VLDB 2026 Research / reviewers in the wild / expert
Ruofei Du
dblp:157/1844
· DBLP profile ↗
42ranked-venue papers
7as first author
28since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 6 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 18 · 3 first-author · 11 since 2021Artificial intelligence and machine learning · 8 · 1 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | LegacyAvatars: Volumetric Face Avatars for Traditional Graphics PipelinesabstractWe introduce a novel representation for efficient classical rendering of photorealistic 3D face avatars. Leveraging recent advances in radiance fields anchored to parametric face models, our approach achieves controllable volumetric rendering of complex facial features, including hair, skin, and eyes. At enrollment time, we learn a set of radiance manifolds in 3D space to extract an explicit layered mesh, along with appearance and warp textures. During deployment, this allows us to control and animate the face through simple linear blending and alpha compositing of textures over a static mesh. This explicit representation also enables the generated avatar to be efficiently streamed online and then rendered using classical mesh and shader-based rendering on legacy graphics platforms, eliminating the need for any custom engineering or integration. https://syntec-research.github.io/LegacyAvatars/ Safa C. Medin, Gengyan Li 0001, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang 0001, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka |
3DV | 4 |
| 2026 | How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in IndustryabstractWhile accessibility (a11y) guidelines exist for 3D games and virtual worlds, their applicability to extended reality (XR)’s unique interaction paradigms (e.g., spatial tracking, kinesthetic interactions) remains unexplored. XR practitioners need practical guidance to successfully implement a11y guidelines under real-world constraints. We present the first evaluation of existing 3D a11y guidelines applied to XR development through semi-structured interviews with 25 XR practitioners across diverse organization contexts. We assessed 20 commonly-agreed a11y guidelines from six major resources across visual, motor, cognitive, speech, and hearing domains, comparing practitioners’ development practices against guideline applicability to XR. Our investigation reveals that guidelines can be highly effective when designed as transformation catalysts rather than compliance checklists, but fundamental mismatches exist between existing 3D guidelines and XR requirements, creating both implementation barriers and design gaps. This work provides foundational insights towards developing a11y guidelines and support tools that address XR’s distinct characteristics. Daniel Killough, Tiger F. Ji, Kexin Zhang 0002, Yaxin Hu 0002, Yu Huang 0015, Ruofei Du, Yuhang Zhao 0001 |
CHI | 6 |
| 2026 | AgentHands: Generating Interactive Hand Gestures for Spatially Grounded Agent Conversations in XRabstractCommunicating spatial tasks via text or speech creates “a mental mapping gap” that limits an agent’s expressiveness. Inspired by co-speech gestures in face-to-face conversation, we propose AgentHands, an LLM-powered XR system that equips agents with hands to render responses clearer and more engaging. Guided by a design taxonomy distilled from a formative study (N=10), we implement a novel pipeline to generate and render a hand agent that augments conversational responses with synchronized, space-aware, and interactive hand gestures: using a meta-instruction, AgentHands generates verbal responses embedded with GestureEvents aligned to specific words; each event specifies gesture type and parameters. At runtime, a parser converts events into time-stamped poses and motions, driving an animation system that renders expressive hands synchronized with speech. In a within-subjects study (N=12), AgentHands increased engagement and made spatially grounded conversations easier to follow compared to a speech-only baseline. Ziyi Liu 0004, David Li 0001, Zhongyi Zhou, David Kim 0002, Ruofei Du, Xun Qian |
CHI | 5 |
| 2025 | InstructPipe: Generating Visual Blocks Pipelines with Human Instructions and LLMsabstractVisual programming has the potential of providing novice programmers with a low-code experience to build customized processing pipelines.Existing systems typically require users to build pipelines from scratch, implying that novice users are expected to set up and link appropriate nodes from a blank workspace.In this paper, we introduce InstructPipe, an AI assistant for prototyping machine learning (ML) pipelines with text instructions.We contribute two large language model (LLM) modules and a code interpreter as part of our framework.The LLM modules generate pseudocode for a target pipeline, and the interpreter renders the pipeline in the node-graph editor for further human-AI collaboration.Both technical and user evaluation (N=16) shows that InstructPipe empowers users to streamline their ML pipeline workfow, reduce their learning curve, and leverage open-ended commands to spark innovative ideas. Zhongyi Zhou, Vrushank Phadnis, Xiuxiu Yuan, Xun Qian, Kristen Wright, Mark Sherwood, Jason Mayes, Yiyi Huang, Zheng Xu 0002, Yinda Zhang 0001, Johnny Lee, Alex Olwal, David Kim 0002, Ram Iyengar, Na Li 0034, Ruofei Du |
CHI | 19 |
