Manfred Lau

dblp:47/2904 · DBLP profile ↗
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26ranked-venue papers
11as first author
7since 2021 · last 2024
0000-0001-9373-6620ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 7 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 9 · 3 first-authorArtificial intelligence and machine learning · 5 · 4 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 first-author
YearPublicationVenuePosition
2024 Introduction to the Special Issue on SAP 2024
abstract
No abstract available.
Manfred Lau, Julien Pettré
ACM Trans. Appl. Percept.1
2024 Enhancing the Aesthetics of 3D Shapes via Reference-based Editing
abstract
While there have been previous works that explored methods to enhance the aesthetics of images, the automated beautification of 3D shapes has been limited to specific shapes such as 3D face models. In this paper, we introduce a framework to automatically enhance the aesthetics of general 3D shapes. Our approach employs a reference-based beautification strategy. We first performed data collection to gather the aesthetics ratings of various 3D shapes to create a 3D shape aesthetics dataset. Then we perform reference-based editing to edit the input shape and beautify it by making it look more like some reference shape that is aesthetic. Specifically, we propose a reference-guided global deformation framework to coherently deform the input shape such that its structural proportions will be closer to those of the reference shape. We then optionally transplant some local aesthetic parts from the reference to the input to obtain the beautified output shapes. Comparisons show that our reference-guided 3D deformation algorithm outperforms existing techniques. Furthermore, quantitative and qualitative evaluations demonstrate that the performance of our aesthetics enhancement framework is consistent with both human perception and existing 3D shape aesthetics assessment.
Minchan Chen, Manfred Lau
ACM Trans. Graph.2
2024 Sketch Beautification: Learning Part Beautification and Structure Refinement for Sketches of Man-Made Objects
abstract
We present a novel freehand sketch beautification method, which takes as input a freely drawn sketch of a man-made object and automatically beautifies it both geometrically and structurally. Beautifying a sketch is challenging because of its highly abstract and heavily diverse drawing manner. Existing methods are usually confined to their limited training samples and thus cannot beautify freely drawn sketches with both geometric and structural variations. To address this challenge, we adopt a divide-and-combine strategy. Specifically, we first parse an input sketch into semantic components, beautify individual components by a learned part beautification module based on part-level implicit manifolds, and then reassemble the beautified components through a structure beautification module. With this strategy, our method can go beyond the training samples and handle novel freehand sketches. We demonstrate the effectiveness of our system with extensive experiments and a perceptual study.
Deng Yu, Manfred Lau, Lin Gao 0004, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.2
2024 Sketch2Stress: Sketching With Structural Stress Awareness
abstract
In the process of product design and digital fabrication, the structural analysis of a designed prototype is a fundamental and essential step. However, such a step is usually invisible or inaccessible to designers at the early sketching phase. This limits the user's ability to consider a shape's physical properties and structural soundness. To bridge this gap, we introduce a novel approach Sketch2Stress that allows users to perform structural analysis of desired objects at the sketching stage. This method takes as input a 2D freehand sketch and one or multiple locations of user-assigned external forces. With the specially-designed two-branch generative-adversarial framework, it automatically predicts a normal map and a corresponding structural stress map distributed over the user-sketched underlying object. In this way, our method empowers designers to easily examine the stress sustained everywhere and identify potential problematic regions of their sketched object. Furthermore, combined with the predicted normal map, users are able to conduct a region-wise structural analysis efficiently by aggregating the stress effects of multiple forces in the same direction. Finally, we demonstrate the effectiveness and practicality of our system with extensive experiments and user studies.
Deng Yu, Chu-Feng Xiao 0001, Manfred Lau, Hongbo Fu 0001
IEEE Trans. Vis. Comput. Graph.3
2022 Learning 3D Shape Aesthetics Globally and Locally
abstract
Abstract There exist previous works in computing the visual aesthetics of 3D shapes “globally”, where the term global means that shape aesthetics data are collected for whole 3D shapes and then used to compute the aesthetics of whole 3D shapes. In this paper, we introduce a novel method that takes such “global” shape aesthetics data, and learn both a “global” shape aesthetics measure that computes aesthetics scores for whole 3D shapes, and a “local” shape aesthetics measure that computes to what extent a local region on the 3D shape surface contributes to the whole shape's aesthetics. These aesthetics measures are learned, and hence do not consider existing handcrafted notions of what makes a 3D shape aesthetic. We take a dataset of global pairwise shape aesthetics, where humans compares between pairs of shapes and say which shape from each pair is more aesthetic. Our solution proposes a point‐based neural network that takes a 3D shape represented by surface patches as input and jointly outputs its global aesthetics score and a local aesthetics map. To build connections between global and local aesthetics, we embed the global and local features into the same latent space and then output scores with the weights‐shared aesthetics predictors. Furthermore, we designed three loss functions to supervise the training jointly. We demonstrate the shape aesthetics results globally and locally to show that our framework can make good global aesthetics predictions while the predicted aesthetics maps are consistent with human perception. In addition, we present several applications enabled by our local aesthetics metric.
