Chiew-Lan Tai

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75ranked-venue papers
6as first author
11since 2021 · last 2025
0000-0002-1486-1974ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 67 · 6 first-author · 10 since 2021Artificial intelligence and machine learning · 17 · 7 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 first-authorTheory of computation · 1
YearPublicationVenuePosition
2025 Voxel-Mesh Network for Geodesic-Aware 3D Semantic Segmentation of Indoor Scenes
abstract
In recent years, sparse voxel-based methods have become the state-of-the-arts for 3D semantic segmentation of indoor scenes, thanks to the powerful 3D CNNs. Nevertheless, being oblivious to the underlying geometry, voxel-based methods suffer from ambiguous features on spatially close objects and struggle with handling complex and irregular geometries due to the lack of geodesic information. In view of this, we present Voxel-Mesh Network (VMNet), a novel 3D deep architecture that operates on the voxel and mesh representations leveraging both the euclidean and geodesic information. Intuitively, the euclidean information extracted from voxels can offer contextual cues representing interactions between nearby objects, while the geodesic information extracted from meshes can help separate objects that are spatially close but have disconnected surfaces. To incorporate such information from the two domains, we design an intra-domain attentive module for effective feature aggregation and an inter-domain attentive module for adaptive feature fusion. Experimental results validate the effectiveness of VMNet: specifically, on the challenging ScanNet dataset for large-scale segmentation of indoor scenes, it outperforms the state-of-the-art SparseConvNet and MinkowskiNet (74.6% versus 72.5% and 73.6% in mIoU) with a simpler network structure (17M versus 30M and 38M parameters).
Zeyu Hu, Xuyang Bai, Jiaxiang Shang, Jiayu Dong, Xin Wang 0178, Guangyuan Sun, Hongbo Fu 0001, Chiew-Lan Tai
IEEE Trans. Pattern Anal. Mach. Intell.9
2024 PoseCoach: A Customizable Analysis and Visualization System for Video-Based Running Coaching
abstract
Videos are an accessible form of media for analyzing sports postures and providing feedback to athletes. Existing sport-specific systems embed bespoke human pose attributes and thus can be hard to scale for new attributes, especially for users without programming experiences. Some systems retain scalability by directly showing the differences between two poses, but they might not clearly visualize the key differences that viewers would like to pursue. Besides, video-based coaching systems often present feedback on the correctness of poses by augmenting videos with visual markers or reference poses. However, previewing and augmenting videos limit the analysis and visualization of human poses due to the fixed viewpoints in videos, which confine the observation of captured human movements and cause ambiguity in the augmented feedback. To address these issues, we study customizable human pose data analysis and visualization in the context of running pose attributes, such as joint angles and step distances. Based on existing literature and a formative study, we have designed and implemented a system, PoseCoach, to provide feedback on running poses for amateurs by comparing the running poses between a novice and an expert. PoseCoach adopts a customizable data analysis model to allow users' controllability in defining pose attributes of their interests through our interface. To avoid the influence of viewpoint differences and provide intuitive feedback, PoseCoach visualizes the pose differences as part-based 3D animations on a human model to imitate the demonstration of a human coach. We conduct a user study to verify our design components and conduct expert interviews to evaluate the usefulness of the system.
Chen Zhu-Tian, Rubaiat Habib Kazi, Li-Yi Wei, Hongbo Fu 0001, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.7
2022 TransFusion: Robust LiDAR-Camera Fusion for 3D Object Detection with Transformers
abstract
LiDAR and camera are two important sensors for 3D object detection in autonomous driving. Despite the increasing popularity of sensor fusion in this field, the robustness against inferior image conditions, e.g., bad illumination and sensor misalignment, is under-explored. Existing fusion methods are easily affected by such conditions, mainly due to a hard association of LiDAR points and image pixels, established by calibration matrices. We propose TransFusion, a robust solution to LiDAR-camera fusion with a soft-association mechanism to handle inferior image conditions. Specifically, our TransFusion consists of convolutional backbones and a detection head based on a transformer decoder. The first layer of the decoder predicts initial bounding boxes from a LiDAR point cloud using a sparse set of object queries, and its second decoder layer adaptively fuses the object queries with useful image features, leveraging both spatial and contextual relationships. The attention mechanism of the transformer enables our model to adaptively determine where and what information should be taken from the image, leading to a robust and effective fusion strategy. We additionally design an image-guided query initialization strategy to deal with objects that are difficult to detect in point clouds. TransFusion achieves state-of-the-art performance on large-scale datasets. We provide extensive experiments to demonstrate its robustness against degenerated image quality and calibration errors. We also extend the proposed method to the 3D tracking task and achieve the 1st place in the leader-board of nuScenes tracking, showing its effectiveness and generalization capability. [code release]
Xuyang Bai, Zeyu Hu, Xinge Zhu, Qingqiu Huang, Hongbo Fu 0001, Chiew-Lan Tai
CVPR7
2022 LiDAL: Inter-frame Uncertainty Based Active Learning for 3D LiDAR Semantic Segmentation
Zeyu Hu, Xuyang Bai, Xin Wang 0178, Guangyuan Sun, Hongbo Fu 0001, Chiew-Lan Tai
ECCV (27)7
2021 PointDSC: Robust Point Cloud Registration Using Deep Spatial Consistency
abstract
Removing outlier correspondences is one of the critical steps for successful feature-based point cloud registration. Despite the increasing popularity of introducing deep learning techniques in this field, spatial consistency, which is essentially established by a Euclidean transformation between point clouds, has received almost no individual attention in existing learning frameworks. In this paper, we present PointDSC, a novel deep neural network that explicitly incorporates spatial consistency for pruning outlier correspondences. First, we propose a nonlocal feature aggregation module, weighted by both feature and spatial coherence, for feature embedding of the input correspondences. Second, we formulate a differentiable spectral matching module, supervised by pairwise spatial compatibility, to estimate the inlier confidence of each correspondence from the embedded features. With modest computation cost, our method outperforms the state-of-the-art hand- crafted and learning-based outlier rejection approaches on several real-world datasets by a significant margin. We also show its wide applicability by combining PointDSC with different 3D local descriptors. [code release]
Xuyang Bai, Zixin Luo, Lei Zhou 0011, Lei Li 0038, Zeyu Hu, Hongbo Fu 0001, Chiew-Lan Tai
CVPR8
2021 Learning to Match Features with Seeded Graph Matching Network
abstract
Matching local features across images is a fundamental problem in computer vision. Targeting towards high accuracy and efficiency, we propose Seeded Graph Matching Network, a graph neural network with sparse structure to reduce redundant connectivity and learn compact representation. The network consists of 1) Seeding Module, which initializes the matching by generating a small set of reliable matches as seeds. 2) Seeded Graph Neural Network, which utilizes seed matches to pass messages within/across images and predicts assignment costs. Three novel operations are proposed as basic elements for message passing: 1) Attentional Pooling, which aggregates keypoint features within the image to seed matches. 2) Seed Filtering, which enhances seed features and exchanges messages across images. 3) Attentional Unpooling, which propagates seed features back to original keypoints. Experiments show that our method reduces computational and memory complexity significantly compared with typical attention-based networks while competitive or higher performance is achieved.
