpus as a topic graph. These graphs are then matched using a consistent graph matching method. Next, we develop a level-of-detail (LOD) visualization that balances both readability and stability. Accordingly, the resulting visualization enhances the ability of users to understand and analyze the matched graph from multiple perspectives. By incorporating metric learning and feature selection into the graph matching algorithm, we allow users to interactively modify the graph matching result based on their information needs. We have applied our approach to various types of data, including news articles, tweets, and blog data. Quantitative evaluation and real-world case studies demonstrate the promise of our approach, especially in support of examining a topic-graph-based full picture at different levels of detail.

5.
IEEE Trans Cybern ; 44(7): 1053-66, 2014 Jul.
Artículo en Inglés | MEDLINE | ID: mdl-24058046

RESUMEN

The launch of Xbox Kinect has built a very successful computer vision product and made a big impact on the gaming industry. This sheds lights onto a wide variety of potential applications related to action recognition. The accurate estimation of human poses from the depth image is universally a critical step. However, existing pose estimation systems exhibit failures when facing severe occlusion. In this paper, we propose an exemplar-based method to learn to correct the initially estimated poses. We learn an inhomogeneous systematic bias by leveraging the exemplar information within a specific human action domain. Furthermore, as an extension, we learn a conditional model by incorporation of pose tags to further increase the accuracy of pose correction. In the experiments, significant improvements on both joint-based skeleton correction and tag prediction are observed over the contemporary approaches, including what is delivered by the current Kinect system. Our experiments for the facial landmark correction also illustrate that our algorithm can improve the accuracy of other detection/estimation systems.


Asunto(s)
Procesamiento de Imagen Asistido por Computador/métodos , Reconocimiento de Normas Patrones Automatizadas/métodos , Postura/fisiología , Juegos de Video , Algoritmos , Golf , Humanos , Actividad Motora
6.
IEEE Trans Vis Comput Graph ; 19(10): 1633-45, 2013 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-23929845

RESUMEN

In this paper, we propose a novel framework for multidomain subspace deformation using node-wise corotational elasticity. With the proper construction of subspaces based on the knowledge of the boundary deformation, we can use the Lagrange multiplier technique to impose coupling constraints at the boundary without overconstraining. In our deformation algorithm, the number of constraint equations to couple two neighboring domains is not related to the number of the nodes on the boundary but is the same as the number of the selected boundary deformation modes. The crack artifact is not present in our simulation result, and the domain decomposition with loops can be easily handled. Experimental results show that the single-core implementation of our algorithm can achieve real-time performance in simulating deformable objects with around quarter million tetrahedral elements.

7.
IEEE Trans Vis Comput Graph ; 19(3): 484-94, 2013 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-23307612

RESUMEN

We present TransCut, a technique for interactive rendering of translucent objects undergoing fracturing and cutting operations. As the object is fractured or cut open, the user can directly examine and intuitively understand the complex translucent interior, as well as edit material properties through painting on cross sections and recombining the broken pieces­all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions. The first is a novel solver for the diffusion equation (DE) over a tetrahedral mesh that produces high-quality results comparable to the state-of-art finite element method (FEM) of Arbree et al. but at substantially higher speeds. This accuracy and efficiency is obtained by computing the discrete divergences of the diffusion equation and constructing the DE matrix using analytic formulas derived for linear finite elements. The second contribution is a multiresolution algorithm to significantly accelerate our DE solver while adapting to the frequent changes in topological structure of dynamic objects. The entire multiresolution DE solver is highly parallel and easily implemented on the GPU. We believe TransCut provides a novel visual effect for heterogeneous translucent objects undergoing fracturing and cutting operations.


Asunto(s)
Algoritmos , Gráficos por Computador , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Reconocimiento de Normas Patrones Automatizadas/métodos , Refractometría/métodos , Interfaz Usuario-Computador , Aumento de la Imagen/métodos
8.
IEEE Trans Vis Comput Graph ; 17(1): 64-73, 2011 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-20421683

RESUMEN

We present a real-time algorithm to render all-frequency radiance transfer at both macroscale and mesoscale. At a mesoscale, the shading is computed on a per-pixel basis by integrating the product of the local incident radiance and a bidirectional texture function. While at a macroscale, the precomputed transfer matrix, which transfers the global incident radiance to the local incident radiance at each vertex, is losslessly compressed by a novel biclustering technique. The biclustering is directly applied on the radiance transfer represented in a pixel basis, on which the BTF is naturally defined. It exploits the coherence in the transfer matrix and a property of matrix element values to reduce both storage and runtime computation cost. Our new algorithm renders at real-time frame rates realistic materials and shadows under all-frequency direct environment lighting. Comparisons show that our algorithm is able to generate images that compare favorably with reference ray tracing results, and has obvious advantages over alternative methods in storage and preprocessing time.


Asunto(s)
Algoritmos , Gráficos por Computador , Diseño Asistido por Computadora , Almacenamiento y Recuperación de la Información , Iluminación , Aumento de la Imagen , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional
9.
IEEE Trans Vis Comput Graph ; 14(2): 412-25, 2008.
Artículo en Inglés | MEDLINE | ID: mdl-18192719

RESUMEN

The reflectance of a surface depends upon the resolution at which it is imaged. In this work, we propose to represent this resolution-dependent reflectance as a mixture of multiple conventional reflectance models and present a framework for efficiently rendering the reflectance effects of such mixture models over different resolutions. To rapidly determine reflectance at runtime with respect to resolution, we record the mixture model parameters at multiple resolution levels in mipmapss and propose a technique to minimize aliasing in the filtering of this mipmaps. This framework can be applied to several widely used parametric reflectance models and can be implemented in graphics hardware for real-time processing, using a presented hardware-accelerated technique for nonlinear filtering of mixture model parameters. In addition, shadowing and masking effects can be included into this framework to increase the realism of rendering. With this mixture model filtering and rendering framework, our system can efficiently render the fine reflectance detail that is customarily disregarded in conventional rendering methods.