Minchan Chen, Manfred Lau
Comput. Graph. Forum2
2021 A Motion-guided Interface for Modeling 3D Multi-functional Furniture
abstract
Abstract While non‐expert 3D design systems are helpful for performing conceptual design, most existing works focused on modeling static objects. However, the 3D modeling interfaces can include more interactions between the user and the models that are dynamic (and can be interacted with). In this paper, we propose a 3D modeling system for the conceptual design of interactable multi‐functional furniture. Our contribution is in the design and development of a motion‐guided interface. The key idea is that users should create interactable furniture components as if they are interacting with them with their hands. We conducted a preliminary user study to explore users’ preferred hand gestures for creating various dynamic furniture components, implemented a 3D modeling system with the preferred gestures as a basis for the motion‐guided user interface, and conducted an evaluation user study to demonstrate that our user interface is user‐friendly and efficient for novice designers to perform conceptual furniture designs.
Minchan Chen, Manfred Lau
Comput. Graph. Forum2
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.4
2020 The Interestingness of 3D Shapes
Manfred Lau, Luther Power
SAP1
2020 Tactile Sketch Saliency
abstract
In this paper, we aim to understand the functionality of 2D sketches by predicting how humans would interact with the objects depicted by sketches in real life. Given a 2D sketch, we learn to predict a tactile saliency map for it, which represents where humans would grasp, press, or touch the object depicted by the sketch. We hypothesize that understanding 3D structure and category of the sketched object would help such tactile saliency reasoning. We thus propose to jointly predict the tactile saliency, depth map and semantic category of a sketch in an end-to-end learning-based framework. To train our model, we propose to synthesize training data by leveraging a collection of 3D shapes with 3D tactile saliency information. Experiments show that our model can predict accurate and plausible tactile saliency maps for both synthetic and real sketches. In addition, we also demonstrate that our predicted tactile saliency is beneficial to sketch recognition and sketch-based 3D shape retrieval, and enables us to establish part-based functional correspondences among sketches.
Jianbo Jiao, Ying Cao 0001, Manfred Lau, Rynson W. H. Lau
ACM Multimedia3
2018 Stress-oriented structural optimization for frame structures
Shuangming Chai, Mengyu Ji, Zhouwang Yang, Manfred Lau, Xiao-Ming Fu 0001, Ligang Liu 0001
Graph. Model.5
2018 A Human-Perceived Softness Measure of Virtual 3D Objects
abstract
We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the geometric shapes. In an initial experiment, we find that humans are highly consistent in their responses when given a pair of vertices on a 3D model and asked to select the vertex that they perceive to be more soft. This motivates us to take a crowdsourcing and machine learning framework. We collect crowdsourced data for such pairs of vertices. We then combine a learning-to-rank approach and a multi-layer neural network to learn a non-linear softness measure mapping any vertex to a softness value. For a new 3D shape, we can use the learned measure to compute the relative softness of every vertex on its surface. We demonstrate the robustness of our framework with a variety of 3D shapes and compare our non-linear learning approach with a linear method from previous work. Finally, we demonstrate the accuracy of our learned measure with user studies comparing our measure with the human-perceived softness of both virtual and real objects, and we show the usefulness of our measure with some applications.
Manfred Lau, Kapil Dev, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Appl. Percept.1
2016 Learning a human-perceived softness measure of virtual 3D objects
abstract
We introduce the problem of computing a human-perceived softness measure for virtual 3D objects. As the virtual objects do not exist in the real world, we do not directly consider their physical properties but instead compute the human-perceived softness of the geometric shapes. We collect crowdsourced data where humans rank their perception of the softness of vertex pairs on virtual 3D models. We then compute shape descriptors and use a learning-to-rank approach to learn a softness measure mapping any vertex to a softness value. Finally, we demonstrate our framework with a variety of 3D shapes.
