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Vivek Kwatra

dblp:27/6787 · DBLP profile ↗
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26ranked-venue papers
9as first author
2since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 25 · 9 first-author · 1 since 2021Artificial intelligence and machine learning · 10 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
13 papers
Visual content generation and editing · 55% Image and video processing · 25% Geometric modeling and processing · 8%
Artificial intelligence
6 papers
Face, body and person analysis · 65% Segmentation and scene understanding · 17% Probabilistic and Bayesian machine learning · 7%
Human-computer interaction and pervasive computing
1 paper
User interface design and tools · 100%

Topics — the 24 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools › prototyping
video prototyping
0.612022
Synthesis-Assisted Video Prototyping From a Document · UIST 2022
Computer vision › Face, body and person analysis
facial animation
0.512021
LipSync3D: Data-Efficient Learning of Personalized 3D Talking Faces From Video Using Pose and Lighting Normalization · CVPR 2021
Visual content generation and editing
talking head generation
0.512021
LipSync3D: Data-Efficient Learning of Personalized 3D Talking Faces From Video Using Pose and Lighting Normalization · CVPR 2021
Visual content generation and editing
texture synthesis
0.352007
Texturing Fluids · IEEE Trans. Vis. Comput. Graph. 2007
Quantitative Evaluation of Near Regular Texture Synthesis Algorithms · CVPR (1) 2006
Texture optimization for example-based synthesis · ACM Trans. Graph. 2005
Image and video processing › image restoration
image denoising
0.212013
Joint Noise Level Estimation from Personal Photo Collections · ICCV 2013
Image and video processing › image restoration › image denoising
noise estimation
0.212013
Joint Noise Level Estimation from Personal Photo Collections · ICCV 2013
Geometric modeling and processing
vector field design
0.112012
Design of 2D Time-Varying Vector Fields · IEEE Trans. Vis. Comput. Graph. 2012
Image and video processing
video stabilization
0.112011
Auto-directed video stabilization with robust L1 optimal camera paths · CVPR 2011
Computer vision › Segmentation and scene understanding
video segmentation
0.112010
Efficient hierarchical graph-based video segmentation · CVPR 2010
Visual content generation and editing
video retargeting
0.112010
Discontinuous seam-carving for video retargeting · CVPR 2010
Computer animation and physical simulation
fluid simulation
0.112007
Texturing Fluids · IEEE Trans. Vis. Comput. Graph. 2007
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
density estimation
0.112005
Mixture Trees for Modeling and Fast Conditional Sampling with Applications in Vision and Graphics · CVPR (1) 2005
Visual content generation and editing
controllable generation
0.112005
Texture optimization for example-based synthesis · ACM Trans. Graph. 2005
Visual content generation and editing
example-based synthesis
0.112005
Texture optimization for example-based synthesis · ACM Trans. Graph. 2005
Geometric modeling and processing › shape representation › topological shape representation
skeletal representation
0.012004
Novel Skeletal Representation for Articulated Creatures · ECCV (3) 2004
Visual content generation and editing
image and video generation
0.012003
Graphcut textures: image and video synthesis using graph cuts · ACM Trans. Graph. 2003
Computational photography and imaging
image stitching
0.012003
Graphcut textures: image and video synthesis using graph cuts · ACM Trans. Graph. 2003
Visual content generation and editing › camera control
camera path optimization
0.012011
Auto-directed video stabilization with robust L1 optimal camera paths · CVPR 2011
Computer vision › Segmentation and scene understanding › video segmentation
spatio-temporal segmentation
0.012010
Efficient hierarchical graph-based video segmentation · CVPR 2010
Visual content generation and editing › image retargeting
seam carving
0.012010
Discontinuous seam-carving for video retargeting · CVPR 2010
Computer vision › 3D vision › object pose estimation › part pose estimation
body part localization
0.012001
Temporal Integration of Multiple Silhouette-Based Body-Part Hypotheses · CVPR (2) 2001
Computer vision › Face, body and person analysis
human pose estimation
0.012001
Temporal Integration of Multiple Silhouette-Based Body-Part Hypotheses · CVPR (2) 2001
Computer vision › Video understanding and tracking › temporal modeling
temporal fusion
0.012001
