Roland W. Fleming

dblp:42/6086 · DBLP profile ↗
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15ranked-venue papers
2as first author
2since 2021 · last 2024
0000-0001-5033-5069ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 1 since 2021Artificial intelligence and machine learning · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 1

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
5 papers
Image and video processing · 26% Visualization and visual analytics · 20% Geometric modeling and processing · 20%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
image warping
0.212016
Flow-guided warping for image-based shape manipulation · ACM Trans. Graph. 2016
Image and video processing › image warping
optical flow warping
0.212016
Flow-guided warping for image-based shape manipulation · ACM Trans. Graph. 2016
Geometric modeling and processing › shape deformation
shape manipulation
0.212016
Flow-guided warping for image-based shape manipulation · ACM Trans. Graph. 2016
Visualization and visual analytics › perception › visual perception
shape perception
0.212016
Flow-guided warping for image-based shape manipulation · ACM Trans. Graph. 2016
Computational photography and imaging
high dynamic range imaging
0.222009
Evaluation of reverse tone mapping through varying exposure conditions · ACM Trans. Graph. 2009
Do HDR displays support LDR content?: a psychophysical evaluation · ACM Trans. Graph. 2007
Computational photography and imaging › high dynamic range imaging
inverse tone mapping
0.222009
Evaluation of reverse tone mapping through varying exposure conditions · ACM Trans. Graph. 2009
Do HDR displays support LDR content?: a psychophysical evaluation · ACM Trans. Graph. 2007
Rendering
shading
0.112012
Surface flows for image-based shading design · ACM Trans. Graph. 2012
Geometric modeling and processing › surface processing
surface flow
0.112012
Surface flows for image-based shading design · ACM Trans. Graph. 2012
Visualization and visual analytics › visualization evaluation
perceptual evaluation
0.112007
Do HDR displays support LDR content?: a psychophysical evaluation · ACM Trans. Graph. 2007
Visualization and visual analytics › visualization evaluation
psychophysical evaluation
0.112007
Do HDR displays support LDR content?: a psychophysical evaluation · ACM Trans. Graph. 2007
Rendering
appearance modeling
0.112006
Image-based material editing · ACM Trans. Graph. 2006
Image and video coding
image quality assessment
0.012009
Evaluation of reverse tone mapping through varying exposure conditions · ACM Trans. Graph. 2009

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

perceptual experiment · 0.3structure tensor analysis · 0.2perceptual study · 0.1image deformation · 0.1image key · 0.1gamma expansion · 0.1psychophysics · 0.1high dynamic range imaging · 0.1
YearPublicationVenuePosition
2024 Predicting Perceived Gloss: Do Weak Labels Suffice?
abstract
Abstract Estimating perceptual attributes of materials directly from images is a challenging task due to their complex, not fully‐understood interactions with external factors, such as geometry and lighting. Supervised deep learning models have recently been shown to outperform traditional approaches, but rely on large datasets of human‐annotated images for accurate perception predictions. Obtaining reliable annotations is a costly endeavor, aggravated by the limited ability of these models to generalise to different aspects of appearance. In this work, we show how a much smaller set of human annotations (“strong labels”) can be effectively augmented with automatically derived “weak labels” in the context of learning a low‐dimensional image‐computable gloss metric. We evaluate three alternative weak labels for predicting human gloss perception from limited annotated data. Incorporating weak labels enhances our gloss prediction beyond the current state of the art. Moreover, it enables a substantial reduction in human annotation costs without sacrificing accuracy, whether working with rendered images or real photographs.
Julia Guerrero-Viu, J. Daniel Subias, Ana Serrano, Katherine Storrs, Roland W. Fleming, Belén Masiá, Diego Gutierrez
Comput. Graph. Forum5
2021 An image-computable model of human visual shape similarity
abstract
Shape is a defining feature of objects, and human observers can effortlessly compare shapes to determine how similar they are. Yet, to date, no image-computable model can predict how visually similar or different shapes appear. Such a model would be an invaluable tool for neuroscientists and could provide insights into computations underlying human shape perception. To address this need, we developed a model ('ShapeComp'), based on over 100 shape features (e.g., area, compactness, Fourier descriptors). When trained to capture the variance in a database of >25,000 animal silhouettes, ShapeComp accurately predicts human shape similarity judgments between pairs of shapes without fitting any parameters to human data. To test the model, we created carefully selected arrays of complex novel shapes using a Generative Adversarial Network trained on the animal silhouettes, which we presented to observers in a wide range of tasks. Our findings show that incorporating multiple ShapeComp dimensions facilitates the prediction of human shape similarity across a small number of shapes, and also captures much of the variance in the multiple arrangements of many shapes. ShapeComp outperforms both conventional pixel-based metrics and state-of-the-art convolutional neural networks, and can also be used to generate perceptually uniform stimulus sets, making it a powerful tool for investigating shape and object representations in the human brain.