| 2025 | SVG: 3D Stereoscopic Video Generation via Denoising Frame MatrixabstractVideo generation models have demonstrated great capability of producing impressive monocular videos, however, the generation of 3D stereoscopic video remains under-explored. We propose a pose-free and training-free approach for generating 3D stereoscopic videos using an off-the-shelf monocular video generation model. Our method warps a generated monocular video into camera views on stereoscopic baseline using estimated video depth, and employs a novel frame matrix video inpainting framework. The framework leverages the video generation model to inpaint frames observed from different timestamps and views. This effective approach generates consistent and semantically coherent stereoscopic videos without scene optimization or model fine-tuning. Moreover, we develop a disocclusion boundary re-injection scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, including Sora [4], Lumiere [2], WALT [8], and Zeroscope [12]. The experiments demonstrate that our method has a significant improvement over previous methods. Project page at https://daipengwa.github.io/SVG_ProjectPage/ Peng Dai 0003, Feitong Tan, Qiangeng Xu, David Futschik, Ruofei Du, Sean Ryan Fanello, Xiaojuan Qi 0001, Yinda Zhang 0001 |
ICLR | 5 |
| 2025 | Enhancing Foveated Rendering with Weighted Reservoir SamplingabstractSpatiotemporal sensitivity to high frequency information declines with increased peripheral eccentricity. Foveated rendering exploits this by decreasing the spatial resolution of rendered images in peripheral vision, reducing the rendering cost by omitting high frequency details. As foveation levels increase, the rendering quality is reduced, and traditional foveated rendering systems tend not to preserve samples that were previously rendered at high spatial resolution in previous frames. Additionally, prior research has shown that saccade landing positions are distributed around a target location rather than landing at a single point, and that even during fixations, eyes perform small microsaccades around a fixation point. This creates an opportunity for sampling from temporally neighbouring frames with differing foveal locations to reduce the required rendered size of the foveal region while achieving a higher perceived image quality. We further observe that the temporal presentation of pixels frame-to-frame can be viewed as a data stream, presenting a random sampling problem. Following this intuition, we propose a Weighted Reservoir Sampling technique to efficiently maintain a reservoir of the perceptually relevant high quality pixel samples from previous frames and incorporate them into the computation of the current frame. This allows the renderer to render a smaller region of foveal pixels per frame by temporally reusing pixel samples that are still relevant to reconstruct a higher perceived image quality, while allowing for higher levels of foveation. Our method operates on the output of foveated rendering, and runs in under 1 ms at 4K resolution, making it highly efficient and integrable with real-time VR and AR foveated rendering systems. Ville Cantory, Darya Biparva, Haoyu Tan, Tongyu Nie, John Schroeder, Ruofei Du, Victoria Interrante, Piotr Didyk |
MIG | 6 |
| 2025 | DialogLab: Authoring, Simulating, and Testing Dynamic Human-AI Group Conversations
Erzhen Hu, Yanhe Chen, Vrushank Phadnis, Pingmei Xu, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 10 |
| 2025 | Thing2Reality: Enabling Spontaneous Creation of 3D Objects from 2D Content using Generative AI in XR Meetings
Erzhen Hu, Jungtaek Hong, Xun Qian, Alex Olwal, David Kim 0002, Seongkook Heo, Ruofei Du |
UIST | 8 |
| 2025 | Sensible Agent: A Framework for Unobtrusive Interaction with Proactive AR Agents
Geonsun Lee, Nels Numan, Xun Qian, David Li 0001, Yanhe Chen, Achin Kulshrestha, Ishan Chatterjee, Yinda Zhang 0001, Dinesh Manocha, David Kim 0002, Ruofei Du |
UIST | 12 |
| 2025 | Beyond the Phone: Exploring Phone-XR Integration through Multi-View Transitions for Real-World ApplicationsabstractDespite the growing prevalence of Extended Reality (XR) headsets, their integration with mobile phones remains limited. Existing approaches primarily replicate the phone’s interface in XR or use the phone solely as a 6DOF controller. This paper introduces a novel framework for seamless transitions among mirrored, magnified, and augmented views, dynamically adapts the interface with the content and state of mobile applications. To achieve this, we establish a design space through literature reviews and expert workshops, outline user journeys with common real-world applications, and develop a prototype system that automatically analyzes UI layouts to provide enhanced controls and spatial augmentation. We validate our prototype system with a user study to assess its adaptability to a broad spectrum of applications at runtime, reported its strengths and weaknesses, and suggest directions to advance the future adaption in Phone-XR integration. Xun Qian, Daniel Kalmar, Mahdi Tayarani, Eric J. Gonzalez, Mar González-Franco, David Kim 0002, Ruofei Du |
VR | 8 |
| 2024 | Human I/O: Towards a Unified Approach to Detecting Situational ImpairmentsabstractSituationally Induced Impairments and Disabilities (SIIDs) can significantly hinder user experience in contexts such as poor lighting, noise, and multi-tasking. While prior research has introduced algorithms and systems to address these impairments, they predominantly cater to specific tasks or environments and fail to accommodate the diverse and dynamic nature of SIIDs. We introduce Human I/O, a unified approach to detecting a wide range of SIIDs by gauging the availability of human input/output channels. Leveraging egocentric vision, multimodal sensing and reasoning with large language models, Human I/O achieves a 0.22 mean absolute error and a 82% accuracy in availability prediction across 60 in-the-wild egocentric video recordings in 32 different scenarios. Furthermore, while the core focus of our work is on the detection of SIIDs rather than the creation of adaptive user interfaces, we showcase the efficacy of our prototype via a user study with 10 participants. Findings suggest that Human I/O significantly reduces effort and improves user experience in the presence of SIIDs, paving the way for more adaptive and accessible interactive systems in the future. Xingyu Liu 0002, Jiahao Nick Li, David Kim 0002, Xiang 'Anthony' Chen, Ruofei Du |
CHI | 5 |