Temporal Integration of Multiple Silhouette-Based Body-Part Hypotheses · CVPR (2) 2001
Computer vision › Video understanding and tracking
multi-object tracking
0.012005
Mixture Trees for Modeling and Fast Conditional Sampling with Applications in Vision and Graphics · CVPR (1) 2005

Methods — techniques the papers use, named apart from their topics

synthetic video generation · 1.1document decomposition · 1.1texture atlas · 1.0data normalization · 1.0autoregressive model · 1.03d face shape regression · 1.0two-stage optimization · 0.3probabilistic modeling · 0.3spatial-temporal constrained optimization · 0.1basis field summation · 0.1optical flow · 0.1hierarchical graph-based segmentation · 0.1mixture tree · 0.1conditional sampling · 0.1
YearPublicationVenuePosition
2022 Synthesis-Assisted Video Prototyping From a Document
abstract
Video productions commonly start with a script, especially for talking head videos that feature a speaker narrating to the camera. When the source materials come from a written document – such as a web tutorial, it takes iterations to refine content from a text article to a spoken dialogue, while considering visual compositions in each scene. We propose Doc2Video, a video prototyping approach that converts a document to interactive scripting with a preview of synthetic talking head videos. Our pipeline decomposes a source document into a series of scenes, each automatically creating a synthesized video of a virtual instructor. Designed for a specific domain – programming cookbooks, we apply visual elements from the source document, such as a keyword, a code snippet or a screenshot, in suitable layouts. Users edit narration sentences, break or combine sections, and modify visuals to prototype a video in our Editing UI. We evaluated our pipeline with public programming cookbooks. Feedback from professional creators shows that our method provided a reasonable starting point to engage them in interactive scripting for a narrated instructional video.
Peggy Chi, Christian Früh, Brian Colonna, Vivek Kwatra, Irfan A. Essa
UIST5
2021 LipSync3D: Data-Efficient Learning of Personalized 3D Talking Faces From Video Using Pose and Lighting Normalization
abstract
In this paper, we present a video-based learning framework for animating personalized 3D talking faces from audio. We introduce two training-time data normalizations that significantly improve data sample efficiency. First, we isolate and represent faces in a normalized space that decouples 3D geometry, head pose, and texture. This decomposes the prediction problem into regressions over the 3D face shape and the corresponding 2D texture atlas. Second, we leverage facial symmetry and approximate albedo constancy of skin to isolate and remove spatio-temporal lighting variations. Together, these normalizations allow simple networks to generate high fidelity lip-sync videos under novel ambient illumination while training with just a single speaker-specific video. Further, to stabilize temporal dynamics, we introduce an auto-regressive approach that conditions the model on its previous visual state. Human ratings and objective metrics demonstrate that our method outperforms contemporary state-of-the-art audio-driven video reenactment benchmarks in terms of realism, lip-sync and visual quality scores. We illustrate several applications enabled by our framework.
Avisek Lahiri, Vivek Kwatra, Christian Früh, John P. Lewis, Christoph Bregler
CVPR2
2019 Eyemotion: Classifying Facial Expressions in VR Using Eye-Tracking Cameras
abstract
One of the main challenges of social interaction in virtual reality settings is that head-mounted displays occlude a large portion of the face, blocking facial expressions and thereby restricting social engagement cues among users. We present an algorithm to automatically infer expressions by analyzing only a partially occluded face while the user is engaged in a virtual reality experience. Specifically, we show that images of the user's eyes captured from an IR gaze-tracking camera within a VR headset are sufficient to infer a subset of facial expressions without the use of any fixed external camera. Using these inferences, we can generate dynamic avatars in real-time which function as an expressive surrogate for the user. We propose a novel data collection pipeline as well as a novel approach for increasing CNN accuracy via personalization. Our results show a mean accuracy of 74% (F1 of 0.73) among 5 'emotive' expressions and a mean accuracy of 70% (F1 of 0.68) among 10 distinct facial action units, outperforming human raters.