Yaniv Morgenstern, Frieder Hartmann, Filipp Schmidt, Henning Tiedemann, Eugen Prokott, Guido Maiello, Roland W. Fleming
PLoS Comput. Biol.7
2020 Visual perception of liquids: Insights from deep neural networks
abstract
Visually inferring material properties is crucial for many tasks, yet poses significant computational challenges for biological vision. Liquids and gels are particularly challenging due to their extreme variability and complex behaviour. We reasoned that measuring and modelling viscosity perception is a useful case study for identifying general principles of complex visual inferences. In recent years, artificial Deep Neural Networks (DNNs) have yielded breakthroughs in challenging real-world vision tasks. However, to model human vision, the emphasis lies not on best possible performance, but on mimicking the specific pattern of successes and errors humans make. We trained a DNN to estimate the viscosity of liquids using 100.000 simulations depicting liquids with sixteen different viscosities interacting in ten different scenes (stirring, pouring, splashing, etc). We find that a shallow feedforward network trained for only 30 epochs predicts mean observer performance better than most individual observers. This is the first successful image-computable model of human viscosity perception. Further training improved accuracy, but predicted human perception less well. We analysed the network's features using representational similarity analysis (RSA) and a range of image descriptors (e.g. optic flow, colour saturation, GIST). This revealed clusters of units sensitive to specific classes of feature. We also find a distinct population of units that are poorly explained by hand-engineered features, but which are particularly important both for physical viscosity estimation, and for the specific pattern of human responses. The final layers represent many distinct stimulus characteristics-not just viscosity, which the network was trained on. Retraining the fully-connected layer with a reduced number of units achieves practically identical performance, but results in representations focused on viscosity, suggesting that network capacity is a crucial parameter determining whether artificial or biological neural networks use distributed vs. localized representations.
Jan Jaap R. van Assen, Shin'ya Nishida, Roland W. Fleming
PLoS Comput. Biol.3
2020 Predicting precision grip grasp locations on three-dimensional objects
abstract
We rarely experience difficulty picking up objects, yet of all potential contact points on the surface, only a small proportion yield effective grasps. Here, we present extensive behavioral data alongside a normative model that correctly predicts human precision grasping of unfamiliar 3D objects. We tracked participants' forefinger and thumb as they picked up objects of 10 wood and brass cubes configured to tease apart effects of shape, weight, orientation, and mass distribution. Grasps were highly systematic and consistent across repetitions and participants. We employed these data to construct a model which combines five cost functions related to force closure, torque, natural grasp axis, grasp aperture, and visibility. Even without free parameters, the model predicts individual grasps almost as well as different individuals predict one another's, but fitting weights reveals the relative importance of the different constraints. The model also accurately predicts human grasps on novel 3D-printed objects with more naturalistic geometries and is robust to perturbations in its key parameters. Together, the findings provide a unified account of how we successfully grasp objects of different 3D shape, orientation, mass, and mass distribution.
Lina K. Klein, Guido Maiello, Vivian C. Paulun, Roland W. Fleming
PLoS Comput. Biol.4
2016 Flow-guided warping for image-based shape manipulation
abstract
We present an interactive method that manipulates perceived object shape from a single input color image thanks to a warping technique implemented on the GPU. The key idea is to give the illusion of shape sharpening or rounding by exaggerating orientation patterns in the image that are strongly correlated to surface curvature. We build on a growing literature in both human and computer vision showing the importance of orientation patterns in the communication of shape, which we complement with mathematical relationships and a statistical image analysis revealing that structure tensors are indeed strongly correlated to surface shape features. We then rely on these correlations to introduce a flow-guided image warping algorithm, which in effect exaggerates orientation patterns involved in shape perception. We evaluate our technique by 1) comparing it to ground truth shape deformations, and 2) performing two perceptual experiments to assess its effects. Our algorithm produces convincing shape manipulation results on synthetic images and photographs, for various materials and lighting environments.
