IEEE Trans Vis Comput Graph
July 2023
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.
View Article and Find Full Text PDFThe 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.
View Article and Find Full Text PDFIn 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.
View Article and Find Full Text PDFThis 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.
View Article and Find Full Text PDFThe 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.
View Article and Find Full Text PDFIn 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.
View Article and Find Full Text PDFWe 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 pieces—all with immediate and realistic visual feedback. This new mode of interaction with translucent volumes is made possible with two technical contributions.
View Article and Find Full Text PDFWe present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit function over the space of the octree, and finally extracts an isosurface as a watertight triangle mesh. A key component of our algorithm is a novel technique for octree construction on the GPU.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
January 2011
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.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
July 2008
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.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
April 2008
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.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
January 2006
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.
View Article and Find Full Text PDFWe 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.
View Article and Find Full Text PDFWe 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.
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