Steven Hickson, Nick Dufour, Avneesh Sud, Vivek Kwatra, Irfan A. Essa
WACV4
2018 Stabilizing First Person 360 Degree Videos
abstract
The use of 360 degree cameras, enabling one to record and share full-spherical 360° X 180° view without any cropping in the viewing angle, is on the rise. Shake in such videos is problematic, especially when used in conjunction with VR headsets causing cybersickness to the viewer. The current state-of-the-art video stabilization algorithm [17] designed specifically for 360 degree videos considers the special geometrical constraints in such videos. However, the specific steps in the algorithm can abruptly change the viewing direction in a video leading to unnatural experience for the viewer. In this paper, we propose to fix this anomaly by the use of L1 smoothness constraints on the camera path, as suggested by Grundmann et al. [7]. The modified algorithm is generic and our experiments indicate that the proposed algorithm not only gives a more natural and smoother stabilization for 360 degree videos but can be used for stabilizing normal field of view videos as well.
Chetan Arora 0001, Vivek Kwatra
WACV2
2013 Joint Noise Level Estimation from Personal Photo Collections
abstract
Personal photo albums are heavily biased towards faces of people, but most state-of-the-art algorithms for image denoising and noise estimation do not exploit facial information. We propose a novel technique for jointly estimating noise levels of all face images in a photo collection. Photos in a personal album are likely to contain several faces of the same people. While some of these photos would be clean and high quality, others may be corrupted by noise. Our key idea is to estimate noise levels by comparing multiple images of the same content that differ predominantly in their noise content. Specifically, we compare geometrically and photo metrically aligned face images of the same person. Our estimation algorithm is based on a probabilistic formulation that seeks to maximize the joint probability of estimated noise levels across all images. We propose an approximate solution that decomposes this joint maximization into a two-stage optimization. The first stage determines the relative noise between pairs of images by pooling estimates from corresponding patch pairs in a probabilistic fashion. The second stage then jointly optimizes for all absolute noise parameters by conditioning them upon relative noise levels, which allows for a pair wise factorization of the probability distribution. We evaluate our noise estimation method using quantitative experiments to measure accuracy on synthetic data. Additionally, we employ the estimated noise levels for automatic denoising using "BM3D", and evaluate the quality of denoising on real-world photos through a user study.
Vivek Kwatra, Troy T. Chinen, Sergey Ioffe
ICCV2
2012 Calibration-free rolling shutter removal
abstract
We present a novel algorithm for efficient removal of rolling shutter distortions in uncalibrated streaming videos. Our proposed method is calibration free as it does not need any knowledge of the camera used, nor does it require calibration using specially recorded calibration sequences. Our algorithm can perform rolling shutter removal under varying focal lengths, as in videos from CMOS cameras equipped with an optical zoom. We evaluate our approach across a broad range of cameras and video sequences demonstrating robustness, scaleability, and repeatability. We also conducted a user study, which demonstrates preference for the output of our algorithm over other state-of-the art methods. Our algorithm is computationally efficient, easy to parallelize, and robust to challenging artifacts introduced by various cameras with differing technologies.
Matthias Grundmann 0002, Vivek Kwatra, Irfan A. Essa
ICCP2
2012 Shadow removal for aerial imagery by information theoretic intrinsic image analysis
abstract
We present a novel technique for shadow removal based on an information theoretic approach to intrinsic image analysis. Our key observation is that any illumination change in the scene tends to increase the entropy of observed texture intensities. Similarly, the presence of texture in the scene increases the entropy of the illumination function. Consequently, we formulate the separation of an image into texture and illumination components as minimization of entropies of each component. We employ a non-parametric kernel-based quadratic entropy formulation, and present an efficient multi-scale iterative optimization algorithm for minimization of the resulting energy functional. Our technique may be employed either fully automatically, using a proposed learning based method for automatic initialization, or alternatively with small amount of user interaction. As we demonstrate, our method is particularly suitable for aerial images, which consist of either distinctive texture patterns, e.g. building facades, or soft shadows with large diffuse regions, e.g. cloud shadows.
