VLDB 2026 Research / reviewers in the wild / expert
Xiaohu Guo
dblp:68/5396
· DBLP profile ↗
104ranked-venue papers
8as first author
33since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 92 · 7 first-author · 29 since 2021Artificial intelligence and machine learning · 11 · 6 since 2021Human-computer interaction and ubiquitous computing · 8 · 5 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 2 since 2021Systems, architecture and hardware · 1 · 1 since 2021Computer networks · 1Security and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Personalized Dance Synthesis Based on Physical and Cognitive IntensitiesabstractDance-based exergames like Just Dance can be a fun way to boost your fitness and sharpen your mind. However, designing the dance routines requires expertise in modeling and animation. We introduce an augmented reality (AR) personalized dance generation framework that synthesizes dance routines according to specified physical and cognitive intensities. Our system utilizes a curated library of motion-capture dance segments, which are intelligently combined through an optimization process to meet user-defined intensity and cognitive goals. This optimization also ensures smooth transitions between movements for natural dance flow. Users can customize routines by specifying physical constraints or injuries. Implemented in a depth-camera-based exergame that provides real-time performance feedback, our framework was evaluated through experiments and user studies confirming its effectiveness in generating personalized routines with varying levels of physical and cognitive intensity. Xulong Tang, Eun Yeo, Ruiyu Mao, Xiaohu Guo, Rawan Alghofaili |
VR | 4 |
| 2026 | Guest Editorial: Proceedings of SPM 2025 Symposium
Xiaohu Guo, Lucia Romani |
Comput. Aided Des. | 1 |
| 2025 | CADDreamer: CAD Object Generation from Single-view ImagesabstractDiffusion-based 3D generation has made remarkable progress in recent years. However, existing 3D generative models often produce overly dense and unstructured meshes, which stand in stark contrast to the compact, structured, and sharply-edged Computer-Aided Design (CAD) models crafted by human designers. To address this gap, we introduce CADDreamer, a novel approach for generating boundary representations (B-rep) of CAD objects from a single image. CADDreamer employs a primitive-aware multi-view diffusion model that captures both local geometric details and high-level structural semantics during the generation process. By encoding primitive semantics into the color domain, the method leverages the strong priors of pre-trained diffusion models to align with well-defined primitives. This enables the inference of multi-view normal maps and semantic maps from a single image, facilitating the reconstruction of a mesh with primitive labels. Furthermore, we introduce geometric optimization techniques and topology-preserving extraction methods to mitigate noise and distortion in the generated primitives. These enhancements result in a complete and seamless B-rep of the CAD model. Experimental results demonstrate that our method effectively recovers high-quality CAD objects from single-view images. Compared to existing 3D generation techniques, the B-rep models produced by CADDreamer are compact in representation, clear in structure, sharp in edges, and watertight in topology. Cheng Lin 0001, Yuan Liu 0025, Xiaoxiao Long, Ningna Wang, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo |
CVPR | 9 |
| 2025 | HO-Cap: A Capture System and Dataset for 3D Reconstruction and Pose Tracking of Hand-Object InteractionabstractWe introduce a data capture system and a new dataset, HO-Cap, for 3D reconstruction and pose tracking of hands and objects in videos. The system leverages multiple RGB-D cameras and a HoloLens headset for data collection, avoiding the use of expensive 3D scanners or motion capture systems. We propose a semiautomatic method for annotating the shape and pose of hands and objects in the collected videos, significantly reducing the annotation time and cost compared to manual labeling. With this system, we captured a video dataset of humans performing various single- and dual-hand manipulation tasks, including simple pick-and-place actions, handovers between hands, and using objects according to their affordance. This dataset can serve as human demonstrations for research in embodied AI and robot manipulation. Our capture setup and annotation framework will be made available to the community for reconstructing 3D shapes of objects and human hands, as well as tracking their poses in videos. Yu-Wei Chao, Bowen Wen, Xiaohu Guo, Yu Xiang 0001 |
NeurIPS | 5 |