Manfred Lau, Kapil Dev, Julie Dorsey, Holly E. Rushmeier
SAP1
2016 Improving Style Similarity Metrics of 3D Shapes
Kapil Dev, Kwang Kim, Nicolas Villar, Manfred Lau
Graphics Interface4
2016 Tactile mesh saliency
abstract
While the concept of visual saliency has been previously explored in the areas of mesh and image processing, saliency detection also applies to other sensory stimuli. In this paper, we explore the problem of tactile mesh saliency, where we define salient points on a virtual mesh as those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the relative tactile saliency of every mesh vertex. Since it is difficult to manually define a tactile saliency measure, we introduce a crowdsourcing and learning framework. It is typically easy for humans to provide relative rankings of saliency between vertices rather than absolute values. We thereby collect crowdsourced data of such relative rankings and take a learning-to-rank approach. We develop a new formulation to combine deep learning and learning-to-rank methods to compute a tactile saliency measure. We demonstrate our framework with a variety of 3D meshes and various applications including material suggestion for rendering and fabrication.
Manfred Lau, Kapil Dev, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Graph.1
2015 Magnetic Files: Exploring Tag Based File Systems Using Embodied Files
abstract
The widespread use of the desktop metaphor during the early adoption of computers has promoted the utilization of files and folders. However many people have use cases that are not well suited to the strict nature of these systems. As a result, alternative file system paradigms are being explored by the research community, and by leading software vendors. Tangible interactions for exploring these alternative file systems have largely been unexplored, despite the many benefits that tangible interfaces could bring to such systems. Those that do explore this area are limited in information bandwidth by the number of feedback channels used to represent this information. Therefore, in this paper we introduce two associated works in progress: one that explores the design of a tag based file system affording tangible interaction; and a second that initiates the consideration of ways that we can increase the information bandwidth of such systems using physically embodied files. We believe this research identifies an important area that tangible interaction designers should explore given the dominance of file systems in computing tasks.
David Gullick, Paul Coulton, Manfred Lau
TEI3
2014 MixFab: a mixed-reality environment for personal fabrication
abstract
Personal fabrication machines, such as 3D printers and laser cutters, are becoming increasingly ubiquitous. However, designing objects for fabrication still requires 3D modeling skills, thereby rendering such technologies inaccessible to a wide user-group. In this paper, we introduce MixFab, a mixed-reality environment for personal fabrication that lowers the barrier for users to engage in personal fabrication. Users design objects in an immersive augmented reality environment, interact with virtual objects in a direct gestural manner and can introduce existing physical objects effortlessly into their designs. We describe the design and implementation of MixFab, a user-defined gesture study that informed this design, show artifacts designed with the system and describe a user study evaluating the system's prototype.
Christian Weichel, Manfred Lau, David Kim 0002, Nicolas Villar, Hans-Werner Gellersen
CHI2
2013 Enclosed: a component-centric interface for designing prototype enclosures
abstract
This paper explores the problem of designing enclosures (or physical cases) that are needed for prototyping electronic devices. We present a novel interface that uses electronic components as handles for designing the 3D shape of the enclosure. We use the .NET Gadgeteer platform as a case study of this problem, and implemented a proof-of-concept system for designing enclosures for Gadgeteer components. We show examples of enclosures designed and fabricated with our system.
Christian Weichel, Manfred Lau, Hans-Werner Gellersen
TEI2
2012 Situated modeling: a shape-stamping interface with tangible primitives
abstract
Existing 3D sketching methods typically allow the user to draw in empty space which is imprecise and lacks tactile feedback. We introduce a shape-stamping interface where users can model with tangible 3D primitive shapes. Each of these shapes represents a copy or a fragment of the construction material. Instead of modeling in empty space, these shapes allow us to use the real-world environment and other existing objects as a tangible guide during 3D modeling. We call this approach Situated Modeling: users can create new real-sized 3D objects directly in 3D space while using the nearby existing objects as the ultimate reference. We also describe a two-handed shape-stamping technique for stamping with tactile feedback. We show a variety of doit-yourself furniture and household products designed with our system, and perform a user study to compare our method with a related AR-based modeling system.
Manfred Lau, Masaki Hirose, Akira Ohgawara, Jun Mitani, Takeo Igarashi
TEI1
2011 Automatic learning of pushing strategy for delivery of irregular-shaped objects
abstract
Object delivery by pushing objects with mobile robots on a flat surface has been successfully demonstrated. However, existing methods can push objects that have a circular or rectangular shape. In this paper, we introduce a learning-based approach for pushing objects of any irregular shape to user-specified goal locations. We first automatically collect a set of data on how an irregular-shaped object moves given the robot's relative position and pushing direction. We collect this data with a randomized approach, and we demonstrate that this approach can successfully collect useful data. Object delivery is achieved by using the collected data with a non-parametric regression method. We demonstrate our approach with a number of irregular-shaped objects.