Vivek Kwatra, Shengyang Dai
ICCP1
2012 Design of 2D Time-Varying Vector Fields
abstract
Design of time-varying vector fields, i.e., vector fields that can change over time, has a wide variety of important applications in computer graphics. Existing vector field design techniques do not address time-varying vector fields. In this paper, we present a framework for the design of time-varying vector fields, both for planar domains as well as manifold surfaces. Our system supports the creation and modification of various time-varying vector fields with desired spatial and temporal characteristics through several design metaphors, including streamlines, pathlines, singularity paths, and bifurcations. These design metaphors are integrated into an element-based design to generate the time-varying vector fields via a sequence of basis field summations or spatial constrained optimizations at the sampled times. The key-frame design and field deformation are also introduced to support other user design scenarios. Accordingly, a spatial-temporal constrained optimization and the time-varying transformation are employed to generate the desired fields for these two design scenarios, respectively. We apply the time-varying vector fields generated using our design system to a number of important computer graphics applications that require controllable dynamic effects, such as evolving surface appearance, dynamic scene design, steerable crowd movement, and painterly animation. Many of these are difficult or impossible to achieve via prior simulation-based methods. In these applications, the time-varying vector fields have been applied as either orientation fields or advection fields to control the instantaneous appearance or evolving trajectories of the dynamic effects.
Guoning Chen, Vivek Kwatra, Li-Yi Wei, Charles D. Hansen, Eugene Zhang
IEEE Trans. Vis. Comput. Graph.2
2011 Auto-directed video stabilization with robust L1 optimal camera paths
abstract
We present a novel algorithm for automatically applying constrainable, L1-optimal camera paths to generate stabilized videos by removing undesired motions. Our goal is to compute camera paths that are composed of constant, linear and parabolic segments mimicking the camera motions employed by professional cinematographers. To this end, our algorithm is based on a linear programming framework to minimize the first, second, and third derivatives of the resulting camera path. Our method allows for video stabilization beyond the conventional filtering of camera paths that only suppresses high frequency jitter. We incorporate additional constraints on the path of the camera directly in our algorithm, allowing for stabilized and retargeted videos. Our approach accomplishes this without the need of user interaction or costly 3D reconstruction of the scene, and works as a post-process for videos from any camera or from an online source.
Matthias Grundmann 0002, Vivek Kwatra, Irfan A. Essa
CVPR2
2011 Detecting highlights in sports videos: Cricket as a test case
abstract
In this paper, we propose a novel approach for detecting highlights in sports videos. The videos are temporally decomposed into a series of events based on an unsupervised event discovery and detection framework. The framework solely depends on easy-to-extract low-level visual features such as color histogram (CH) or histogram of oriented gradients (HOG), which can potentially be generalized to different sports. The unigram and bigram statistics of the detected events are then used to provide a compact representation of the video. The effectiveness of the proposed representation is demonstrated on cricket video classification: Highlight vs. Non-Highlight for individual video clips (7000 training and 7000 test instances). We achieve a low equal error rate of 12.1% using event statistics based on CH and HOG features.
Vivek Kwatra, Mehmet Emre Sargin, Ullas Gargi
ICME2
2010 Discontinuous seam-carving for video retargeting
abstract
We introduce a new algorithm for video retargeting that uses discontinuous seam-carving in both space and time for resizing videos. Our algorithm relies on a novel appearance-based temporal coherence formulation that allows for frame-by-frame processing and results in temporally discontinuous seams, as opposed to geometrically smooth and continuous seams. This formulation optimizes the difference in appearance of the resultant retargeted frame to the optimal temporally coherent one, and allows for carving around fast moving salient regions. Additionally, we generalize the idea of appearance-based coherence to the spatial domain by introducing piece-wise spatial seams. Our spatial coherence measure minimizes the change in gradients during retargeting, which preserves spatial detail better than minimization of color difference alone. We also show that per-frame saliency (gradient-based or feature-based) does not always produce desirable retargeting results and propose a novel automatically computed measure of spatio-temporal saliency. As needed, a user may also augment the saliency by interactive region-brushing. Our retargeting algorithm processes the video sequentially, making it conducive for streaming applications.