| 2025 | MATStruct: High-quality Medial Mesh Computation via Structure-aware Variational OptimizationabstractWe propose a novel optimization framework for computing the medial axis transform that simultaneously preserves the medial structure and ensures high medial mesh quality. The medial structure, consisting of interconnected sheets, seams, and junctions, provides a natural volumetric decomposition of a 3D shape. Our method introduces a structure-aware, particle-based optimization pipeline guided by the restricted power diagram (RPD), which partitions the input volume into convex cells whose dual encodes the connectivity of the medial mesh. Structure-awareness is enforced through a spherical quadratic error metric (SQEM) projection that constrains the movement of medial spheres, while a Gaussian kernel energy encourages an even spatial distribution. Compared to feature-preserving methods such as MATFP [Wang et al. 2022] and MATTopo [Wang et al. 2024b], our approach produces cleaner medial structures with significantly improved mesh quality. In contrast to voxel-based, point-cloud-based, and variational methods, our framework is the first to integrate structural awareness into the optimization process, yielding medial meshes with explicit structural decomposition, topological correctness, and geometric fidelity. Our code is available at our project website. Ningna Wang, Rui Xu 0016, Yibo Yin, Zichun Zhong, Taku Komura, Wenping Wang 0001, Xiaohu Guo |
SIGGRAPH Asia | 7 |
| 2025 | Joint Co-Speech Gesture and Expressive Talking Face Generation Using Diffusion with AdaptersabstractRecent advances in co-speech gesture and talking head generation have been impressive, yet most methods focus on only one of the two tasks. Those that attempt to generate both often rely on separate models or network modules, increasing training complexity and ignoring the inherent relationship between face and body movements. To address the challenges, in this paper, we propose a novel model architecture that jointly generates face and body motions within a single network. This approach leverages shared weights between modalities, facilitated by adapters that enable adaptation to a common latent space. Our experiments demonstrate that the proposed framework not only maintains state-of-the-art co-speech gesture and talking head generation performance but also significantly reduces the number of parameters required. Steven Hogue, Yapeng Tian, Xiaohu Guo |
WACV | 4 |
| 2025 | RBF-MAT: Computing medial axis transform from point clouds by optimizing radial basis functions
Mengyuan Ge, Junfeng Yao, Baorong Yang, Ningna Wang, Zhonggui Chen, Xiaohu Guo |
Comput. Aided Geom. Des. | 6 |
| 2025 | RMAvatar: Photorealistic human avatar reconstruction from monocular video based on rectified mesh-embedded GaussiansabstractWe introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, and RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io . Sen Peng, Weixing Xie, Xiaohu Guo, Zhonggui Chen, Baorong Yang |
Graph. Model. | 4 |
| 2025 | MagicTalk: Implicit and Explicit Correlation Learning for Diffusion-Based Emotional Talking Face GenerationabstractGenerating emotional talking faces from a single portrait image remains a significant challenge. The simultaneous achievement of expressive emotional talking and accurate lip-sync is particularly difficult, as expressiveness is often compromised for lip-sync accuracy. Prevailing generative works usually struggle to juggle to generate subtle variations of emotional expression and lip-synchronized talking. To address these challenges, we suggest modeling the implicit and explicit correlations between audio and emotional talking faces with a unified framework. As human emotional expressions usually present subtle and implicit relations with speech audio, we propose incorporating audio and emotional style embeddings into the diffusion-based generation process, for realistic generation while concentrating on emotional expressions. We then propose lip-based explicit correlation learning to construct a strong mapping of audio to lip motions, assuring lip-audio synchronization. Furthermore, we deploy a video-to-video rendering module to transfer expressions and lip motions from a proxy 3D avatar to an arbitrary portrait. Both quantitatively and qualitatively, MagicTalk outperforms state-of-the-art methods in terms of expressiveness, lip-sync, and perceptual quality. Chao Wang 0088, Guoxian Song, You Xie, Linjie Luo, Yapeng Tian, Jiashi Feng, Xiaohu Guo |
Comput. Vis. Media | 10 |
| 2025 | Endo-HDR: Dynamic endoscopic reconstruction with deformable 3D Gaussians and hierarchical depth regularization
Weixing Xie, Qingqi Hong, Junfeng Yao, Shaoqi Wu, Rongzhou Zhou, Xiaohu Guo |
Knowl. Based Syst. | 8 |