| 2024 | UI Mobility Control in XR: Switching UI Positionings between Static, Dynamic, and Self EntitiesabstractExtended reality (XR) has the potential for seamless user interface (UI) transitions across people, objects, and environments. However, the design space, applications, and common practices of 3D UI transitions remain underexplored. To address this gap, we conducted a need-finding study with 11 participants, identifying and distilling a taxonomy based on three types of UI placements — affixed to static, dynamic, or self entities. We further surveyed 113 commercial applications to understand the common practices of 3D UI mobility control, where only 6.2% of these applications allowed users to transition UI between entities. In response, we built interaction prototypes to facilitate UI transitions between entities. We report on results from a qualitative user study (N=14) on 3D UI mobility control using our FingerSwitches technique, which suggests that perceived usefulness is affected by types of entities and environments. We aspire to tackle a vital need in UI mobility within XR. Siyou Pei, David Kim 0002, Alex Olwal, Yang Zhang 0041, Ruofei Du |
CHI | 5 |
| 2024 | ChatDirector: Enhancing Video Conferencing with Space-Aware Scene Rendering and Speech-Driven Layout TransitionabstractRemote video conferencing systems (RVCS) are widely adopted in personal and professional communication. However, they often lack the co-presence experience of in-person meetings. This is largely due to the absence of intuitive visual cues and clear spatial relationships among remote participants, which can lead to speech interruptions and loss of attention. This paper presents ChatDirector, a novel RVCS that overcomes these limitations by incorporating space-aware visual presence and speech-aware attention transition assistance. ChatDirector employs a real-time pipeline that converts participants’ RGB video streams into 3D portrait avatars and renders them in a virtual 3D scene. We also contribute a decision tree algorithm that directs the avatar layouts and behaviors based on participants’ speech states. We report on results from a user study (N=16) where we evaluated ChatDirector. The satisfactory algorithm performance and complimentary subject user feedback imply that ChatDirector significantly enhances communication efficacy and user engagement. Xun Qian, Feitong Tan, Yinda Zhang 0001, Brian Moreno Collins, David Kim 0002, Alex Olwal, Karthik Ramani, Ruofei Du |
CHI | 8 |
| 2024 | Augmented Object Intelligence with XR-ObjectsabstractSeamless integration of physical objects as interactive digital entities remains a challenge for spatial computing. This paper explores Augmented Object Intelligence (AOI) in the context of XR, an interaction paradigm that aims to blur the lines between digital and physical by equipping real-world objects with the ability to interact as if they were digital, where every object has the potential to serve as a portal to digital functionalities. Our approach utilizes real-time object segmentation and classification, combined with the power of Multimodal Large Language Models (MLLMs), to facilitate these interactions without the need for object pre-registration. We implement the AOI concept in the form of XR-Objects, an open-source prototype system that provides a platform for users to engage with their physical environment in contextually relevant ways using object-based context menus. This system enables analog objects to not only convey information but also to initiate digital actions, such as querying for details or executing tasks. Our contributions are threefold: (1) we define the AOI concept and detail its advantages over traditional AI assistants, (2) detail the XR-Objects system’s open-source design and implementation, and (3) show its versatility through various use cases and a user study. Mustafa Doga Dogan, Eric J. Gonzalez, Karan Ahuja, Ruofei Du, Andrea Colaco, Johnny Lee, Mar González-Franco, David Kim 0002 |
UIST | 4 |
| 2023 | Rapsai: Accelerating Machine Learning Prototyping of Multimedia Applications through Visual ProgrammingabstractIn recent years, there has been a proliferation of multimedia applications that leverage machine learning (ML) for interactive experiences. Prototyping ML-based applications is, however, still challenging, given complex workflows that are not ideal for design and experimentation. To better understand these challenges, we conducted a formative study with seven ML practitioners to gather insights about common ML evaluation workflows. Ruofei Du, Na Li 0034, Michelle Carney, Scott Miles, Maria Kleiner, Xiuxiu Yuan, Yinda Zhang 0001, Anuva Kulkarni, Xingyu Liu 0002, Ahmed Sabie, Sergio Orts, Abhishek Kar, Ram Iyengar, Adarsh Kowdle, Alex Olwal |
CHI | 1 |
| 2023 | ThingShare: Ad-Hoc Digital Copies of Physical Objects for Sharing Things in Video MeetingsabstractIn video meetings, individuals may wish to share various physical objects with remote participants, such as physical documents, design prototypes, and personal belongings. However, our formative study discovered that this poses several challenges, including difficulties in referencing a remote user’s physical objects, the limited visibility of the object, and the friction of properly framing and orienting an object to the camera. To address these challenges, we propose ThingShare, a video-conferencing system designed to facilitate the sharing of physical objects during remote meetings. With ThingShare, users can quickly create digital copies of physical objects in the video feeds, which can then be magnified on a separate panel for focused viewing, overlaid on the user’s video feed for sharing in context, and stored in the object drawer for reviews. Our user study demonstrated that ThingShare made initiating object-centric conversations more efficient and provided a more stable and comprehensive view of shared objects. Erzhen Hu, Jens Emil Grønbæk, Wen Ying, Ruofei Du, Seongkook Heo |
CHI | 4 |