Zixin Luo, Lei Zhou 0011, Xuyang Bai, Zeyu Hu, Chiew-Lan Tai, Long Quan
ICCV7
2021 VMNet: Voxel-Mesh Network for Geodesic-Aware 3D Semantic Segmentation
abstract
In recent years, sparse voxel-based methods have be-come the state-of-the-arts for 3D semantic segmentation of indoor scenes, thanks to the powerful 3D CNNs. Nevertheless, being oblivious to the underlying geometry, voxel-based methods suffer from ambiguous features on spatially close objects and struggle with handling complex and irregular geometries due to the lack of geodesic information. In view of this, we present Voxel-Mesh Network (VMNet), a novel 3D deep architecture that operates on the voxel and mesh representations leveraging both the Euclidean and geodesic information. Intuitively, the Euclidean information extracted from voxels can offer contextual cues representing interactions between nearby objects, while the geodesic information extracted from meshes can help separate objects that are spatially close but have disconnected surfaces. To incorporate such information from the two domains, we design an intra-domain attentive module for effective feature aggregation and an inter-domain attentive module for adaptive feature fusion. Experimental results validate the effectiveness of VMNet: specifically, on the challenging ScanNet dataset for large-scale segmentation of indoor scenes, it outperforms the state-of-the-art SparseConvNet and MinkowskiNet (74.6% vs 72.5% and 73.6% in mIoU) with a simpler network structure (17M vs 30M and 38M parameters). Code release: https://github.com/hzykent/VMNet
Zeyu Hu, Xuyang Bai, Jiaxiang Shang, Jiayu Dong, Xin Wang 0178, Guangyuan Sun, Hongbo Fu 0001, Chiew-Lan Tai
ICCV9
2021 Normalized Human Pose Features for Human Action Video Alignment
abstract
We present a novel approach for extracting human pose features from human action videos. The goal is to let the pose features capture only the poses of the action while being invariant to other factors, including video back-grounds, the video subjects’ anthropometric characteristics and viewpoints. Such human pose features facilitate the comparison of pose similarity and can be used for down-stream tasks, such as human action video alignment and pose retrieval. The key to our approach is to first normalize the poses in the video frames by mapping the poses onto a pre-defined 3D skeleton to not only disentangle subject physical features, such as bone lengths and ratios, but also to unify global orientations of the poses. Then the normalized poses are mapped to a pose embedding space of high-level features, learned via unsupervised metric learning. We evaluate the effectiveness of our normalized features both qualitatively by visualizations, and quantitatively by a video alignment task on the Human3.6M dataset and an action recognition task on the Penn Action dataset.
Mingyi Shi, Qifeng Chen 0001, Hongbo Fu 0001, Chiew-Lan Tai
ICCV5
2021 SketchDesc: Learning Local Sketch Descriptors for Multi-View Correspondence
abstract
In this article, we study the problem of multi-view sketch correspondence, where we take as input multiple freehand sketches with different views of the same object and predict as output the semantic correspondence among the sketches. This problem is challenging since the visual features of corresponding points at different views can be very different. To this end, we take a deep learning approach and learn a novel local sketch descriptor from data. We contribute a training dataset by generating the pixel-level correspondence for the multi-view line drawings synthesized from 3D shapes. To handle the sparsity and ambiguity of sketches, we design a novel multi-branch neural network that integrates a patch-based representation and a multi-scale strategy to learn the pixel-level correspondence among multi-view sketches. We demonstrate the effectiveness of our proposed approach with extensive experiments on hand-drawn sketches and multi-view line drawings rendered from multiple 3D shape datasets.
Deng Yu, Lei Li 0038, Youyi Zheng, Manfred Lau, Yi-Zhe Song, Chiew-Lan Tai, Hongbo Fu 0001
IEEE Trans. Circuits Syst. Video Technol.6
2021 Sketch-R2CNN: An RNN-Rasterization-CNN Architecture for Vector Sketch Recognition
abstract
Sketches in existing large-scale datasets like the recent QuickDraw collection are often stored in a vector format, with strokes consisting of sequentially sampled points. However, most existing sketch recognition methods rasterize vector sketches as binary images and then adopt image classification techniques. In this article, we propose a novel end-to-end single-branch network architecture RNN-Rasterization-CNN (Sketch-R2CNN for short) to fully leverage the vector format of sketches for recognition. Sketch-R2CNN takes a vector sketch as input and uses an RNN for extracting per-point features in the vector space. We then develop a neural line rasterization module to convert the vector sketch and the per-point features to multi-channel point feature maps, which are subsequently fed to a CNN for extracting convolutional features in the pixel space. Our neural line rasterization module is designed in a differentiable way for end-to-end learning. We perform experiments on existing large-scale sketch recognition datasets and show that the RNN-Rasterization design brings consistent improvement over CNN baselines and that Sketch-R2CNN substantially outperforms the state-of-the-art methods.
Lei Li 0038, Changqing Zou, Youyi Zheng, Qingkun Su, Hongbo Fu 0001, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.6
2021 Global Beautification of 2D and 3D Layouts With Interactive Ambiguity Resolution
abstract
Specifying precise relationships among graphic elements is often a time-consuming process with traditional alignment tools. Automatic beautification of roughly designed layouts can provide a more efficient solution but often lead to undesired results due to ambiguity problems. To facilitate ambiguity resolution in layout beautification, we present a novel user interface for visualizing and editing inferred relationships through an automatic global layout beautification process. First, our interface provides a preview of the beautified layout with inferred constraints without directly modifying an input layout. In this way, the user can easily keep refining beautification results by interactively repositioning and/or resizing elements in the input layout. Second, we present a gestural interface for editing automatically inferred constraints by directly interacting with the visualized constraints via simple gestures. Our technique is applicable to both 2D and 3D global layout beautification, supported by efficient system implementation that provides instant user feedback. Our user study validates that our tool is capable of creating, editing, and refining layouts of graphic elements, and is significantly faster than the standard snap-dragging or command-based alignment tools for both 2D and 3D layout tasks.
Pengfei Xu 0002, Guohang Yan, Hongbo Fu 0001, Takeo Igarashi, Chiew-Lan Tai, Hui Huang 0004
IEEE Trans. Vis. Comput. Graph.5
2020 D3Feat: Joint Learning of Dense Detection and Description of 3D Local Features
abstract
A successful point cloud registration often lies on robust establishment of sparse matches through discriminative 3D local features. Despite the fast evolution of learning-based 3D feature descriptors, little attention has been drawn to the learning of 3D feature detectors, even less for a joint learning of the two tasks. In this paper, we leverage a 3D fully convolutional network for 3D point clouds, and propose a novel and practical learning mechanism that densely predicts both a detection score and a description feature for each 3D point. In particular, we propose a keypoint selection strategy that overcomes the inherent density variations of 3D point clouds, and further propose a self-supervised detector loss guided by the on-the-fly feature matching results during training. Finally, our method achieves state-of-the-art results in both indoor and outdoor scenarios, evaluated on 3DMatch and KITTI datasets, and shows its strong generalization ability on the ETH dataset. Towards practical use, we show that by adopting a reliable feature detector, sampling a smaller number of features is sufficient to achieve accurate and fast point cloud alignment.
Xuyang Bai, Zixin Luo, Lei Zhou 0011, Hongbo Fu 0001, Long Quan, Chiew-Lan Tai
CVPR6
2020 End-to-End Learning Local Multi-View Descriptors for 3D Point Clouds
abstract
In this work, we propose an end-to-end framework to learn local multi-view descriptors for 3D point clouds. To adopt a similar multi-view representation, existing studies use hand-crafted viewpoints for rendering in a preprocessing stage, which is detached from the subsequent descriptor learning stage. In our framework, we integrate the multi-view rendering into neural networks by using a differentiable renderer, which allows the viewpoints to be optimizable parameters for capturing more informative local context of interest points. To obtain discriminative descriptors, we also design a soft-view pooling module to attentively fuse convolutional features across views. Extensive experiments on existing 3D registration benchmarks show that our method outperforms existing local descriptors both quantitatively and qualitatively.