| 2025 | TexHOI: Reconstructing Textures of 3D Unknown Objects in Monocular Hand-Object Interaction ScenesabstractReconstructing 3D models of dynamic, real-world objects with high-fidelity textures from monocular frame sequences has been a challenging problem in recent years. This difficulty stems from factors such as shadows, indirect illumination, and inaccurate object-pose estimations due to occluding hand-object interactions. To address these challenges, we propose a novel approach that predicts the hand's impact on environmental visibility and indirect illumination on the object's surface albedo. Our method first learns the geometry and low-fidelity texture of the object, hand, and background through composite rendering of radiance fields. Simultaneously, we optimize the hand and object poses to achieve accurate object-pose estimations. We then refine physics-based rendering parameters-including roughness, specularity, albedo, hand visibility, skin color reflections, and environmental illumination-to produce precise albedo, and accurate hand illumination and shadow regions. Our approach surpasses state-of-the-art methods in texture reconstruction and, to the best of our knowledge, is the first to account for hand-object interactions in object texture reconstruction. Alakh Aggarwal, Ningna Wang, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | WonderHuman: Hallucinating Unseen Parts in Dynamic 3D Human ReconstructionabstractIn this paper, we present WonderHuman to reconstruct dynamic human avatars from a monocular video for high-fidelity novel view synthesis. Previous dynamic human avatar reconstruction methods typically require the input video to have full coverage of the observed human body. However, in daily practice, one typically has access to limited viewpoints, such as monocular front-view videos, making it a cumbersome task for previous methods to reconstruct the unseen parts of the human avatar. To tackle the issue, we present WonderHuman, which leverages 2D generative diffusion model priors to achieve high-quality, photorealistic reconstructions of dynamic human avatars from monocular videos, including accurate rendering of unseen body parts. Our approach introduces a Dual-Space Optimization technique, applying Score Distillation Sampling (SDS) in both canonical and observation spaces to ensure visual consistency and enhance realism in dynamic human reconstruction. Additionally, we present a View Selection strategy and Pose Feature Injection to enforce the consistency between SDS predictions and observed data, ensuring pose-dependent effects and higher fidelity in the reconstructed avatar. In the experiments, our method achieves SOTA performance in producing photorealistic renderings from the given monocular video, particularly for those challenging unseen parts. Zilong Wang 0013, Zhiyang Dou, Yuan Liu 0025, Cheng Lin 0001, Yunhui Guo, Xin Li 0003, Wenping Wang 0001, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 10 |
| 2024 | DRSM: Efficient Neural 4D Decomposition for Dynamic Reconstruction in Stationary Monocular CamerasabstractWith the popularity of monocular videos generated by video sharing and live broadcasting applications, reconstructing and editing dynamic scenes in stationary monocular cameras has become a special but anticipated technology. In contrast to scene reconstructions that exploit multi-view observations, the problem of modeling a dynamic scene from a single view is significantly more under-constrained and ill-posed. Inspired by recent progress in neural rendering, we present a novel framework to tackle 4D decomposition problem for dynamic scenes in monocular cameras. Our framework utilizes decomposed static and dynamic feature planes to represent 4D scenes and emphasizes the learning of dynamic regions through dense ray casting. Inadequate 3D clues from a single-view and occlusion are also particular challenges in scene reconstruction. To overcome these difficulties, we propose deep supervised optimization and ray casting strategies. With experiments on various videos, our method generates higher-fidelity results than existing methods for single-view dynamic scene representation. Weixing Xie, Qiqin Lin, Jingze Chen, Junfeng Yao, Xiaohu Guo |
ICASSP | 7 |
| 2024 | SurgicalGaussian: Deformable 3D Gaussians for High-Fidelity Surgical Scene Reconstruction
Weixing Xie, Junfeng Yao, Xianpeng Cao, Qiqin Lin, Zerui Tang, Xiaohu Guo |
MICCAI (6) | 7 |
| 2024 | NASM: Neural Anisotropic Surface Meshing
Haikuan Zhu, Sikai Zhong, Ningna Wang, Cheng Lin 0001, Xiaohu Guo, Shi-Qing Xin, Wenping Wang 0001, Jing Hua 0001, Zichun Zhong |
SIGGRAPH Asia | 6 |