Romain Vergne, Pascal Barla, Georges-Pierre Bonneau, Roland W. Fleming
ACM Trans. Graph.4
2012 Surface flows for image-based shading design
abstract
We present a novel method for producing convincing pictures of shaded objects based entirely on 2D image operations. This approach, which we call image-based shading design , offers direct artistic control in the picture plane by deforming image primitives so that they appear to conform to specific 3D shapes. Using a differential analysis of reflected radiance, we identify the two types of surface flows involved in the depiction of shaded objects, which are consistent with recent perceptual studies. We then introduce two novel deformation operators that closely mimic surface flows while providing direct artistic controls in real-time.
Romain Vergne, Pascal Barla, Roland W. Fleming, Xavier Granier
ACM Trans. Graph.3
2011 Perception of Visual Artifacts in Image-Based Rendering of Façades
abstract
Abstract Image‐based rendering (IBR) techniques allow users to create interactive 3D visualizations of scenes by taking a few snapshots. However, despite substantial progress in the field, the main barrier to better quality and more efficient IBR visualizations are several types of common, visually objectionable artifacts. These occur when scene geometry is approximate or viewpoints differ from the original shots, leading to parallax distortions, blurring, ghosting and popping errors that detract from the appearance of the scene. We argue that a better understanding of the causes and perceptual impact of these artifacts is the key to improving IBR methods. In this study we present a series of psychophysical experiments in which we systematically map out the perception of artifacts in IBR visualizations of façades as a function of the most common causes. We separate artifacts into different classes and measure how they impact visual appearance as a function of the number of images available, the geometry of the scene and the viewpoint. The results reveal a number of counter‐intuitive effects in the perception of artifacts. We summarize our results in terms of practical guidelines for improving existing and future IBR techniques.
Peter Vangorp, Gaurav Chaurasia, Pierre-Yves Laffont, Roland W. Fleming, George Drettakis
Comput. Graph. Forum4
2010 Eye and pointer coordination in search and selection tasks
abstract
Selecting a graphical item by pointing with a computer mouse is a ubiquitous task in many graphical user interfaces. Several techniques have been suggested to facilitate this task, for instance, by reducing the required movement distance. Here we measure the natural coordination of eye and mouse pointer control across several search and selection tasks. We find that users automatically minimize the distance to likely targets in an intelligent, task dependent way. When target location is highly predictable, top-down knowledge can enable users to initiate pointer movements prior to target fixation. These findings question the utility of existing assistive pointing techniques and suggest that alternative approaches might be more effective.
Hans-Joachim Bieg, Lewis L. Chuang, Roland W. Fleming, Harald Reiterer, Heinrich H. Bülthoff
ETRA3
2009 Categorizing art: Comparing humans and computers
Christian Wallraven, Roland W. Fleming, Douglas W. Cunningham, Jaume Rigau, Miquel Feixas, Mateu Sbert
Comput. Graph.2
2009 Guest editorial: Special issue on Applied Perception in Graphics and Visualization (APGV07)
abstract
No abstract available.
Roland W. Fleming, Michael Langer
ACM Trans. Appl. Percept.1
2009 Evaluation of reverse tone mapping through varying exposure conditions
abstract
Most existing image content has low dynamic range (LDR), which necessitates effective methods to display such legacy content on high dynamic range (HDR) devices. Reverse tone mapping operators (rTMOs) aim to take LDR content as input and adjust the contrast intelligently to yield output that recreates the HDR experience. In this paper we show that current rTMO approaches fall short when the input image is not exposed properly. More specifically, we report a series of perceptual experiments using a Brightside HDR display and show that, while existing rTMOs perform well for under-exposed input data, the perceived quality degrades substantially with over-exposure, to the extent that in some cases subjects prefer the LDR originals to images that have been treated with rTMOs. We show that, in these cases, a simple rTMO based on gamma expansion avoids the errors introduced by other methods, and propose a method to automatically set a suitable gamma value for each image, based on the image key and empirical data. We validate the results both by means of perceptual experiments and using a recent image quality metric, and show that this approach enhances visible details without causing artifacts in incorrectly-exposed regions. Additionally, we perform another set of experiments which suggest that spatial artifacts introduced by rTMOs are more disturbing than inaccuracies in the expanded intensities. Together, these findings suggest that when the quality of the input data is unknown, reverse tone mapping should be handled with simple, non-aggressive methods to achieve the desired effect.