Lei Li 0038, Siyu Zhu 0001, Hongbo Fu 0001, Ping Tan 0002, Chiew-Lan Tai
CVPR5
2020 JSENet: Joint Semantic Segmentation and Edge Detection Network for 3D Point Clouds
Zeyu Hu, Mingmin Zhen, Xuyang Bai, Hongbo Fu 0001, Chiew-Lan Tai
ECCV (20)5
2020 PoseTween: Pose-driven Tween Animation
abstract
Augmenting human action videos with visual effects often requires professional tools and skills. To make this more accessible by novice users, existing attempts have focused on automatically adding visual effects to faces and hands, or let virtual objects strictly track certain body parts, resulting in rigid-looking effects. We present PoseTween, an interactive system that allows novice users to easily add vivid virtual objects with their movement interacting with a moving subject in an input video. Our key idea is to leverage the motion of the subject to create pose-driven tween animations of virtual objects. With our tool, a user only needs to edit the properties of a virtual object with respect to the subject's movement at keyframes, and the object is associated with certain body parts automatically. The properties of the object at intermediate frames are then determined by both the body movement and the interpolated object keyframe properties, producing natural object movements and interactions with the subject. We design a user interface to facilitate editing of keyframes and previewing animation results. Our user study shows that PoseTween significantly requires less editing time and fewer keyframes than using the traditional tween animation in making pose-driven tween animations for novice users.
Hongbo Fu 0001, Chiew-Lan Tai
UIST3
2019 Model-Guided 3D Sketching
abstract
We present a novel 3D model-guided interface for in-situ sketching on 3D planes. Our work is motivated by evolutionary design, where existing 3D objects form the basis for conceptual re-design or further design exploration. We contribute a novel workflow that exploits the geometry of an underlying 3D model to infer 3D planes on which 2D strokes drawn that are on and around the 3D model should be meaningfully projected. This provides users with the nearly modeless fluidity of a sketching interface, and is particularly useful for 3D sketching over planes that are not easily accessible or do not preexist. We also provide an additional set of tools, including sketching with explicit plane selection and model-aware canvas manipulation. Our system is evaluated with a user study, showing that our technique is easy to learn and effective for rapid sketching of product design variations around existing 3D models.
Pengfei Xu 0002, Hongbo Fu 0001, Youyi Zheng, Karan Singh 0004, Hui Huang 0004, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.6
2018 Live Sketch: Video-driven Dynamic Deformation of Static Drawings
abstract
Creating sketch animations using traditional tools requires special artistic skills, and is tedious even for trained professionals. To lower the barrier for creating sketch animations, we propose a new system, emphLive Sketch, which allows novice users to interactively bring static drawings to life by applying deformation-based animation effects that are extracted from video examples. Dynamic deformation is first extracted as a sparse set of moving control points from videos and then transferred to a static drawing. Our system addresses a few major technical challenges, such as motion extraction from video, video-to-sketch alignment, and many-to-one motion-driven sketch animation. While each of the sub-problems could be difficult to solve fully automatically, we present reliable solutions by combining new computational algorithms with intuitive user interactions. Our pilot study shows that our system allows both users with or without animation skills to easily add dynamic deformation to static drawings.
Qingkun Su, Hongbo Fu 0001, Chiew-Lan Tai, Jue Wang 0001
CHI4
2016 2D-Dragger: unified touch-based target acquisition with constant effective width
abstract
In this work we introduce 2D-Dragger, a unified touch-based target acquisition technique that enables easy access to small targets in dense regions or distant targets on screens of various sizes. The effective width of a target is constant with our tool, allowing a fixed scale of finger movement for capturing a new target. Our tool is thus insensitive to the distribution and size of the selectable targets, and consistently works well for screens of different sizes, from mobile to wall-sized screens. Our user studies show that overall 2D-Dragger performs the best compared to the state-of-the-art techniques for selecting both near and distant targets of various sizes in different densities.
Qingkun Su, Oscar Kin-Chung Au, Pengfei Xu 0002, Hongbo Fu 0001, Chiew-Lan Tai
MobileHCI5
2016 Image-Based Building Regularization Using Structural Linear Features
abstract
Reconstructed building models using stereo-based methods inevitably suffer from noise, leading to the lack of regularity which is characterized by straightness of structural linear features and smoothness of homogeneous regions. We leverage the structural linear features embedded in the mesh to construct a novel surface scaffold structure for model regularization. The regularization comprises two iterative stages: (1) the linear features are semi-automatically proposed from images by exploiting photometric and geometric clues jointly; (2) the scaffold topology represented by spatial relations among the linear features is optimized according to data fidelity and topological rules, then the mesh is refined by adjusting itself to the consolidated scaffold. Our method has two advantages. First, the proposed scaffold representation is able to concisely describe semantic building structures. Second, the scaffold structure is embedded in the mesh, which can preserve the mesh connectivity and avoid stitching or intersecting surfaces in challenging cases. We demonstrate that our method can enhance structural characteristics and suppress irregularities in the building models robustly in some challenging datasets. Moreover, the regularization can significantly improve the results of general applications such as simplification and non-photorealistic rendering.
Jinglu Wang, Tian Fang, Qingkun Su, Siyu Zhu 0001, Shengnan Cai, Chiew-Lan Tai, Long Quan
IEEE Trans. Vis. Comput. Graph.7
2015 GACA: Group-Aware Command-based Arrangement of Graphic Elements
abstract
Many graphic applications rely on command-based arrangement tools to achieve precise layouts. Traditional tools are designed to operate on a single group of elements that are distributed consistently with the arrangement axis implied by a command. This often demands a process with repeated element selections and arrangement commands to achieve 2D layouts involving multiple rows and/or columns of well aligned and/or distributed elements. Our work aims to reduce the numbers of selection operation and command invocation, since such reductions are particularly beneficial to professional designers who design lots of layouts. Our key idea is that an issued arrangement command is in fact very informative, instructing how to automatically decompose a 2D layout into multiple 1D groups, each of which is compatible with the command. We present a parameter-free, command-driven grouping approach so that users can easily predict our grouping results. We also design a simple user interface with pushpins to enable explicit control of grouping and arrangement. Our user study confirms the intuitiveness of our technique and its performance improvement over traditional command-based arrangement tools.
Pengfei Xu 0002, Hongbo Fu 0001, Chiew-Lan Tai, Takeo Igarashi
CHI3
2015 Higher-Order CRF Structural Segmentation of 3D Reconstructed Surfaces
abstract
In this paper, we propose a structural segmentation algorithm to partition multi-view stereo reconstructed surfaces of large-scale urban environments into structural segments. Each segment corresponds to a structural component describable by a surface primitive of up to the second order. This segmentation is for use in subsequent urban object modeling, vectorization, and recognition. To overcome the high geometrical and topological noise levels in the 3D reconstructed urban surfaces, we formulate the structural segmentation as a higher-order Conditional Random Field (CRF) labeling problem. It not only incorporates classical lower-order 2D and 3D local cues, but also encodes contextual geometric regularities to disambiguate the noisy local cues. A general higher-order CRF is difficult to solve. We develop a bottom-up progressive approach through a patch-based surface representation, which iteratively evolves from the initial mesh triangles to the final segmentation. Each iteration alternates between performing a prior discovery step, which finds the contextual regularities of the patch-based representation, and an inference step that leverages the regularities as higher-order priors to construct a more stable and regular segmentation. The efficiency and robustness of the proposed method is extensively demonstrated on real reconstruction models, yielding significantly better performance than classical mesh segmentation methods.