| 2024 | DR2: Disentangled Recurrent Representation Learning for Data-efficient Speech Video SynthesisabstractAlthough substantial progress has been made in audiodriven talking video synthesis, there still remain two major difficulties: existing works 1) need a long sequence of training dataset (>1h) to synthesize co-speech gestures, which causes a significant limitation on their applicability; 2) usually fail to generate long sequences, or can only generate long sequences without enough diversity. To solve these challenges, we propose a Disentangled Recurrent Representation Learning framework to synthesize long diversified gesture sequences with a short training video of around 2 minutes. In our framework, we first make a disentangled latent space assumption to encourage unpaired audio and pose combinations, which results in diverse "one-to-many" mappings in pose generation. Next, we apply a recurrent inference module to feed back the last generation as initial guidance to the next phase, enhancing the long-term video generation of full continuity and diversity. Comprehensive experimental results verify that our model can generate realistic synchronized full-body talking videos with training data efficiency. Yifan Zhao 0002, Linjie Luo, Xiaohu Guo |
WACV | 6 |
| 2024 | MATTopo: Topology-preserving Medial Axis Transform with Restricted Power DiagramabstractWe present a novel topology-preserving 3D medial axis computation framework based on volumetric restricted power diagram (RPD), while preserving the medial features and geometric convergence simultaneously, for both 3D CAD and organic shapes. The volumetric RPD discretizes the input 3D volume into sub-regions given a set of medial spheres. With this intermediate structure, we convert the homotopy equivalency between the generated medial mesh and the input 3D shape into a localized contractibility checking for each restricted element (power cell, power face, power edge), by checking their connected components and Euler characteristics. We further propose a fractional Euler characteristic algorithm for efficient GPU-based computation of Euler characteristic for each restricted element on the fly while computing the volumetric RPD. Compared with existing voxel-based or point-cloud-based methods, our approach is the first to adaptively and directly revise the medial mesh without globally modifying the dependent structure, such as voxel size or sampling density, while preserving its topology and medial features. In comparison with the feature preservation method MATFP [Wang et al. 2022], our method provides geometrically comparable results with fewer spheres and more robustly captures the topology of the input 3D shape. Ningna Wang, Hui Huang 0004, Shibo Song, Bin Wang 0021, Wenping Wang 0001, Xiaohu Guo |
ACM Trans. Graph. | 6 |
| 2024 | CWF: Consolidating Weak Features in High-quality Mesh SimplificationabstractIn mesh simplification, common requirements like accuracy, triangle quality, and feature alignment are often considered as a trade-off. Existing algorithms concentrate on just one or a few specific aspects of these requirements. For example, the well-known Quadric Error Metrics (QEM) approach [Garland and Heckbert 1997] prioritizes accuracy and can preserve strong feature lines/points as well, but falls short in ensuring high triangle quality and may degrade weak features that are not as distinctive as strong ones. In this paper, we propose a smooth functional that simultaneously considers all of these requirements. The functional comprises a normal anisotropy term and a Centroidal Voronoi Tessellation (CVT) [Du et al. 1999] energy term, with the variables being a set of movable points lying on the surface. The former inherits the spirit of QEM but operates in a continuous setting, while the latter encourages even point distribution, allowing various surface metrics. We further introduce a decaying weight to automatically balance the two terms. We selected 100 CAD models from the ABC dataset [Koch et al. 2019], along with 21 organic models, to compare the existing mesh simplification algorithms with ours. Experimental results reveal an important observation: the introduction of a decaying weight effectively reduces the conflict between the two terms and enables the alignment of weak features. This distinctive feature sets our approach apart from most existing mesh simplification methods and demonstrates significant potential in shape understanding. Please refer to the teaser figure for illustration. Rui Xu 0016, Longdu Liu, Ningna Wang, Shuang-Min Chen, Shi-Qing Xin, Xiaohu Guo, Zichun Zhong, Taku Komura, Wenping Wang 0001, Changhe Tu |
ACM Trans. Graph. | 6 |