| 2023 | Visual Captions: Augmenting Verbal Communication with On-the-fly VisualsabstractVideo conferencing solutions like Zoom, Google Meet, and Microsoft Teams are becoming increasingly popular for facilitating conversations, and recent advancements such as live captioning help people better understand each other. We believe that the addition of visuals based on the context of conversations could further improve comprehension of complex or unfamiliar concepts. To explore the potential of such capabilities, we conducted a formative study through remote interviews (N=10) and crowdsourced a dataset of over 1500 sentence-visual pairs across a wide range of contexts. These insights informed Visual Captions, a real-time system that integrates with a video conferencing platform to enrich verbal communication. Visual Captions leverages a fine-tuned large language model to proactively suggest relevant visuals in open-vocabulary conversations. We present findings from a lab study (N=26) and an in-the-wild case study (N=10), demonstrating how Visual Captions can help improve communication through visual augmentation in various scenarios. Xingyu Liu 0002, Vladimir Kirilyuk, Xiuxiu Yuan, Alex Olwal, Peggy Chi, Xiang 'Anthony' Chen, Ruofei Du |
CHI | 7 |
| 2023 | Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB VideosabstractWe propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches. Ziqian Bai, Feitong Tan, Zeng Huang, Kripasindhu Sarkar, Danhang Tang, Di Qiu, Abhimitra Meka, Ruofei Du, Mingsong Dou, Sergio Orts, Rohit Pandey, Ping Tan 0002, Thabo Beeler, Sean Ryan Fanello, Yinda Zhang 0001 |
CVPR | 8 |
| 2022 | "Slurp" Revisited: Using 'system re-presencing' to look back on, encounter, and design with the history of spatial interactivity and locative mediaabstractHand-based gestural interaction in augmented reality (AR) is an increasingly popular mechanism for spatial interactions. However, it presents many challenges. For example, most hand gesture interactions work well for interactions with virtual content and interfaces, but seldom work with physical devices and users’ environment. To explore this, and rather than inventing new paradigms for AR interactions, this paper revisits Zigelbaum, Kumpf, Vazquez, and Ishii’s 2008 project ‘Slurp’ [72] - a physical eyedropper to interact with digital content from IoT devices. We revive this historical work in a new modality of AR through a five step process: re-presecencing, design experimentation, scenario making, expansion through generative engagements with designers, and reflection. For the designers we engaged, looking back and designing with a restored prototype helped increased understanding of interactive strategies, intentions and rationales of original work. By revisiting Slurp, we also found many new potentials of its metaphorical interactions that could be applied in the context of emerging spatial computing platforms (e.g., smart home devices). In doing so, we discuss the value of mining past works in new domains and demonstrate a new way of thinking about designing interactions in emerging platforms. Shengzhi Wu, Daragh Byrne, Ruofei Du, Molly Wright Steenson |
Conference on Designing Interactive Systems | 3 |
| 2022 | ProtoSound: A Personalized and Scalable Sound Recognition System for Deaf and Hard-of-Hearing UsersabstractRecent advances have enabled automatic sound recognition systems for deaf and hard of hearing (DHH) users on mobile devices. However, these tools use pre-trained, generic sound recognition models, which do not meet the diverse needs of DHH users. We introduce ProtoSound, an interactive system for customizing sound recognition models by recording a few examples, thereby enabling personalized and fine-grained categories. ProtoSound is motivated by prior work examining sound awareness needs of DHH people and by a survey we conducted with 472 DHH participants. To evaluate ProtoSound, we characterized performance on two real-world sound datasets, showing significant improvement over state-of-the-art (e.g., +9.7% accuracy on the first dataset). We then deployed ProtoSound's end-user training and real-time recognition through a mobile application and recruited 19 hearing participants who listened to the real-world sounds and rated the accuracy across 56 locations (e.g., homes, restaurants, parks). Results show that ProtoSound personalized the model on-device in real-time and accurately learned sounds across diverse acoustic contexts. We close by discussing open challenges in personalizable sound recognition, including the need for better recording interfaces and algorithmic improvements. Dhruv Jain, Khoa Huynh Anh Nguyen, Steven M. Goodman, Rachel Grossman-Kahn, Hung Ngo, Aditya Kusupati, Ruofei Du, Alex Olwal, Leah Findlater, Jon Froehlich |
CHI | 7 |
| 2022 | PRIF: Primary Ray-Based Implicit Function
Brandon Yushan Feng, Yinda Zhang 0001, Danhang Tang, Ruofei Du, Amitabh Varshney |
ECCV (3) | 4 |
| 2022 | Sandwiched Image Compression: Increasing the resolution and dynamic range of standard codecsabstractGiven a standard image codec, we compress images that may have higher resolution and/or higher bit depth than allowed in the codec's specifications, by sandwiching the standard codec between a neural pre-processor (before the standard encoder) and a neural post-processor (after the standard decoder). Using a differentiable proxy for the the standard codec, we design the neural pre-and post-processors to transport the high resolution (super-resolution, SR) or high bit depth (high dynamic range, HDR) images as lower resolution and lower bit depth images. The neural processors accomplish this with spatially coded modulation, which acts as watermarks to preserve the important image detail during compression. Experiments show that compared to conventional methods of transmitting high resolution or high bit depth through lower resolution or lower bit depth codecs, our sandwich architecture gains ~9dB for SR images and $\sim$3dB for HDR images at the same rate over large test sets. We also observe significant gains in visual quality. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