Matthias Grundmann 0002, Vivek Kwatra, Irfan A. Essa
CVPR2
2010 Efficient hierarchical graph-based video segmentation
abstract
We present an efficient and scalable technique for spatiotemporal segmentation of long video sequences using a hierarchical graph-based algorithm. We begin by over-segmenting a volumetric video graph into space-time regions grouped by appearance. We then construct a “region graph” over the obtained segmentation and iteratively repeat this process over multiple levels to create a tree of spatio-temporal segmentations. This hierarchical approach generates high quality segmentations, which are temporally coherent with stable region boundaries, and allows subsequent applications to choose from varying levels of granularity. We further improve segmentation quality by using dense optical flow to guide temporal connections in the initial graph. We also propose two novel approaches to improve the scalability of our technique: (a) a parallel out-of-core algorithm that can process volumes much larger than an in-core algorithm, and (b) a clip-based processing algorithm that divides the video into overlapping clips in time, and segments them successively while enforcing consistency. We demonstrate hierarchical segmentations on video shots as long as 40 seconds, and even support a streaming mode for arbitrarily long videos, albeit without the ability to process them hierarchically.
Matthias Grundmann 0002, Vivek Kwatra, Irfan A. Essa
CVPR2
2010 Fast Covariance Computation and Dimensionality Reduction for Sub-window Features in Images
Vivek Kwatra
ECCV (2)1
2010 Example-based image compression
abstract
The current standard image-compression approaches rely on fairly simple predictions, using either block- or wavelet-based methods. While many more sophisticated texture-modeling approaches have been proposed, most do not provide a significant improvement in compression rate over the current standards at a workable encoding complexity level. We re-examine this area, using example-based texture prediction. We find that we can provide consistent and significant improvements over JPEG, reducing the bit rate by more than 20% for many PSNR levels. These improvements require consideration of the differences between residual energy and prediction/residual compressibility when selecting a texture prediction, as well as careful control of the computational complexity in encoding.
Jing-Yu Cui, Michele Covell, Vivek Kwatra
ICIP4
2008 Fluid in Video: Augmenting Real Video with Simulated Fluids
abstract
Abstract We present a technique for coupling simulated fluid phenomena that interact with real dynamic scenes captured as a binocular video sequence. We first process the binocular video sequence to obtain a complete 3D reconstruction of the scene, including velocity information. We use stereo for the visible parts of 3D geometry and surface completion to fill the missing regions. We then perform fluid simulation within a 3D domain that contains the object, enabling one‐way coupling from the video to the fluid. In order to maintain temporal consistency of the reconstructed scene and the animated fluid across frames, we develop a geometry tracking algorithm that combines optic flow and depth information with a novel technique for “velocity completion”. The velocity completion technique uses local rigidity constraints to hypothesize a motion field for the entire 3D shape, which is then used to propagate and filter the reconstructed shape over time. This approach not only generates smoothly varying geometry across time, but also simultaneously provides the necessary boundary conditions for one‐way coupling between the dynamic geometry and the simulated fluid. Finally, we employ a GPU based scheme for rendering the synthetic fluid in the real video, taking refraction and scene texture into account.