| 2023 | S3DS: Self-supervised Learning of 3D Skeletons from Single View Imagesabstract3D skeleton is an inherent structure of objects and is often used for shape analysis. However, most supervised deep learning methods, which directly obtain 3D skeletons from 2D images, are constrained by skeleton data preparation. In this paper, we introduce a self-supervised method S3DS: a differentiable rendering-based method to reconstruct a 3D skeleton of shape from its single-view images, by using medial axis transformation (MAT) as its 3D skeleton. We use medial spheres (center positions and radii) to represent the 3D skeleton and use the connectivity of the spheres (medial mesh) to represent the topology. We trained a medial sphere prediction network, which reconstructs 3D skeleton spheres (centers and radii) from a single-view image and renders them into a 2D silhouette with many circles. Because of the radius, the center of the circle will fall on the 2D skeleton. Then the 3D spheres are fitted to the 3D skeleton by fitting many 2D circles onto the 2D skeleton. A mechanism is proposed to generate the connectivity of the discrete medial spheres and construct the 3D topology of the shape. We have conducted extensive experiments on public datasets and proved that S3DS has better performance than baseline and competitive performances with supervised methods on 3D skeletons reconstruction. Jianwei Hu 0003, Ningna Wang, Baorong Yang, Xiaohu Guo, Bin Wang 0021 |
ACM Multimedia | 5 |
| 2023 | Computational Design of Wiring Layout on Tight Suits with Minimal Motion ResistanceabstractAn increasing number of electronics are directly embedded on the clothing to monitor human status (e.g., skeletal motion) or provide haptic feedback. A specific challenge to prototype and fabricate such a clothing is to design the wiring layout, while minimizing the intervention to human motion. We address this challenge by formulating the topological optimization problem on the clothing surface as a deformation-weighted Steiner tree problem on a 3D clothing mesh. Our method proposed an energy function for minimizing strain energy in the wiring area under different motions, regularized by its total length. We built the physical prototype to verify the effectiveness of our method and conducted user study with participants of both design experts and smart cloth users. On three types of commercial products of smart clothing, the optimized layout design reduced wire strain energy by an average of 77% among 248 actions compared to baseline design, and 18% over the expert design. Kai Wang 0107, Yinping Zheng, Da Zhou, Shihui Guo, Yipeng Qin, Xiaohu Guo |
SIGGRAPH Asia | 7 |
| 2023 | Point2MM: Learning medial mesh from point clouds
Mengyuan Ge, Junfeng Yao, Baorong Yang, Ningna Wang, Zhonggui Chen, Xiaohu Guo |
Comput. Graph. | 6 |
| 2023 | MusicFace: Music-driven expressive singing face synthesisabstractIt remains an interesting and challenging problem to synthesize a vivid and realistic singing face driven by music. In this paper, we present a method for this task with natural motions for the lips, facial expression, head pose, and eyes. Due to the coupling of mixed information for the human voice and backing music in common music audio signals, we design a decouple-and-fuse strategy to tackle the challenge. We first decompose the input music audio into a human voice stream and a backing music stream. Due to the implicit and complicated correlation between the two-stream input signals and the dynamics of the facial expressions, head motions, and eye states, we model their relationship with an attention scheme, where the effects of the two streams are fused seamlessly. Furthermore, to improve the expressivenes of the generated results, we decompose head movement generation in terms of speed and direction, and decompose eye state generation into short-term blinking and long-term eye closing, modeling them separately. We have also built a novel dataset, SingingFace, to support training and evaluation of models for this task, including future work on this topic. Extensive experiments and a user study show that our proposed method is capable of synthesizing vivid singing faces, qualitatively and quantitatively better than the prior state-of-the-art. Wenjin Deng, Hengda Li, Jintai Wang, Yinglin Zheng, Yiwei Ding, Xiaohu Guo, Ming Zeng 0008 |
Comput. Vis. Media | 7 |
| 2023 | Hybrid MPI and CUDA paralleled finite volume unstructured CFD simulations on a multi-GPU system
Xiaohu Guo, Yue Weng, Xianwei Zhang 0001, Yutong Lu |
Future Gener. Comput. Syst. | 2 |
| 2023 | Globally Consistent Normal Orientation for Point Clouds by Regularizing the Winding-Number FieldabstractEstimating normals with globally consistent orientations for a raw point cloud has many downstream geometry processing applications. Despite tremendous efforts in the past decades, it remains challenging to deal with an unoriented point cloud with various imperfections, particularly in the presence of data sparsity coupled with nearby gaps or thin-walled structures. In this paper, we propose a smooth objective function to characterize the requirements of an acceptable winding-number field, which allows one to find the globally consistent normal orientations starting from a set of completely random normals. By taking the vertices of the Voronoi diagram of the point cloud as examination points, we consider the following three requirements: (1) the winding number is either 0 or 1, (2) the occurrences of 1 and the occurrences of 0 are balanced around the point cloud, and (3) the normals align with the outside Voronoi poles as much as possible. Extensive experimental results show that our method outperforms the existing approaches, especially in handling sparse and noisy point clouds, as well as shapes with complex geometry/topology. Rui Xu 0016, Zhiyang Dou, Ningna Wang, Shi-Qing Xin, Shuang-Min Chen, Mingyan Jiang, Xiaohu Guo, Wenping Wang 0001, Changhe Tu |