PCS | 5 |
| 2021 | HumanGPS: Geodesic PreServing Feature for Dense Human CorrespondencesabstractIn this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.1 Feitong Tan, Danhang Tang, Mingsong Dou, Rohit Pandey, Cem Keskin, Ruofei Du, Deqing Sun, Sofien Bouaziz, Sean Ryan Fanello, Ping Tan 0002, Yinda Zhang 0001 |
CVPR | 7 |
| 2021 | Multiresolution Deep Implicit Functions for 3D Shape RepresentationabstractWe introduce Multiresolution Deep Implicit Functions (MDIF), a hierarchical representation that can recover fine geometry detail, while being able to perform global operations such as shape completion. Our model represents a complex 3D shape with a hierarchy of latent grids, which can be decoded into different levels of detail and also achieve better accuracy. For shape completion, we propose latent grid dropout to simulate partial data in the latent space and therefore defer the completing functionality to the decoder side. This along with our multires design significantly improves the shape completion quality under decoder-only latent optimization. To the best of our knowledge, MDIF is the first deep implicit function model that can at the same time (1) represent different levels of detail and allow progressive decoding; (2) support both encoder-decoder inference and decoder-only latent optimization, and fulfill multiple applications; (3) perform detailed decoder-only shape completion. Experiments demonstrate its superior performance against prior art in various 3D reconstruction tasks. Yinda Zhang 0001, Kyle Genova, Sean Ryan Fanello, Sofien Bouaziz, Christian Häne, Ruofei Du, Cem Keskin, Thomas A. Funkhouser, Danhang Tang |
ICCV | 7 |
| 2021 | Sandwiched Image Compression: Wrapping Neural Networks Around A Standard CodecabstractWe sandwich a standard image codec between two neural networks: a preprocessor that outputs neural codes, and a postprocessor that reconstructs the image. The neural codes are compressed as ordinary images by the standard codec. Using differentiable proxies for both rate and distortion, we develop a rate-distortion optimization framework that trains the networks to generate neural codes that are efficiently compressible as images. This architecture not only improves rate-distortion performance for ordinary RGB images, but also enables efficient compression of alternative image types (such as normal maps of computer graphics) using standard image codecs. Results demonstrate the effectiveness and flexibility of neural processing in mapping a variety of input data modalities to the rigid structure of standard codecs. A surprising result is that the rate-distortion-optimized neural processing seamlessly learns to transport color images using a single-channel (grayscale) codec. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
ICIP | 5 |
| 2021 | GazeChat: Enhancing Virtual Conferences with Gaze-aware 3D PhotosabstractCommunication software such as Clubhouse and Zoom has evolved to be an integral part of many people’s daily lives. However, due to network bandwidth constraints and concerns about privacy, cameras in video conferencing are often turned off by participants. This leads to a situation in which people can only see each others’ profile images, which is essentially an audio-only experience. Even when switched on, video feeds do not provide accurate cues as to who is talking to whom. This paper introduces GazeChat, a remote communication system that visually represents users as gaze-aware 3D profile photos. This satisfies users’ privacy needs while keeping online conversations engaging and efficient. GazeChat uses a single webcam to track whom any participant is looking at, then uses neural rendering to animate all participants’ profile images so that participants appear to be looking at each other. We have conducted a remote user study (N=16) to evaluate GazeChat in three conditions: audio conferencing with profile photos, GazeChat, and video conferencing. Based on the results of our user study, we conclude that GazeChat maintains the feeling of presence while preserving more privacy and requiring lower bandwidth than video conferencing, provides a greater level of engagement than to audio conferencing, and helps people to better understand the structure of their conversation. Zhenyi He, Keru Wang, Brandon Yushan Feng, Ruofei Du, Ken Perlin |
UIST | 4 |
| 2021 | A Log-Rectilinear Transformation for Foveated 360-degree Video StreamingabstractWith the rapidly increasing resolutions of 360° cameras, head-mounted displays, and live-streaming services, streaming high-resolution panoramic videos over limited-bandwidth networks is becoming a critical challenge. Foveated video streaming can address this rising challenge in the context of eye-tracking-equipped virtual reality head-mounted displays. However, conventional log-polar foveated rendering suffers from a number of visual artifacts such as aliasing and flickering. In this paper, we introduce a new log-rectilinear transformation that incorporates summed-area table filtering and off-the-shelf video codecs to enable foveated streaming of 360° videos suitable for VR headsets with built-in eye-tracking. To validate our approach, we build a client-server system prototype for streaming 360° videos which leverages parallel algorithms over real-time video transcoding. We conduct quantitative experiments on an existing 360° video dataset and observe that the log-rectilinear transformation paired with summed-area table filtering heavily reduces flickering compared to log-polar subsampling while also yielding an additional 10% reduction in bandwidth usage. David Li 0001, Ruofei Du, Adharsh Babu, Camelia D. Brumar, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | 3D-Kernel Foveated Rendering for Light FieldsabstractLight fields capture both the spatial and angular rays, thus enabling free-viewpoint rendering and custom selection of the focal plane. Scientists can interactively