Vivek Kwatra, Philippos Mordohai, Rahul Narain, Sashi Kumar Penta, Mark T. Carlson, Marc Pollefeys, Ming C. Lin
Comput. Graph. Forum1
2007 Feature-Guided Dynamic Texture Synthesis on Continuous Flows
Rahul Narain, Vivek Kwatra, Huai-Ping Lee, Theodore Kim, Mark T. Carlson, Ming C. Lin
Rendering Techniques2
2007 Texturing Fluids
abstract
We present a novel technique for synthesizing textures over dynamically changing fluid surfaces. We use both image textures as well as bump maps as example inputs. Image textures can enhance the rendering of the fluid by either imparting realistic appearance to it or by stylizing it, whereas bump maps enable the generation of complex micro-structures on the surface of the fluid that may be very difficult to synthesize using simulation. To generate temporally coherent textures over a fluid sequence, we transport texture information, i.e. color and local orientation, between free surfaces of the fluid from one time step to the next. This is accomplished by extending the texture information from the first fluid surface to the 3D fluid domain, advecting this information within the fluid domain along the fluid velocity field for one time step, and interpolating it back onto the second surface -- this operation, in part, uses a novel vector advection technique for transporting orientation vectors. We then refine the transported texture by performing texture synthesis over the second surface using our "surface texture optimization" algorithm, which keeps the synthesized texture visually similar to the input texture and temporally coherent with the transported one. We demonstrate our novel algorithm for texture synthesis on dynamically evolving fluid surfaces in several challenging scenarios.
Vivek Kwatra, David Adalsteinsson, Theodore Kim, Nipun Kwatra, Mark T. Carlson, Ming C. Lin
IEEE Trans. Vis. Comput. Graph.1
2006 Quantitative Evaluation of Near Regular Texture Synthesis Algorithms
abstract
Near regular textures are pervasive in man-made and natural world. Their global regularity and local randomness pose new difficulties to the state of the art texture analysis and synthesis algorithms. We carry out a systematic comparison study on the performance of four texture synthesis algorithms on near-regular textures. Our results confirm that faithful near-regular texture synthesis remains a challenging problem for the state of the art general purpose texture synthesis algorithms. In addition, we provide comparison of human perception with computer evaluations on the quality of the texture synthesis results.
Wen-Chieh Lin, James Hays, Yanxi Liu 0001, Vivek Kwatra
CVPR (1)5
2006 Semantic Photo Synthesis
abstract
Abstract Composite images are synthesized from existing photographs by artists who make concept art, e.g., storyboards for movies or architectural planning. Current techniques allow an artist to fabricate such an image by digitally splicing parts of stock photographs. While these images serve mainly to “quickly”convey how a scene should look, their production is laborious. We propose a technique that allows a person to design a new photograph with substantially less effort. This paper presents a method that generates a composite image when a user types in nouns, such as “boat”and “sand.”The artist can optionally design an intended image by specifying other constraints. Our algorithm formulates the constraints as queries to search an automatically annotated image database. The desired photograph, not a collage, is then synthesized using graph‐cut optimization, optionally allowing for further user interaction to edit or choose among alternative generated photos. An implementation of our approach, shown in the associated video, demonstrates our contributions of (1) a method for creating specific images with minimal human effort, and (2) a combined algorithm for automatically building an image library with semantic annotations from any photo collection.
Matthew Johnson 0003, Gabriel J. Brostow, Jamie Shotton, Ognjen Arandjelovic, Vivek Kwatra, Roberto Cipolla
Comput. Graph. Forum5
2005 Mixture Trees for Modeling and Fast Conditional Sampling with Applications in Vision and Graphics
abstract
We introduce mixture trees, a tree-based data-structure for modeling joint probability densities using a greedy hierarchical density estimation scheme. We show that the mixture tree models data efficiently at multiple resolutions, and present fast conditional sampling as one of many possible applications. In particular, the development of this data-structure was spurred by a multi-target tracking application, where memory-based motion modeling calls for fast conditional sampling from large empirical densities. However, it is also suited to applications such as texture synthesis, where conditional densities play a central role. Results are presented for both these applications.