Jinglu Wang, Tian Fang, Chiew-Lan Tai, Long Quan
ICCV4
2015 HIRM: A handle-independent reduced model for incremental mesh editing
Yirui Wu, Oscar Kin-Chung Au, Chiew-Lan Tai, Tong Lu 0002
Comput. Aided Geom. Des.3
2014 Global beautification of layouts with interactive ambiguity resolution
abstract
Automatic global beautification methods have been proposed for sketch-based interfaces, but they can lead to undesired results due to ambiguity in the user's input. To facilitate ambiguity resolution in layout beautification, we present a novel user interface for visualizing and editing inferred relationships. First, our interface provides a preview of the beautified layout with inferred constraints, without directly modifying the input layout. In this way, the user can easily keep refining beautification results by interactively repositioning and/or resizing elements in the input layout. Second, we present a gestural interface for editing automatically inferred constraints by directly interacting with the visualized constraints via simple gestures. Our efficient implementation of the beautification system provides the user instant feedback. Our user studies validate that our tool is capable of creating, editing and refining layouts of graphic elements and is significantly faster than the standard snap-dragging and command-based alignment tools.
Pengfei Xu 0002, Hongbo Fu 0001, Takeo Igarashi, Chiew-Lan Tai
UIST4
2014 Spectral 3D mesh segmentation with a novel single segmentation field
Tong Lu 0002, Oscar Kin-Chung Au, Chiew-Lan Tai
Graph. Model.4
2013 Scalable maps of random dots for middle-scale locative mobile games
abstract
In this work we present a new scalable map for middle-scale locative games. Our map is built upon the recent development of fiducial markers, specifically, the random dot markers. We propose a simple solution, i.e., using a grid of compound markers, to address the scalability problem. Our highly scalable approach is able to generate a middle-scale map on which multiple players can stand and position themselves via mobile cameras in real time. We show how a classic computer game can be effectively adapted to our middle-scale gaming platform.
Hongbo Fu 0001, Wing Ho Andy Li, Chiew-Lan Tai
VR4
2013 Pairwise Harmonics for Shape Analysis
abstract
This paper introduces a simple yet effective shape analysis mechanism for geometry processing. Unlike traditional shape analysis techniques which compute descriptors per surface point up to certain neighborhoods, we introduce a shape analysis framework in which the descriptors are based on pairs of surface points. Such a pairwise analysis approach leads to a new class of shape descriptors that are more global, discriminative, and can effectively capture the variations in the underlying geometry. Specifically, we introduce new shape descriptors based on the isocurves of harmonic functions whose global maximum and minimum occur at the point pair. We show that these shape descriptors can infer shape structures and consistently lead to simpler and more efficient algorithms than the state-of-the-art methods for three applications: intrinsic reflectional symmetry axis computation, matching shape extremities, and simultaneous surface segmentation and skeletonization.
Youyi Zheng, Chiew-Lan Tai, Eugene Zhang, Pengfei Xu 0002
IEEE Trans. Vis. Comput. Graph.2
2012 Quasi-regular Facade Structure Extraction
Tian Han 0001, Chiew-Lan Tai, Long Quan
ACCV (4)3
2012 Parsing façade with rank-one approximation
abstract
The binary split grammar is powerful to parse façade in a broad range of types, whose structure is characterized by repetitive patterns with different layouts. We notice that, as far as two labels are concerned, BSG parsing is equivalent to approximating a façade by a matrix with multiple rank-one patterns. Then, we propose an efficient algorithm to decompose an arbitrary matrix into a rank-one matrix and a residual matrix, whose magnitude is small in the sense of l0-norm. Next, we develop a block-wise partition method to parse a more general façade. Our method leverages on the recent breakthroughs in convex optimization that can effectively decompose a matrix into a low-rank and sparse matrix pair. The rank-one block-wise parsing not only leads to the detection of repetitive patterns, but also gives an accurate façade segmentation. Experiments on intensive façade data sets have demonstrated that our method outperforms the state-of-the-art techniques and benchmarks both in robustness and efficiency.
Tian Han 0001, Long Quan, Chiew-Lan Tai
CVPR4
2012 Multitouch Gestures for Constrained Transformation of 3D Objects
abstract
Abstract 3D transformation widgets allow constrained manipulations of 3D objects and are commonly used in many 3D applications for fine‐grained manipulations. Since traditional transformation widgets have been mainly designed for mouse‐based systems, they are not user friendly for multitouch screens. There is little research on how to use the extra input bandwidth of multitouch screens to ease constrained transformation of 3D objects. This paper presents a small set of multitouch gestures which offers a seamless control of manipulation constraints (i.e., axis or plane) and modes (i.e., translation, rotation or scaling). Our technique does not require any complex manipulation widgets but candidate axes, which are for visualization rather than direct manipulation. Such design not only minimizes visual clutter but also tolerates imprecise touch‐based inputs. To further expand our axis‐based interaction vocabulary, we introduce intuitive touch gestures for relative manipulations, including snapping and borrowing axes of another object. A preliminary evaluation shows that our technique is more effective than a direct adaption of standard transformation widgets to the tactile paradigm.
Oscar Kin-Chung Au, Chiew-Lan Tai, Hongbo Fu 0001
Comput. Graph. Forum2
2012 Two-Finger Gestures for 6DOF Manipulation of 3D Objects
abstract
Abstract Multitouch input devices afford effective solutions for 6DOF (six Degrees of Freedom) manipulation of 3D objects. Mainly focusing on large‐size multitouch screens, existing solutions typically require at least three fingers and bimanual interaction for full 6DOF manipulation. However, single‐hand, two‐finger operations are preferred especially for portable multitouch devices (e.g., popular smartphones) to cause less hand occlusion and relieve the other hand for necessary tasks like holding the devices. Our key idea for full 6DOF control using only two contact fingers is to introduce two manipulation modes and two corresponding gestures by examining the moving characteristics of the two fingers, instead of the number of fingers or the directness of individual fingers as done in previous works. We solve the resulting binary classification problem using a learning‐based approach. Our pilot experiment shows that with only two contact fingers and typically unimanual interaction, our technique is comparable to or even better than the state‐of‐the‐art techniques.
Oscar Kin-Chung Au, Hongbo Fu 0001, Chiew-Lan Tai
Comput. Graph. Forum4
2012 Lazy selection: a scribble-based tool for smart shape elements selection
abstract
This paper presents Lazy Selection , a scribble-based tool for quick selection of one or more desired shape elements by roughly stroking through the elements. Our algorithm automatically refines the selection and reveals the user's intention. To give the user maximum flexibility but least ambiguity, our technique first extracts selection candidates from the scribble-covered elements by examining the underlying patterns and then ranks them based on their location and shape with respect to the user-sketched scribble. Such a design makes our tool tolerant to imprecise input systems and applicable to touch systems without suffering from the fat finger problem. A preliminary evaluation shows that compared to the standard click and lasso selection tools, which are the most commonly used, our technique provides significant improvements in efficiency and flexibility for many selection scenarios.