explore pre-recorded microscopic light fields of organs, microbes, and neurons using virtual reality headsets. However, rendering high-resolution light fields at interactive frame rates requires a very high rate of texture sampling, which is challenging as the resolutions of light fields and displays continue to increase. In this article, we present an efficient algorithm to visualize 4D light fields with 3D-kernel foveated rendering (3D-KFR). The 3D-KFR scheme coupled with eye-tracking has the potential to accelerate the rendering of 4D depth-cued light fields dramatically. We have developed a perceptual model for foveated light fields by extending the KFR for the rendering of 3D meshes. On datasets of high-resolution microscopic light fields, we observe 3.47×-7.28× speedup in light field rendering with minimal perceptual loss of detail. We envision that 3D-KFR will reconcile the mutually conflicting goals of visual fidelity and rendering speed for interactive visualization of light fields. Xiaoxu Meng, Ruofei Du, Joseph F. JáJá, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | CollaboVR: A Reconfigurable Framework for Creative Collaboration in Virtual RealityabstractWriting or sketching on whiteboards is an essential part of collaborative discussions in business meetings, reading groups, design sessions, and interviews. However, prior work in collaborative virtual reality (VR) systems has rarely explored the design space of multi-user layouts and interaction modes with virtual whiteboards. In this paper, we present CollaboVR, a reconfigurable framework for both co-located and geographically dispersed multi-user communication in VR. Our system unleashes users’ creativity by sharing freehand drawings, converting 2D sketches into 3D models, and generating procedural animations in real-time. To minimize the computational expense for VR clients, we leverage a cloud architecture in which the computational expensive application (Chalktalk) is hosted directly on the servers, with results being simultaneously streamed to clients. We have explored three custom layouts – integrated, mirrored, and projective – to reduce visual clutter, increase eye contact, or adapt different use cases. To evaluate CollaboVR, we conducted a within-subject user study with 12 participants. Our findings reveal that users appreciate the custom configurations and real-time interactions provided by CollaboVR. We have open sourced CollaboVR at https://github.com/snowymo/CollaboVR to facilitate future research and development of natural user interfaces and real-time collaborative systems in virtual and augmented reality. Zhenyi He, Ruofei Du, Ken Perlin |
ISMAR | 2 |
| 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented RealityabstractMobile devices with passive depth sensing capabilities are ubiquitous, and recently active depth sensors have become available on some tablets and AR/VR devices. Although real-time depth data is accessible, its rich value to mainstream AR applications has been sorely under-explored. Adoption of depth-based UX has been impeded by the complexity of performing even simple operations with raw depth data, such as detecting intersections or constructing meshes. In this paper, we introduce DepthLab, a software library that encapsulates a variety of depth-based UI/UX paradigms, including geometry-aware rendering (occlusion, shadows), surface interaction behaviors (physics-based collisions, avatar path planning), and visual effects (relighting, 3D-anchored focus and aperture effects). We break down the usage of depth into localized depth, surface depth, and dense depth, and describe our real-time algorithms for interaction and rendering tasks. We present the design process, system, and components of DepthLab to streamline and centralize the development of interactive depth features. We have open-sourced our software at https://github.com/googlesamples/arcore-depth-lab to external developers, conducted performance evaluation, and discussed how DepthLab can accelerate the workflow of mobile AR designers and developers. With DepthLab we aim to help mobile developers to effortlessly integrate depth into their AR experiences and amplify the expression of their creative vision. Ruofei Du, Eric Turner 0001, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte, Jason Dourgarian, João Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces, Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim 0002 |
UIST | 1 |
| 2020 | Eye-dominance-guided Foveated RenderingabstractOptimizing rendering performance is critical for a wide variety of virtual reality (VR) applications. Foveated rendering is emerging as an indispensable technique for reconciling interactive frame rates with ever-higher head-mounted display resolutions. Here, we present a simple yet effective technique for further reducing the cost of foveated rendering by leveraging ocular dominance - the tendency of the human visual system to prefer scene perception from one eye over the other. Our new approach, eye-dominance-guided foveated rendering (EFR), renders the scene at a lower foveation level (with higher detail) for the dominant eye than the non-dominant eye. Compared with traditional foveated rendering, EFR can be expected to provide superior rendering performance while preserving the same level of perceived visual quality. Xiaoxu Meng, Ruofei Du, Amitabh Varshney |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Geollery: A Mixed Reality Social Media PlatformabstractWe present Geollery, an interactive mixed reality social media platform for creating, sharing, and exploring geotagged information. Geollery introduces a real-time pipeline to progressively render an interactive mirrored world with three-dimensional (3D) buildings, internal user-generated content, and external geotagged social media. This mirrored world allows users to see, chat, and collaborate with remote participants with the same spatial context in an immersive virtual environment. We describe the system architecture of Geollery, its key interactive capabilities, and our design decisions. Finally, we conduct a user study with 20 participants to qualitatively compare Geollery with another social media system, Social Street View. Based on the participants' responses, we discuss the benefits and drawbacks of each system and derive key insights for designing an interactive mirrored world with geotagged social media. User feedback from our study reveals several use cases for Geollery including travel planning, virtual meetings, and family gathering. Ruofei Du, David Li 0001, Amitabh Varshney |