Belén Masiá, Sandra Agustin, Roland W. Fleming, Olga Sorkine-Hornung, Diego Gutierrez
ACM Trans. Graph.3
2007 Do HDR displays support LDR content?: a psychophysical evaluation
abstract
The development of high dynamic range (HDR) imagery has brought us to the verge of arguably the largest change in image display technologies since the transition from black-and-white to color television. Novel capture and display hardware will soon enable consumers to enjoy the HDR experience in their own homes. The question remains, however, of what to do with existing images and movies, which are intrinsically low dynamic range (LDR). Can this enormous volume of legacy content also be displayed effectively on HDR displays? We have carried out a series of rigorous psychophysical investigations to determine how LDR images are best displayed on a state-of-the-art HDR monitor, and to identify which stages of the HDR imaging pipeline are perceptually most critical. Our main findings are: (1) As expected, HDR displays outperform LDR ones. (2) Surprisingly, HDR images that are tone-mapped for display on standard monitors are often no better than the best single LDR exposure from a bracketed sequence. (3) Most importantly of all, LDR data does not necessarily require sophisticated treatment to produce a compelling HDR experience. Simply boosting the range of an LDR image linearly to fit the HDR display can equal or even surpass the appearance of a true HDR image. Thus the potentially tricky process of inverse tone mapping can be largely circumvented.
Ahmet Oguz Akyüz, Roland W. Fleming, Bernhard E. Riecke, Erik Reinhard, Heinrich H. Bülthoff
ACM Trans. Graph.2
2006 Sketching shiny surfaces: 3D shape extraction and depiction of specular surfaces
abstract
Many materials including water, plastic, and metal have specular surface characteristics. Specular reflections have commonly been considered a nuisance for the recovery of object shape. However, the way that reflections are distorted across the surface depends crucially on 3D curvature, suggesting that they could, in fact, be a useful source of information. Indeed, observers can have a vivid impression of, 3D shape when an object is perfectly mirrored (i.e., the image contains nothing but specular reflections). This leads to the question what are the underlying mechanisms of our visual system to extract this 3D shape information from a perfectly mirrored object. In this paper we propose a biologically motivated recurrent model for the extraction of visual features relevant for the perception of 3D shape information from images of mirrored objects. We qualitatively and quantitatively analyze the results of computational model simulations and show that bidirectional recurrent information processing leads to better results than pure feedforward processing. Furthermore, we utilize the model output to create a rough nonphotorealistic sketch representation of a mirrored object, which emphasizes image features that are mandatory for 3D shape perception (e.g., occluding contour and regions of high curvature). Moreover, this sketch illustrates that the model generates a representation of object features independent of the surrounding scene reflected in the mirrored object.
Ulrich Weidenbacher, Pierre Bayerl, Heiko Neumann, Roland W. Fleming
ACM Trans. Appl. Percept.4
2006 Image-based material editing
abstract
Photo editing software allows digital images to be blurred, warped or re-colored at the touch of a button. However, it is not currently possible to change the material appearance of an object except by painstakingly painting over the appropriate pixels. Here we present a method for automatically replacing one material with another, completely different material, starting with only a single high dynamic range image as input. Our approach exploits the fact that human vision is surprisingly tolerant of certain (sometimes enormous) physical inaccuracies, while being sensitive to others. By adjusting our simulations to be careful about those aspects to which the human visual system is sensitive, we are for the first time able to demonstrate significant material changes on the basis of a single photograph as input.
Erum Arif Khan, Erik Reinhard, Roland W. Fleming, Heinrich H. Bülthoff
ACM Trans. Graph.3
2005 Low-Level Image Cues in the Perception of Translucent Materials
abstract
When light strikes a translucent material (such as wax, milk or fruit flesh), it enters the body of the object, scatters and reemerges from the surface. The diffusion of light through translucent materials gives them a characteristic visual softness and glow. What image properties underlie this distinctive appearance? What cues allow us to tell whether a surface is translucent or opaque? Previous work on the perception of semitransparent materials was based on a very restricted physical model of thin filters [Metelli 1970; 1974a,b]. However, recent advances in computer graphics [Jensen et al. 2001; Jensen and Buhler 2002] allow us to efficiently simulate the complex subsurface light transport effects that occur in real translucent objects. Here we use this model to study the perception of translucency, using a combination of psychophysics and image statistics. We find that many of the cues that were traditionally thought to be important for semitransparent filters (e.g., X-junctions) are not relevant for solid translucent objects. We discuss the role of highlights, color, object size, contrast, blur, and lighting direction in the perception of translucency. We argue that the physics of translucency are too complex for the visual system to estimate intrinsic physical parameters by inverse optics. Instead, we suggest that we identify translucent materials by parsing them into key regions and by gathering image statistics from these regions.
Roland W. Fleming, Heinrich H. Bülthoff
ACM Trans. Appl. Percept.1