Pengfei Xu 0002, Hongbo Fu 0001, Oscar Kin-Chung Au, Chiew-Lan Tai
ACM Trans. Graph.4
2012 Mesh Segmentation with Concavity-Aware Fields
abstract
This paper presents a simple and efficient automatic mesh segmentation algorithm that solely exploits the shape concavity information. The method locates concave creases and seams using a set of concavity-sensitive scalar fields. These fields are computed by solving a Laplacian system with a novel concavity-sensitive weighting scheme. Isolines sampled from the concavity-aware fields naturally gather at concave seams, serving as good cutting boundary candidates. In addition, the fields provide sufficient information allowing efficient evaluation of the candidate cuts. We perform a summarization of all field gradient magnitudes to define a score for each isoline and employ a score-based greedy algorithm to select the best cuts. Extensive experiments and quantitative analysis have shown that the quality of our segmentations are better than or comparable with existing state-of-the-art more complex approaches.
Oscar Kin-Chung Au, Youyi Zheng, Menglin Chen, Pengfei Xu 0002, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.5
2012 Fisheye Video Correction
abstract
Various types of video can be captured with fisheye lenses; their wide field of view is particularly suited to surveillance video. However, fisheye lenses introduce distortion, and this changes as objects in the scene move, making fisheye video difficult to interpret. Current still fisheye image correction methods are either limited to small angles of view, or are strongly content dependent, and therefore unsuitable for processing video streams. We present an efficient and robust scheme for fisheye video correction, which minimizes time-varying distortion and preserves salient content in a coherent manner. Our optimization process is controlled by user annotation, and takes into account a wide set of measures addressing different aspects of natural scene appearance. Each is represented as a quadratic term in an energy minimization problem, leading to a closed-form solution via a sparse linear system. We illustrate our method with a range of examples, demonstrating coherent natural-looking video output. The visual quality of individual frames is comparable to those produced by state-of-the-art methods for fisheye still photograph correction.
Chenfeng Li, Shi-Min Hu 0001, Ralph R. Martin, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.5
2012 Dot Scissor: A Single-Click Interface for Mesh Segmentation
abstract
This paper presents a very easy-to-use interactive tool, which we call dot scissor, for mesh segmentation. The user's effort is reduced to placing only a single click where a cut is desired. Such a simple interface is made possible by a directional search strategy supported by a concavity-aware harmonic field and a robust voting scheme that selects the best isoline as the cut. With a concavity-aware weighting scheme, the harmonic fields gather dense isolines along concave regions which are natural boundaries of semantic components. The voting scheme relies on an isoline-face scoring mechanism that considers both shape geometry and user intent. We show by extensive experiments and quantitative analysis that our tool advances the state-of-the-art segmentation methods in both simplicity of use and segmentation quality.
Youyi Zheng, Chiew-Lan Tai, Oscar Kin-Chung Au
IEEE Trans. Vis. Comput. Graph.2
2011 Component-wise Controllers for Structure-Preserving Shape Manipulation
abstract
Abstract Recent shape editing techniques, especially for man‐made models, have gradually shifted focus from maintaining local, low‐level geometric features to preserving structural, high‐level characteristics like symmetry and parallelism. Such new editing goals typically require a pre‐processing shape analysis step to enable subsequent shape editing. Observing that most editing of shapes involves manipulating their constituent components, we introduce component‐wise controllers that are adapted to the component characteristics inferred from shape analysis. The controllers capture the natural degrees of freedom of individual components and thus provide an intuitive user interface for editing. A typical model usually results in a moderate number of controllers, allowing easy establishment of semantic relations among them by automatic shape analysis supplemented with user interaction. We propose a component‐wise propagation algorithm to automatically preserve the established inter‐relations while maintaining the defining characteristics of individual controllers and respecting the user‐specified modeling constraints. We extend these ideas to a hierarchical setup, allowing the user to adjust the tool complexity with respect to the desired modeling complexity. We demonstrate the effectiveness of our technique on a wide range of man‐made models with structural features, often containing multiple connected pieces.
Youyi Zheng, Hongbo Fu 0001, Daniel Cohen-Or, Oscar Kin-Chung Au, Chiew-Lan Tai
Comput. Graph. Forum5
2011 Bilateral Normal Filtering for Mesh Denoising
abstract
Decoupling local geometric features from the spatial location of a mesh is crucial for feature-preserving mesh denoising. This paper focuses on first order features, i.e., facet normals, and presents a simple yet effective anisotropic mesh denoising framework via normal field denoising. Unlike previous denoising methods based on normal filtering, which process normals defined on the Gauss sphere, our method considers normals as a surface signal defined over the original mesh. This allows the design of a novel bilateral normal filter that depends on both spatial distance and signal distance. Our bilateral filter is a more natural extension of the elegant bilateral filter for image denoising than those used in previous bilateral mesh denoising methods. Besides applying this bilateral normal filter in a local, iterative scheme, as common in most of previous works, we present for the first time a global, noniterative scheme for an isotropic denoising. We show that the former scheme is faster and more effective for denoising extremely noisy meshes while the latter scheme is more robust to irregular surface sampling. We demonstrate that both our feature-preserving schemes generally produce visually and numerically better denoising results than previous methods, especially at challenging regions with sharp features or irregular sampling.
Youyi Zheng, Hongbo Fu 0001, Oscar Kin-Chung Au, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.4
2010 Electors Voting for Fast Automatic Shape Correspondence
abstract
Abstract This paper challenges the difficult problem of automatic semantic correspondence between two given shapes which are semantically similar but possibly geometrically very different (e.g., a dog and an elephant). We argue that the challenging part is the establishment of a sparse correspondence and show that it can be efficiently solved by considering the underlying skeletons augmented with intrinsic surface information. To avoid potentially costly direct search for the best combinatorial match between two sets of skeletal feature nodes, we introduce a statistical correspondence algorithm based on a novel voting scheme, which we call electors voting. The electors are a rather large set of correspondences which then vote to synthesize the final correspondence. The electors are selected via a combinatorial search with pruning tests designed to quickly filter out a vast majority of bad correspondence. This voting scheme is both efficient and insensitive to parameter and threshold settings. The effectiveness of the method is validated by precision‐recall statistics with respect to manually defined ground truth. We show that high quality correspondences can be instantaneously established for a wide variety of model pairs, which may have different poses, surface details, and only partial semantic correspondence.
Oscar Kin-Chung Au, Chiew-Lan Tai, Daniel Cohen-Or, Youyi Zheng, Hongbo Fu 0001
Comput. Graph. Forum2
2010 Mesh Decomposition with Cross-Boundary Brushes
abstract
Abstract We present a new intuitive UI, which we callcross‐boundary brushes, for interactive mesh decomposition. The user roughly draws one or more strokes across a desired cut and our system automatically returns a best cut running through all the strokes. By the different natures of part components (i.e., semantic parts) and patch components (i.e., flatter surface patches) in general models, we design two corresponding brushes: part‐brush and patch‐brush. These two types of brushes share a common user interface, enabling easy switch between them. The part‐brush executes a cut along an isoline of a harmonic field driven by the user‐specified strokes. We show that the inherent smoothness of the harmonic field together with a carefully designed isoline selection scheme lead to segmentation results that are insensitive to noise, pose, tessellation and variation in user's strokes. Our patch‐brush uses a novel facet‐based surface metric that alleviates sensitivity to noise and fine details common in region‐growing algorithms. Extensive experimental results demonstrate that our cutting tools can produce user‐desired segmentations for a wide variety of models even with single strokes. We also show that our tools outperform the state‐of‐art interactive segmentation tools in terms of ease of use and segmentation quality.