CHI | 1 |
| 2019 | ORC Layout: Adaptive GUI Layout with OR-ConstraintsabstractWe propose a novel approach for constraint-based graphical user interface (GUI) layout based on OR-constraints (ORC) in standard soft/hard linear constraint systems. ORC layout unifies grid layout and flow layout, supporting both their features as well as cases where grid and flow layouts individually fail. We describe ORC design patterns that enable designers to safely create flexible layouts that work across different screen sizes and orientations. We also present the ORC Editor, a GUI editor that enables designers to apply ORC in a safe and effective manner, mixing grid, flow and new ORC layout features as appropriate. We demonstrate that our prototype can adapt layouts to screens with different aspect ratios with only a single layout specification, easing the burden of GUI maintenance. Finally, we show that ORC specifications can be modified interactively and solved efficiently at runtime. Yue Jiang 0002, Ruofei Du, Christof Lutteroth, Wolfgang Stuerzlinger |
CHI | 2 |
| 2019 | Interactive Fusion of 360° Images for a Mirrored WorldabstractReconstruction of the physical world in real time has been a grand challenge in computer graphics and 3D vision. In this paper, we introduce an interactive pipeline to reconstruct a mirrored world at two levels of detail. Given a pair of latitude and longitude coordinates, our pipeline streams and caches depth maps, street view panoramas, and building polygons from Google Maps and OpenStreetMap APIs. At a fine level of detail for close-up views, we render textured meshes using adjacent local street views and depth maps. When viewed from afar, we apply projection mappings to 3D geometries extruded from building polygons for a coarse level of detail. In contrast to teleportation, our system allows users to virtually walk through the mirrored world at the street level. We present an application of our approach by incorporating it into a mixed-reality social platform, Geollery, and validate our real-time strategies on various platforms including mobile phones, workstations, and head-mounted displays. Ruofei Du, David Li 0001, Amitabh Varshney |
VR | 1 |
| 2019 | Tracking-Tolerant Visual CryptographyabstractWe introduce a novel secure display system, which uses visual cryptography [4] with tolerance for tracking. Our system brings cryptographic privacy from text to virtual worlds [3]. Much like traditional encryption that uses a public key and a private key, our system uses two images that are both necessary for visual decryption of the data. The public image could be widely shared on a printed page, on a traditional display (desktop, tablet, or smartphone), or in a multi-participant virtual world, while the other private image can be exclusively on a user's personal AR or VR display. Only the recipient is able to visually decrypt the data by fusing both images. In contrast to prior art, our system is able to provide tracking tolerance, making it more practically usable in modern VR and AR systems. We model the probability of misalignment caused by head or body jitter as a Gaussian distribution. Our algorithm diffuses the second image using the normalized probabilities, thus enabling the visual cryptography to be tolerant of alignment errors due to tracking. Ruofei Du, Amitabh Varshney |
VR | 1 |
| 2019 | Language-based colorization of scene sketchesabstractBeing natural, touchless, and fun-embracing, language-based inputs have been demonstrated effective for various tasks from image generation to literacy education for children. This paper for the first time presents a language-based system for interactive colorization of scene sketches, based on semantic comprehension. The proposed system is built upon deep neural networks trained on a large-scale repository of scene sketches and cartoonstyle color images with text descriptions. Given a scene sketch, our system allows users, via language-based instructions, to interactively localize and colorize specific foreground object instances to meet various colorization requirements in a progressive way. We demonstrate the effectiveness of our approach via comprehensive experimental results including alternative studies, comparison with the state-of-the-art methods, and generalization user studies. Given the unique characteristics of language-based inputs, we envision a combination of our interface with a traditional scribble-based interface for a practical multimodal colorization system, benefiting various applications. The dataset and source code can be found at https://github.com/SketchyScene/SketchySceneColorization. Changqing Zou, Haoran Mo, Chengying Gao, Ruofei Du, Hongbo Fu 0001 |
ACM Trans. Graph. | 4 |
| 2018 | SketchyScene: Richly-Annotated Scene Sketches
Changqing Zou, Qian Yu 0002, Ruofei Du, Haoran Mo, Yi-Zhe Song, Tao Xiang 0002, Chengying Gao, Baoquan Chen, Hao (Richard) Zhang |
ECCV (15) | 3 |