Frank Dellaert, Vivek Kwatra, Sang Min Oh
CVPR (1)2
2005 Texture optimization for example-based synthesis
abstract
We present a novel technique for texture synthesis using optimization. We define a Markov Random Field (MRF)-based similarity metric for measuring the quality of synthesized texture with respect to a given input sample. This allows us to formulate the synthesis problem as minimization of an energy function, which is optimized using an Expectation Maximization (EM)-like algorithm. In contrast to most example-based techniques that do region-growing, ours is a joint optimization approach that progressively refines the entire texture. Additionally, our approach is ideally suited to allow for controllable synthesis of textures. Specifically, we demonstrate controllability by animating image textures using flow fields. We allow for general two-dimensional flow fields that may dynamically change over time. Applications of this technique include dynamic texturing of fluid animations and texture-based flow visualization.
Vivek Kwatra, Irfan A. Essa, Aaron F. Bobick, Nipun Kwatra
ACM Trans. Graph.1
2004 Novel Skeletal Representation for Articulated Creatures
Gabriel J. Brostow, Irfan A. Essa, Drew Steedly, Vivek Kwatra
ECCV (3)4
2003 Graphcut textures: image and video synthesis using graph cuts
abstract
In this paper we introduce a new algorithm for image and video texture synthesis. In our approach, patch regions from a sample image or video are transformed and copied to the output and then stitched together along optimal seams to generate a new (and typically larger) output. In contrast to other techniques, the size of the patch is not chosen a-priori , but instead a graph cut technique is used to determine the optimal patch region for any given offset between the input and output texture. Unlike dynamic programming, our graph cut technique for seam optimization is applicable in any dimension. We specifically explore it in 2D and 3D to perform video texture synthesis in addition to regular image synthesis. We present approximative offset search techniques that work well in conjunction with the presented patch size optimization. We show results for synthesizing regular, random, and natural images and videos. We also demonstrate how this method can be used to interactively merge different images to generate new scenes.
Vivek Kwatra, Arno Schödl, Irfan A. Essa, Greg Turk, Aaron F. Bobick
ACM Trans. Graph.1
2002 Surface Simplification and Edgebreaker Compression for 2D Cell Animations
abstract
Digitized cell animations are typically composed of frames, which contain a small number of regions, which each contain pixels of the same color and exhibit a significant level of shape coherence through time. To exploit this coherence, we treat the stack of frames as a 3D volume and represent the evolution of each region by the bounding surface of the 3D volume V that it sweeps out. To reduce transmission costs, we triangulate and simplify the bounding surface and then encode it using the Edgebreaker compression scheme. To restore a close approximation of the original animation, the client player decompresses the surface and produces the successive frames by intersecting V with constant-time planes. The intersection is generated in real-time with standard graphics hardware through an improved capping (i.e. solid clipping) technique, which correctly handles overlapping facets. We have tested this approach on real and synthetic black and white animations and report compression ratios that improve upon those produced using the MPEG, MRLE, and GZIP compression standards for an equivalent quality result.
Vivek Kwatra, Jarek Rossignac
Shape Modeling International1
2002 Surface Simplification and Edgebreaker Compression for 2D Cell Animations (figure 1)
Vivek Kwatra, Jarek Rossignac
Shape Modeling International1
2001 Temporal Integration of Multiple Silhouette-Based Body-Part Hypotheses
abstract
A method for temporally integrating appearance-based body-part labelling is presented. We begin by modifying the silhouette labelling method of Ghost (Haritaoglu, Harwood, and Davis. 1998); that system first determines which posture best describes the person currently and then uses posture-specific heuristics to generate labels for head, hands, and feet. Our approach is to assign a posture probability and then estimate body part locations for all possible postures. Next we temporally integrate these estimates by finding a best path through the posture-time lattice. A density-sampling propagation approach is used that allows us to model the multiple hypotheses resulting from consideration of different postures. We show quantitative and qualitative results where the temporal integration solution improves the instantaneous estimates. This method can be applied to any system that inherently has multiple methods of asserting instantaneous properties but from which a temporally coherent interpretation is desired.
Vivek Kwatra, Aaron F. Bobick, Amos Y. Johnson
CVPR (2)1