10.
IEEE Trans Vis Comput Graph ; 12(1): 48-60, 2006.
Artículo en Inglés | MEDLINE | ID: mdl-16382607

RESUMEN

Expression mapping (also called performance driven animation) has been a popular method for generating facial animations. A shortcoming of this method is that it does not generate expression details such as the wrinkles due to skin deformations. In this paper, we provide a solution to this problem. We have developed a geometry-driven facial expression synthesis system. Given feature point positions (the geometry) of a facial expression, our system automatically synthesizes a corresponding expression image that includes photorealistic and natural looking expression details. Due to the difficulty of point tracking, the number of feature points required by the synthesis system is, in general, more than what is directly available from a performance sequence. We have developed a technique to infer the missing feature point motions from the tracked subset by using an example-based approach. Another application of our system is expression editing where the user drags feature points while the system interactively generates facial expressions with skin deformation details.


Asunto(s)
Gráficos por Computador , Cara/anatomía & histología , Expresión Facial , Aumento de la Imagen/métodos , Interpretación de Imagen Asistida por Computador/métodos , Fotograbar/métodos , Interfaz Usuario-Computador , Algoritmos , Humanos , Imagenología Tridimensional/métodos , Reconocimiento de Normas Patrones Automatizadas/métodos , Grabación en Video/métodos
11.
IEEE Trans Vis Comput Graph ; 11(5): 519-28, 2005.
Artículo en Inglés | MEDLINE | ID: mdl-16144249

RESUMEN

We present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user interactively paint BTF patches onto the surface such that the painted patches seamlessly integrate with the background patterns. Our system is based on a patch-based texture synthesis approach known as quilting. We present a graphcut algorithm for BTF synthesis on surfaces and the algorithm works well for a wide variety of BTF samples, including those which present problems for existing algorithms. We also describe a graphcut texture painting algorithm for creating new surface imperfections (e.g., dirt, cracks, scratches) from existing imperfections found in input BTF samples. Using these algorithms, we can decorate surfaces with real-world textures that have spatially-variant reflectance, fine-scale geometry details, and surfaces imperfections. A particularly attractive feature of BTF painting is that it allows us to capture imperfections of real materials and paint them onto geometry models. We demonstrate the effectiveness of our system with examples.


Asunto(s)
Algoritmos , Gráficos por Computador , Aumento de la Imagen/métodos , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Pinturas , Almacenamiento y Recuperación de la Información/métodos , Propiedades de Superficie
12.
IEEE Trans Vis Comput Graph ; 11(1): 25-34, 2005.
Artículo en Inglés | MEDLINE | ID: mdl-15631126

RESUMEN

We present a 2D feature-based technique for morphing 3D objects represented by light fields. Existing light field morphing methods require the user to specify corresponding 3D feature elements to guide morph computation. Since slight errors in 3D specification can lead to significant morphing artifacts, we propose a scheme based on 2D feature elements that is less sensitive to imprecise marking of features. First, 2D features are specified by the user in a number of key views in the source and target light fields. Then the two light fields are warped view by view as guided by the corresponding 2D features. Finally, the two warped light fields are blended together to yield the desired light field morph. Two key issues in light field morphing are feature specification and warping of light field rays. For feature specification, we introduce a user interface for delineating 2D features in key views of a light field, which are automatically interpolated to other views. For ray warping, we describe a 2D technique that accounts for visibility changes and present a comparison to the ideal morphing of light fields. Light field morphing based on 2D features makes it simple to incorporate previous image morphing techniques such as nonuniform blending, as well as to morph between an image and a light field.


Asunto(s)
Algoritmos , Gráficos por Computador , Aumento de la Imagen/métodos , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Reconocimiento de Normas Patrones Automatizadas/métodos , Procesamiento de Señales Asistido por Computador , Simulación por Computador , Metamorfosis Biológica , Sistemas en Línea
13.
IEEE Trans Vis Comput Graph ; 10(3): 278-89, 2004.
Artículo en Inglés | MEDLINE | ID: mdl-18579959

RESUMEN

The bidirectional texture function (BTF) is a 6D function that describes the appearance of a real-world surface as a function of lighting and viewing directions. The BTF can model the fine-scale shadows, occlusions, and specularities caused by surface mesostructures. In this paper, we present algorithms for efficient synthesis of BTFs on arbitrary surfaces and for hardware-accelerated rendering. For both synthesis and rendering, a main challenge is handling the large amount of data in a BTF sample. To addresses this challenge, we approximate the BTF sample by a small number of 4D point appearance functions (PAFs) multiplied by 2D geometry maps. The geometry maps and PAFs lead to efficient synthesis and fast rendering of BTFs on arbitrary surfaces. For synthesis, a surface BTF can be generated by applying a texton-based sysnthesis algorithm to a small set of 2D geometry maps while leaving the companion 4D PAFs untouched. As for rendering, a surface BTF synthesized using geometry maps is well-suited for leveraging the programmable vertex and pixel shaders on the graphics hardware. We present a real-time BTF rendering algorithm that runs at the speed of about 30 frames/second on a mid-level PC with an ATI Radeon 8500 graphics card. We demonstrate the effectiveness of our synthesis and rendering algorithms using both real and synthetic BTF samples.


Asunto(s)
Algoritmos , Gráficos por Computador , Aumento de la Imagen/métodos , Interpretación de Imagen Asistida por Computador/métodos , Imagenología Tridimensional/métodos , Interfaz Usuario-Computador , Reproducibilidad de los Resultados , Sensibilidad y Especificidad
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