| 2018 | Montage4D: interactive seamless fusion of multiview video texturesabstractThe commoditization of virtual and augmented reality devices and the availability of inexpensive consumer depth cameras have catalyzed a resurgence of interest in spatiotemporal performance capture. Recent systems like Fusion4D and Holoportation address several crucial problems in the real-time fusion of multiview depth maps into volumetric and deformable representations. Nonetheless, stitching multiview video textures onto dynamic meshes remains challenging due to imprecise geometries, occlusion seams, and critical time constraints. In this paper, we present a practical solution towards real-time seamless texture montage for dynamic multiview reconstruction. We build on the ideas of dilated depth discontinuities and majority voting from Holoportation to reduce ghosting effects when blending textures. In contrast to their approach, we determine the appropriate blend of textures per vertex using view-dependent rendering techniques, so as to avert fuzziness caused by the ubiquitous normal-weighted blending. By leveraging geodesics-guided diffusion and temporal texture fields, our algorithm mitigates spatial occlusion seams while preserving temporal consistency. Experiments demonstrate significant enhancement in rendering quality, especially in detailed regions such as faces. We envision a wide range of applications for Montage4D, including immersive telepresence for business, training, and live entertainment. Ruofei Du, Ming Chuang, Wayne Chang, Hugues Hoppe, Amitabh Varshney |
I3D | 1 |
| 2015 | Supporting Everyday Activities for Persons with Visual Impairments Through Computer Vision-Augmented TouchabstractThe HandSight project investigates how wearable micro-cameras can be used to augment a blind or visually impaired user--s sense of touch with computer vision. Our goal is to support an array of activities of daily living by sensing and feeding back non-tactile information (e.g., color, printed text, patterns) about an object as it is touched. In this poster paper, we provide an overview of the project, our current proof-of-concept prototype, and a summary of findings from finger-based text reading studies. As this is an early-stage project, we also enumerate current open questions. Leah Findlater, Lee Stephan Stearns, Ruofei Du, Uran Oh, Rama Chellappa, Jon Froehlich |
ASSETS | 3 |
| 2015 | A two-stage statistical procedure for feature selection and comparison in functional analysis of metagenomesabstractMOTIVATION: With the advance of new sequencing technologies producing massive short reads data, metagenomics is rapidly growing, especially in the fields of environmental biology and medical science. The metagenomic data are not only high dimensional with large number of features and limited number of samples but also complex with a large number of zeros and skewed distribution. Efficient computational and statistical tools are needed to deal with these unique characteristics of metagenomic sequencing data. In metagenomic studies, one main objective is to assess whether and how multiple microbial communities differ under various environmental conditions. RESULTS: We propose a two-stage statistical procedure for selecting informative features and identifying differentially abundant features between two or more groups of microbial communities. In the functional analysis of metagenomes, the features may refer to the pathways, subsystems, functional roles and so on. In the first stage of the proposed procedure, the informative features are selected using elastic net as reducing the dimension of metagenomic data. In the second stage, the differentially abundant features are detected using generalized linear models with a negative binomial distribution. Compared with other available methods, the proposed approach demonstrates better performance for most of the comprehensive simulation studies. The new method is also applied to two real metagenomic datasets related to human health. Our findings are consistent with those in previous reports. AVAILABILITY: R code and two example datasets are available at http://cals.arizona.edu/∼anling/software.htm. SUPPLEMENTARY INFORMATION: Supplementary file is available at Bioinformatics online. Naruekamol Pookhao, Michael B. Sohn, Qike Li, Isaac Jenkins, Ruofei Du, Hongmei Jiang, Lingling An |
Bioinform. | 5 |
| 2015 | A robust approach for identifying differentially abundant features in metagenomic samplesabstractMOTIVATION: The analysis of differential abundance for features (e.g. species or genes) can provide us with a better understanding of microbial communities, thus increasing our comprehension and understanding of the behaviors of microbial communities. However, it could also mislead us about the characteristics of microbial communities if the abundances or counts of features on different scales are not properly normalized within and between communities, prior to the analysis of differential abundance. Normalization methods used in the differential analysis typically try to adjust counts on different scales to a common scale using the total sum, mean or median of representative features across all samples. These methods often yield undesirable results when the difference in total counts of differentially abundant features (DAFs) across different conditions is large. RESULTS: We develop a novel method, Ratio Approach for Identifying Differential Abundance (RAIDA), which utilizes the ratio between features in a modified zero-inflated lognormal model. RAIDA removes possible problems associated with counts on different scales within and between conditions. As a result, its performance is not affected by the amount of difference in total abundances of DAFs across different conditions. Through comprehensive simulation studies, the performance of our method is consistently powerful, and under some situations, RAIDA greatly surpasses other existing methods. We also apply RAIDA on real datasets of type II diabetes and find interesting results consistent with previous reports. AVAILABILITY AND IMPLEMENTATION: An R package for RAIDA can be accessed from http://cals.arizona.edu/%7Eanling/sbg/software.htm. Michael B. Sohn, Ruofei Du, Lingling An |
Bioinform. | 2 |
| 2012 | Online Vigilance Analysis Combining Video and Electrooculography Features
Ruofei Du, Ren-Jie Liu, Tian-Xiang Wu, Bao-Liang Lu |
ICONIP (5) | 1 |