Youyi Zheng, Chiew-Lan Tai
Comput. Graph. Forum2
2010 Spatial relationship preserving character motion adaptation
abstract
This paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. In such motions, the implicit spatial relationships between body parts/objects are important for capturing the scene semantics. We introduce a simple structure called an interaction mesh to represent such spatial relationships. By minimizing the local deformation of the interaction meshes of animation frames, such relationships are preserved during motion editing while reducing the number of inappropriate interpenetrations. The interaction mesh representation is general and applicable to various kinds of close interactions. It also works well for interactions involving contacts and tangles as well as those without any contacts. The method is computationally efficient, allowing real-time character control. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.
Edmond S. L. Ho, Taku Komura, Chiew-Lan Tai
ACM Trans. Graph.3
2009 A Novel Knowledge-Based System for Interpreting Complex Engineering Drawings: Theory, Representation, and Implementation
abstract
We present a novel knowledge-based system to automatically convert real-life engineering drawings to content-oriented high-level descriptions. The proposed method essentially turns the complex interpretation process into two parts: knowledge representation and knowledge-based interpretation. We propose a new hierarchical descriptor-based knowledge representation method to organize the various types of engineering objects and their complex high-level relations. The descriptors are defined using an Extended Backus Naur Form (EBNF), facilitating modification and maintenance. When interpreting a set of related engineering drawings, the knowledge-based interpretation system first constructs an EBNF-tree from the knowledge representation file, then searches for potential engineering objects guided by a depth-first order of the nodes in the EBNF-tree. Experimental results and comparisons with other interpretation systems demonstrate that our knowledge-based system is accurate and robust for high-level interpretation of complex real-life engineering projects.
Tong Lu 0002, Chiew-Lan Tai, Huafei Yang, Shijie Cai
IEEE Trans. Pattern Anal. Mach. Intell.2
2009 Implicit modeling from polygon soup using convolution
Xiaogang Jin 0001, Chiew-Lan Tai
Vis. Comput.2
2009 Hierarchical aggregation for efficient shape extraction
Chunxia Xiao, Hongbo Fu 0001, Chiew-Lan Tai
Vis. Comput.3
2008 Skeleton extraction by mesh contraction
abstract
Extraction of curve-skeletons is a fundamental problem with many applications in computer graphics and visualization. In this paper, we present a simple and robust skeleton extraction method based on mesh contraction. The method works directly on the mesh domain, without pre-sampling the mesh model into a volumetric representation. The method first contracts the mesh geometry into zero-volume skeletal shape by applying implicit Laplacian smoothing with global positional constraints. The contraction does not alter the mesh connectivity and retains the key features of the original mesh. The contracted mesh is then converted into a 1D curve-skeleton through a connectivity surgery process to remove all the collapsed faces while preserving the shape of the contracted mesh and the original topology. The centeredness of the skeleton is refined by exploiting the induced skeleton-mesh mapping. In addition to producing a curve skeleton, the method generates other valuable information about the object's geometry, in particular, the skeleton-vertex correspondence and the local thickness, which are useful for various applications. We demonstrate its effectiveness in mesh segmentation and skinning animation.
Oscar Kin-Chung Au, Chiew-Lan Tai, Hung-Kuo Chu, Daniel Cohen-Or, Tong-Yee Lee
ACM Trans. Graph.2
2008 Optimized scale-and-stretch for image resizing
abstract
We present a "scale-and-stretch" warping method that allows resizing images into arbitrary aspect ratios while preserving visually prominent features. The method operates by iteratively computing optimal local scaling factors for each local region and updating a warped image that matches these scaling factors as closely as possible. The amount of deformation of the image content is guided by a significance map that characterizes the visual attractiveness of each pixel; this significance map is computed automatically using a novel combination of gradient and salience-based measures. Our technique allows diverting the distortion due to resizing to image regions with homogeneous content, such that the impact on perceptually important features is minimized. Unlike previous approaches, our method distributes the distortion in all spatial directions, even when the resizing operation is only applied horizontally or vertically, thus fully utilizing the available homogeneous regions to absorb the distortion. We develop an efficient formulation for the nonlinear optimization involved in the warping function computation, allowing interactive image resizing.
Yu-Shuen Wang, Chiew-Lan Tai, Olga Sorkine-Hornung, Tong-Yee Lee
ACM Trans. Graph.2
2008 Focus+Context Visualization with Distortion Minimization
abstract
The need to examine and manipulate large surface models is commonly found in many science, engineering, and medical applications. On a desktop monitor, however, seeing the whole model in detail is not possible. In this paper, we present a new, interactive Focus+Context method for visualizing large surface models. Our method, based on an energy optimization model, allows the user to magnify an area of interest to see it in detail while deforming the rest of the area without perceivable distortion. The rest of the surface area is essentially shrunk to use as little of the screen space as possible in order to keep the entire model displayed on screen. We demonstrate the efficacy and robustness of our method with a variety of models.
Yu-Shuen Wang, Tong-Yee Lee, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.3
2008 Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
abstract
This paper presents a novel basis function, called spherical piecewise constant basis function (SPCBF), for precomputed radiance transfer. SPCBFs have several desirable properties: rotatability, ability to represent all-frequency signals, and support for efficient multiple product. By smartly partitioning the illumination sphere into a set of subregions, and associating each subregion with an SPCBF valued 1 inside the region and 0 elsewhere, we precompute the light coefficients using the resulting SPCBFs. Efficient rotation of the light representation in SPCBFs is achieved by rotating the domain of SPCBFs. We run-time approximate the BRDF and visibility coefficients using the set of SPCBFs for light, possibly rotated, through fast lookup of summed-area-table (SAT) and visibility distance table (VDT), respectively. SPCBFs enable new effects such as object rotation in all-frequency rendering of dynamic scenes and on-the-fly BRDF editing under rotating environment lighting. With graphics hardware acceleration, our method achieves real-time frame rates.
Kun Xu 0003, Yun-Tao Jia, Hongbo Fu 0001, Shi-Min Hu 0001, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.5
2007 Optimal boundaries for Poisson mesh merging
abstract
Existing Poisson mesh editing techniques mainly focus on designing schemes to propagate deformation from a given boundary condition to a region of interest. Although solving the Poisson system in the least-squares sense distributes the distortion errors over the entire region of interest, large deformation in the boundary condition might still lead to severely distorted results. We propose to optimize the boundary condition (the merging boundary) for Poisson mesh merging. The user needs only to casually mark a source region and a target region. Our algorithm automatically searches for an optimal boundary condition within the marked regions such that the change of the found boundary during merging is minimal in terms of similarity transformation. Experimental results demonstrate that our merging tool is easy to use and produces visually better merging results than unoptimized techniques.
Xiaohuang Huang, Hongbo Fu 0001, Oscar Kin-Chung Au, Chiew-Lan Tai
Symposium on Solid and Physical Modeling4
2007 Non-iterative approach for global mesh optimization
Ligang Liu 0001, Chiew-Lan Tai, Zhongping Ji, Guojin Wang
Comput. Aided Des.2
2007 Effective Derivation of Similarity Transformations for Implicit Laplacian Mesh Editing
abstract
Abstract Laplacian coordinates as a local shape descriptor have been employed in mesh editing. As they are encoded in the global coordinate system, they need to be transformed locally to reflect the changed local features of the deformed surface. We present a novel implicit Laplacian editing framework which is linear and effectively captures local rotation information during editing. Directly representing rotation with respect to vertex positions in 3D space leads to a nonlinear system. Instead, we first compute the affine transformations implicitly defined for all the Laplacian coordinates by solving a large sparse linear system, and then extract the rotation and uniform scaling information from each solved affine transformation. Unlike existing differential‐based mesh editing techniques, our method produces visually pleasing deformation results under large angle rotations or big‐scale translations of handles. Additionally, to demonstrate the advantage of our editing framework, we introduce a new intuitive editing technique, called configuration‐independent merging, which produces the same merging result independent of the relative position, orientation, scale of input meshes.