Manfred Lau, Jun Mitani, Takeo Igarashi
ICRA1
2011 SketchChair: an all-in-one chair design system for end users
abstract
SketchChair is an application that allows novice users to control the entire process of designing and building their own chairs. Chairs are designed using a simple 2D sketch-based interface and design validation tools, and are then fabricated from sheet materials, cut by a laser cutter or CNC milling machine. This paper presents the concepts and details of SketchChair, and both miniature and full-sized chairs are designed using the application. We conclude with results and insights from a workshop in which novice users designed their own model chairs.
Greg Saul, Manfred Lau, Jun Mitani, Takeo Igarashi
TEI2
2011 SketchChair studio TEI2011
abstract
SketchChair is an application that allows novice users to take part in the entire process of designing and fabricating their own full-sized usable chairs from scratch. During the studio, participants will be able to design, build and take home their own scale model paper chair. Participants will be introduced to SketchChair whilst learning how to use a paper cutting plotter to make slice form models. Furthermore we will discuss the considerations around designing tools for customization and CNC production.
Greg Saul, Manfred Lau, Jun Mitani, Takeo Igarashi
TEI2
2011 Converting 3D furniture models to fabricatable parts and connectors
abstract
Although there is an abundance of 3D models available, most of them exist only in virtual simulation and are not immediately usable as physical objects in the real world. We solve the problem of taking as input a 3D model of a man-made object, and automatically generating the parts and connectors needed to build the corresponding physical object. We focus on furniture models, and we define formal grammars for IKEA cabinets and tables. We perform lexical analysis to identify the primitive parts of the 3D model. Structural analysis then gives structural information to these parts, and generates the connectors (i.e. nails, screws) needed to attach the parts together. We demonstrate our approach with arbitrary 3D models of cabinets and tables available online.
Manfred Lau, Akira Ohgawara, Jun Mitani, Takeo Igarashi
ACM Trans. Graph.1
2010 Scalable Precomputed Search Trees
Manfred Lau, James J. Kuffner
MIG1
2009 Modeling spatial and temporal variation in motion data
abstract
We present a novel method to model and synthesize variation in motion data. Given a few examples of a particular type of motion as input, we learn a generative model that is able to synthesize a family of spatial and temporal variants that are statistically similar to the input examples. The new variants retain the features of the original examples, but are not exact copies of them. We learn a Dynamic Bayesian Network model from the input examples that enables us to capture properties of conditional independence in the data, and model it using a multivariate probability distribution. We present results for a variety of human motion, and 2D handwritten characters. We perform a user study to show that our new variants are less repetitive than typical game and crowd simulation approaches of re-playing a small number of existing motion clips. Our technique can synthesize new variants efficiently and has a small memory requirement.
Manfred Lau, Ziv Bar-Joseph, James J. Kuffner
ACM Trans. Graph.1
2009 Face poser: Interactive modeling of 3D facial expressions using facial priors
abstract
This article presents an intuitive and easy-to-use system for interactively posing 3D facial expressions. The user can model and edit facial expressions by drawing freeform strokes, by specifying distances between facial points, by incrementally editing curves on the face, or by directly dragging facial points in 2D screen space. Designing such an interface for 3D facial modeling and editing is challenging because many unnatural facial expressions might be consistent with the user's input. We formulate the problem in a maximum a posteriori framework by combining the user's input with priors embedded in a large set of facial expression data. Maximizing the posteriori allows us to generate an optimal and natural facial expression that achieves the goal specified by the user. We evaluate the performance of our system by conducting a thorough comparison of our method with alternative facial modeling techniques. To demonstrate the usability of our system, we also perform a user study of our system and compare with state-of-the-art facial expression modeling software (Poser 7).
Manfred Lau, Jinxiang Chai, Ying-Qing Xu, Harry Shum
ACM Trans. Graph.1
2005 Footstep Planning for the Honda ASIMO Humanoid
abstract
Despite the recent achievements in stable dynamic walking for many humanoid robots, relatively little navigation autonomy has been achieved. In particular, the ability to autonomously select foot placement positions to avoid obstacles while walking is an important step towards improved navigation autonomy for humanoids. We present a footstep planner for the Honda ASIMO humanoid robot that plans a sequence of footstep positions to navigate toward a goal location while avoiding obstacles. The possible future foot placement positions are dependent on the current state of the robot. Using a finite set of state-dependent actions, we use an A* search to compute optimal sequences of footstep locations up to a time-limited planning horizon. We present experimental results demonstrating the robot navigating through both static and dynamic known environments that include obstacles moving on predictable trajectories.
Joel E. Chestnutt, Manfred Lau, German K. M. Cheung, James J. Kuffner, Jessica K. Hodgins, Takeo Kanade
ICRA2