ACM Trans. Graph. | 7 |
| 2023 | Neighbor Reweighted Local Centroid for Geometric Feature IdentificationabstractIdentifying geometric features from sampled surfaces is a significant and fundamental task. The existing curvature-based methods that can identify ridge and valley features are generally sensitive to noise. Without requiring high-order differential operators, most statistics-based methods sacrifice certain extents of the feature descriptive powers in exchange for robustness. However, neither of these types of methods can treat the surface boundary features simultaneously. In this paper, we propose a novel neighbor reweighted local centroid (NRLC) computational algorithm to identify geometric features for point cloud models. It constructs a feature descriptor for the considered point via decomposing each of its neighboring vectors into two orthogonal directions. A neighboring vector starts from the considered point and ends with the corresponding neighbor. The decomposed neighboring vectors are then accumulated with different weights to generate the NRLC. With the defined NRLC, we design a probability set for each candidate feature point so that the convex, concave and surface boundary points can be recognized concurrently. In addition, we introduce a pair of feature operators, including assimilation and dissimilation, to further strengthen the identified geometric features. Finally, we test NRLC on a large body of point cloud models derived from different data sources. Several groups of the comparison experiments are conducted, and the results verify the validity and efficiency of our NRLC method. Zhenhua Yang, Shaojun Hu, Zhiyi Zhang 0002, Chunxia Xiao, Xiaohu Guo, Long Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2023 | 3D Talking Face With Personalized Pose DynamicsabstractRecently, we have witnessed a boom in applications for 3D talking face generation. However, most existing 3D face generation methods can only generate 3D faces with a static head pose, which is inconsistent with how humans perceive faces. Only a few articles focus on head pose generation, but even these ignore the attribute of personality. In this article, we propose a unified audio-driven approach to endow 3D talking faces with personalized pose dynamics. To achieve this goal, we establish an original person-specific dataset, providing corresponding head poses and face shapes for each video. Our framework is composed of two separate modules: PoseGAN and PGFace. Given an input audio, PoseGAN first produces a head pose sequence for the 3D head, and then, PGFace utilizes the audio and pose information to generate natural face models. With the combination of these two parts, a 3D talking head with dynamic head movement can be constructed. Experimental evidence indicates that our method can generate person-specific head pose sequences that are in sync with the input audio and that best match with the human experience of talking heads. Saifeng Ni, Zhipeng Fan 0001, Ming Zeng 0008, Madhukar Budagavi, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2022 | Layered-Garment Net: Generating Multiple Implicit Garment Layers from a Single Image
Alakh Aggarwal, Steven Hogue, Saifeng Ni, Madhukar Budagavi, Xiaohu Guo |
ACCV (1) | 6 |
| 2022 | Study of Vocal Muscle Strain with Skin Deformation Tracking SystemabstractVocal strain can have a profound effect on a person's life and livelihood. However, methods to identify and quantify vocal strain presumed to originate in the laryngeal muscles severely lack. We aim to address this shortcoming. Using motion capture with consumer RGBD cameras, we track skin deformation of perilaryngeal anterior neck regions in participants with and without vocal strain. Neck movement variability differences between the two groups provides insight into extrinsic laryngeal vocal muscles that may underlie symptoms of vocal strain. Steven Hogue, Adrianna C. Shembel, Xiaohu Guo |
CBMS | 3 |
| 2022 | IMMAT: Mesh Reconstruction from Single View Images by Medial Axis Transform Prediction
Jianwei Hu 0003, Baorong Yang, Ningna Wang, Xiaohu Guo, Bin Wang 0021 |
Comput. Aided Des. | 5 |
| 2022 | GPU-based supervoxel segmentation for 3D point clouds
Yanyang Xiao, Zhonggui Chen, Junfeng Yao, Xiaohu Guo |
Comput. Aided Geom. Des. | 5 |