Hongbo Fu 0001, Oscar Kin-Chung Au, Chiew-Lan Tai
Comput. Graph. Forum3
2007 Handle-aware isolines for scalable shape editing
abstract
Handle-based mesh deformation is essentially a nonlinear problem. To allow scalability, the original deformation problem can be approximately represented by a compact set of control variables. We show the direct relation between the locations of handles on the mesh and the local rigidity under deformation, and introduce the notion of handle-aware rigidity . Then, we present a reduced model whose control variables are intelligently distributed across the surface, respecting the rigidity information and the geometry. Specifically, for each handle, the control variables are the transformations of the isolines of a harmonic scalar field representing the deformation propagation from that handle. The isolines constitute a virtual skeletal structure similar to the bones in skinning deformation, thus correctly capturing the low-frequency shape deformation. To interpolate the transformations from the isolines to the original mesh, we design a method which is local, linear and geometry-dependent. This novel interpolation scheme and the transformation-based reduced domain allow each iteration of the nonlinear solver to be fully computed over the reduced domain. This makes the per-iteration cost dependent on only the number of isolines and enables compelling deformation of highly detailed shapes at interactive rates. In addition, we show how the handle-driven isolines provide an efficient means for deformation transfer without full shape correspondence.
Oscar Kin-Chung Au, Hongbo Fu 0001, Chiew-Lan Tai, Daniel Cohen-Or
ACM Trans. Graph.3
2006 Dual Laplacian Editing for Meshes
abstract
Recently, differential information as local intrinsic feature descriptors has been used for mesh editing. Given certain user input as constraints, a deformed mesh is reconstructed by minimizing the changes in the differential information. Since the differential information is encoded in a global coordinate system, it must somehow be transformed to fit the orientations of details in the deformed surface, otherwise distortion will appear. We observe that visually pleasing deformed meshes should preserve both local parameterization and geometry details. We propose to encode these two types of information in the dual mesh domain due to the simplicity of the neighborhood structure of dual mesh vertices. Both sets of information are nondirectional and nonlinearly dependent on the vertex positions. Thus, we present a novel editing framework that iteratively updates both the primal vertex positions and the dual Laplacian coordinates to progressively reduce distortion in parametrization and geometry. Unlike previous related work, our method can produce visually pleasing deformations with simple user interaction, requiring only the handle positions, not local frames at the handles.
Oscar Kin-Chung Au, Chiew-Lan Tai, Ligang Liu 0001, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.2
2005 A new recognition model for electronic architectural drawings
Tong Lu 0002, Chiew-Lan Tai, Feng Su, Shijie Cai
Comput. Aided Des.2
2005 MoXi: real-time ink dispersion in absorbent paper
abstract
This paper presents a physically-based method for simulating ink dispersion in absorbent paper for art creation purposes. We devise a novel fluid flow model based on the lattice Boltzmann equation suitable for simulating percolation in disordered media, like paper, in real time. Our model combines the simulations of spontaneous shape evolution and porous media flow under a unified framework. We also couple our physics simulation with simple implicit modeling and image-based methods to render high quality output. We demonstrate the effectiveness of our techniques in a digital paint system and achieve various realistic effects of ink dispersion, including complex flow patterns observed in real artwork, and other special effects.
Nelson Siu-Hang Chu, Chiew-Lan Tai
ACM Trans. Graph.2
2004 Topology-Free Cut-and-Paste Editing over Meshes
abstract
Existing cut-and-paste editing methods over meshes are inapplicable to regions with non-zero genus. To overcome this drawback, we propose a novel method in this paper. Firstly, a base surface passing through the boundary vertices of the selected region is constructed using the boundary triangulation technique. Considering the connectivity between the neighboring vertices, a new detail encoding technique is then presented based on surface parameterization. Finally, the detail representation is transferred onto the target surface via the base surface. This strategy of creating a base surface as a detail carrier allows us to paste features of non-zero genus onto the target surface. By taking the physical relationship of adjacent vertices into account, our detail encoding method produces more natural and less distorted results. Therefore, our elegant method not only can eliminate the dependence on the topology of the selected feature, but also reduces the distortion effectively during pasting.
Hongbo Fu 0001, Chiew-Lan Tai, Hongxin Zhang 0001
GMP2
2004 A mesh reconstruction algorithm driven by an intrinsic property of a point cloud
Hong-Wei Lin, Chiew-Lan Tai, Guo-Jin Wang
Comput. Aided Des.2
2004 Parametric representation of a surface pencil with a common spatial geodesic
Guo-Jin Wang, Kai Tang 0001, Chiew-Lan Tai
Comput. Aided Des.3
2004 Prototype Modeling from Sketched Silhouettes based on Convolution Surfaces
abstract
Abstract This paper presents a hybrid method for creating three‐dimensional shapes by sketching silhouette curves. Given a silhouette curve, we approximate its medial axis as a set of line segments, and convolve a linearly weighted kernel along each segment. By summing the fields of all segments, an analytical convolution surface is obtained. The resulting generic shape has circular cross‐section, but can be conveniently modified via sketched profile or shape parameters of a spatial transform. New components can be similarly designed by sketching on different projection planes. The convolution surface model lends itself to smooth merging between the overlapping components. Our method overcomes several limitations of previous sketched‐based systems, including designing objects of arbitrary genus, objects with semi‐sharp features, and the ability to easily generate variants of shapes.
Chiew-Lan Tai, Hongxin Zhang 0001, Jacky Chun-Kin Fong
Comput. Graph. Forum1
2004 Sampling-sensitive multiresolution hierarchy for irregular meshes
Oscar Kin-Chung Au, Chiew-Lan Tai
Vis. Comput.2
2003 An inverse kinematics method for 3D figures with motion data
abstract
We present a new inverse kinematics method that utilizes the motion data for realtime control and editing. The key idea is to extract parameters necessary for inverse kinematics from the motion data. These parameters are the weight matrix, which determines the motion of the redundant joints, and the transformation functions that define the motion of the end effectors. The user can control the motion by dragging a body segment using a mouse, and the method calculates the new motion using the precomputed parameters. The method enables interactive editing, warping, and retargeting character motions.
Taku Komura, Atsushi Kuroda, Shunsuke Kudoh, Chiew-Lan Tai, Yoshihisa Shinagawa
Computer Graphics International4
2003 Approximate merging of B-spline curves via knot adjustment and constrained optimization
Chiew-Lan Tai, Shi-Min Hu 0001, Qixing Huang
Comput. Aided Des.1
2002 An Efficient Brush Model for Physically-Based 3D Painting
abstract
This paper presents a novel 3D brush model consisting of a skeleton and a surface, which is deformed through constrained energy minimization. The main advantage of our model over existing ones is in its ability to mimic brush flattening and bristle spreading due to brush bending and lateral friction exerted by the paper surface during the painting process. The ability to recreate such deformations is essential to realistic 3D digital painting simulations, especially in the case of Chinese brush painting and calligraphy. To further increase realism, we also model the plasticity of wetted brushes and the resistance exerted by pores on the paper surface onto the brush tip. Our implementation runs on a consumer-level PC in real-time and produces very realistic results.
Nelson Siu-Hang Chu, Chiew-Lan Tai
PG2
2002 An extension algorithm for B-splines by curve unclamping
Shi-Min Hu 0001, Chiew-Lan Tai, Song-Hai Zhang
Comput. Aided Des.2
2002 Analytical methods for polynomial weighted convolution surfaces with various kernels
Xiaogang Jin 0001, Chiew-Lan Tai
Comput. Graph.2
2002 An Object-Oriented Progressive-Simplification-Based Vectorization System for Engineering Drawings: Model, Algorithm, and Performance
abstract
Existing vectorization systems for engineering drawings usually take a two-phase workflow: convert a raster image to raw vectors and recognize graphic objects from the raw vectors. The first phase usually separates aground truth graphic object that intersects or touches other graphic objects into several parts, thus, the second phase faces the difficulty of searching for and merging raw vectors belonging to the same object. These operations slow down vectorization and degrade the recognition quality. Imitating the way humans read engineering drawings, we propose an efficient one-phase object-oriented vectorization model that recognizes each class of graphic objects from their natural characteristics. Each ground truth graphic object is recognized directly in its entirety at the pixel level. The raster image is progressively simplified by erasing recognized graphic objects to eliminate their interference with subsequent recognition. To evaluate the performance of the proposed model, we present experimental results on real-life drawings and quantitative analysis using third party protocols. The evaluation results show significant improvement in speed and recognition rate.
Jiqiang Song, Feng Su, Chiew-Lan Tai, Shijie Cai
IEEE Trans. Pattern Anal. Mach. Intell.3
2002 Convolution surfaces for arcs and quadratic curves with a varying kernel
Xiaogang Jin 0001, Chiew-Lan Tai
Vis. Comput.2
2001 Animating Chinese Landscape Paintings and Panorama Using Multi-Perspective Modeling
abstract
This paper describes a multi-perspective modeling technique for making fly-through animations from a single large landscape painting or panorama. These images have sub-scenes that are taken from different perspective views. The technique constructs a simple global model for the entire input image and builds a local model for each subscene using the TIP spidery mesh interface. Animation is generated by switching smoothly between a local model and the global model while moving a virtual camera along an animation path. Novel views are rendered by mapping the texture images, extracted from the original image, onto the active model. The usefulness of the technique is demonstrated with two animation examples from a Chinese landscape painting and a spherical panoramic image.
Nelson Siu-Hang Chu, Chiew-Lan Tai
Computer Graphics International2
2001 Dimension Recognition and Geometry Reconstruction in Vectorization of Engineering Drawings
abstract
This paper presents a novel approach for recognizing and interpreting dimensions in engineering drawings. It starts by detecting potential dimension frames, each comprising only the line and text components of a dimension, then verifies them by detecting the dimension symbols. By removing the prerequisite of symbol recognition from detection of dimension sets, our method is capable of handling low quality drawings. We also propose a reconstruction algorithm for rebuilding the drawing entities based on the recognized dimension annotations. A coordinate grid structure is introduced to represent and analyze two-dimensional spatial constraints between entities; this simplifies and unifies the process of rectifying deviations of entity dimensions induced during scanning and vectorization.
Feng Su, Jiqiang Song, Chiew-Lan Tai, Shijie Cai
CVPR (1)3
2001 An Effective Feature-Preserving Mesh Simplification Scheme Based on Face Constriction
abstract
A novel mesh simplification scheme that uses the face constriction process is presented. By introducing a statistical measure that can distinguish triangles having vertices of high local roughness from triangles in flat regions into our weight-ordering equation, along with other heuristics, our scheme can better preserve visually important features in the original mesh. To improve the shape quality of triangles, we adopt nonlinear face area sensitivity in the weight ordering. A learning and feedback mechanism is also utilized to enhance user controllability. The computations are simple, making our scheme time-effective and easy to implement. In addition to comparing our scheme with other mesh simplification algorithms empirically, we compare their performances by establishing a unifying ground among three basic simplification processes: decimate vertex, collapse edge, and constrict face. This unification allows us to analyze the intrinsic merits and demerits of simplification algorithms to help users make better selections.
Shi-Min Hu 0001, Jia-Guang Sun 0001, Chiew-Lan Tai
PG4
2001 Direct manipulation of FFD: efficient explicit solutions and decomposible multiple point constraints
Shi-Min Hu 0001, Hui Zhang 0013, Chiew-Lan Tai, Jia-Guang Sun 0001
Vis. Comput.3
2000 Line Net Global Vectorization: an Algorithm and Its Performance Evaluation
abstract
In this paper, an efficient global algorithm for vectorizing line drawings is presented. It first extracts a seed segment of a graphic entity from a raster image to obtain its direction and width, then tracks the pixels under the guidance of the direction so that the tracking can track through functions and is not affected by noise and degradation of image quality. Thus, an entity will be vectorized in one step without postprocessing. The relations among lines are also used to realize the continuous vectorization of a line net. The speed and quality of vectorization are greatly improved with this algorithm. The performance evaluation is carried out both by theoretical analysis and by experiments. Comparisons with other vectorization algorithms are also made.
Jiqiang Song, Feng Su, Jibing Chen, Chiew-Lan Tai, Shijie Cai
CVPR4
2000 A Matrix-Based Approach to Reconstruction of 3D Objects from Three Orthographic Views
abstract
Presents a matrix-based technique for reconstructing solids with quadric surfaces from three orthographic views. First, the relationship between a conic and its orthographic projections is developed using matrix theory. We then address the problem of finding the theoretical minimum number of views that are necessary for reconstructing an object with quadric surfaces. Next, we reconstruct the conic edges by finding their matrix representations in 3D space. This effectively constructs a model corresponding to the three views. Finally, volume information is searched within the wireframe model to form the final solids. The novelty of our algorithm is in the use of the matrix representation of conics to assist in the 3D reconstruction, which increases both the efficiency and the reliability of the proposed approach.
Shi-Xia Liu, Shi-Min Hu 0001, Jia-Guang Sun 0001, Chiew-Lan Tai
PG4
1999 A Method for Deforming Polygonal Shapes into Smooth Spline Surface Models
abstract
The paper describes a new spline formulation that supports deformation of polygonal shapes into smooth spline surface models. Once a polygonal shape with underlying rectangular topology is specified by the user, it is deformed into a smooth surface that interpolates all the polygonal vertices. The user can then modify the default smooth surface by increasing or decreasing the amount of deformation, either globally or locally. This is accomplished by interactively controlling the shape parameters associated with the polygonal vertices. This modeling paradigm is conceptually simple, and allows C/sup 2/ continuous surfaces to be easily designed, even by a novice user.
Chiew-Lan Tai, Kia-Fock Loe, Brian A. Barsky, Yim-Hung Chan
IV1
1999 Alpha-spline: A C2 Continuous Spline with Weights and Tension Control
abstract
The /spl beta/-spline provides bins and tension control facilities for creating geometrically continuous curves and surfaces. Although geometric continuity is a more appropriate geometric measurement of smoothness than parametric continuity, parametric continuity is still necessary in some applications. The paper proposes a new C/sup 2/ continuous spline scheme called the /spl alpha/-spline which provides weights and tension control. The new scheme is based on blending a sequence of singular reparametrized line segments with a piecewise NURBS curve. The idea is extended to produce /spl alpha/-spline surfaces.
Chiew-Lan Tai, Kia-Fock Loe
Shape Modeling International1
1998 A Reeb graph-based representation for non-sequential construction of topologically complex shapes
Chiew-Lan Tai, Yoshihisa Shinagawa, Tosiyasu L. Kunii
Comput. Graph.1
1996 Surface design via deformation of periodically swept surfaces
Chiew-Lan Tai, Kia-Fock Loe
Vis. Comput.1