| 2022 | Computing Medial Axis Transform with Feature Preservation via Restricted Power DiagramabstractWe propose a novel framework for computing the medial axis transform of 3D shapes while preserving their medial features via restricted power diagram (RPD). Medial features, including external features such as the sharp edges and corners of the input mesh surface and internal features such as the seams and junctions of medial axis, are important shape descriptors both topologically and geometrically. However, existing medial axis approximation methods fail to capture and preserve them due to the fundamentally under-sampling in the vicinity of medial features, and the difficulty to build their correct connections. In this paper we use the RPD of medial spheres and its affiliated structures to help solve these challenges. The dual structure of RPD provides the connectivity of medial spheres. The surfacic restricted power cell (RPC) of each medial sphere provides the tangential surface regions that these spheres have contact with. The connected components (CC) of surfacic RPC give us the classification of each sphere, to be on a medial sheet, a seam, or a junction. They allow us to detect insufficient sphere sampling around medial features and develop necessary conditions to preserve them. Using this RPD-based framework, we are able to construct high quality medial meshes with features preserved. Compared with existing sampling-based or voxel-based methods, our method is the first one that can preserve not only external features but also internal features of medial axes. Ningna Wang, Bin Wang 0021, Wenping Wang 0001, Xiaohu Guo |
ACM Trans. Graph. | 4 |
| 2021 | FACIAL: Synthesizing Dynamic Talking Face with Implicit Attribute LearningabstractIn this paper, we propose a talking face generation method that takes an audio signal as input and a short target video clip as reference, and synthesizes a photo-realistic video of the target face with natural lip motions, head poses, and eye blinks that are in-sync with the input audio signal. We note that the synthetic face attributes include not only explicit ones such as lip motions that have high correlations with speech, but also implicit ones such as head poses and eye blinks that have only weak correlation with the input audio. To model such complicated relationships among different face attributes with input audio, we propose a FACe Implicit Attribute Learning Generative Adversarial Network (FACIAL-GAN), which integrates the phonetics-aware, context-aware, and identity-aware information to synthesize the 3D face animation with realistic motions of lips, head poses, and eye blinks. Then, our Rendering-to-Video network takes the rendered face images and the attention map of eye blinks as input to generate the photorealistic output video frames. Experimental results and user studies show our method can generate realistic talking face videos with not only synchronized lip motions, but also natural head movements and eye blinks, with better qualities than the results of state-of-the-art methods. Yifan Zhao 0002, Ming Zeng 0008, Saifeng Ni, Madhukar Budagavi, Xiaohu Guo |
ICCV | 7 |
| 2021 | GPU-Based Supervoxel Generation With a Novel Anisotropic MetricabstractVideo over-segmentation into supervoxels is an important pre-processing technique for many computer vision tasks. Videos are an order of magnitude larger than images. Most existing methods for generating supervovels are either memory- or time-inefficient, which limits their application in subsequent video processing tasks. In this paper, we present an anisotropic supervoxel method, which is memory-efficient and can be executed on the graphics processing unit (GPU). Therefore, our algorithm achieves good balance among segmentation quality, memory usage and processing time. In order to provide accurate segmentation for moving objects in video, we use the optical flow information to design a brand new non-Euclidean metric to calculate the anisotropic distances between seeds and voxels. To efficiently compute the anisotropic metric, we adjust the classic jump flooding algorithm (which is designed for parallel execution on the GPU) to generate anisotropic Voronoi tessellation in the combined color and spatio-temporal space. We evaluate our method and the representative supervoxel algorithms for their capability on segmentation performance, computation speed and memory efficiency. We also apply supervoxel results to the application of foreground propagation in videos to test the performance on solving practical problems. Experiments show that our algorithm is much faster than the existing methods, and achieves good balance on segmentation quality and efficiency. Zhonggui Chen, Yong-Jin Liu 0001, Junfeng Yao, Xiaohu Guo |
IEEE Trans. Image Process. | 5 |
| 2020 | Topology-Change-Aware Volumetric Fusion for Dynamic Scene Reconstruction
Chao Li 0021, Xiaohu Guo |
ECCV (16) | 2 |
| 2020 | DeSmoothGAN: Recovering Details of Smoothed Images via Spatial Feature-wise Transformation and Full AttentionabstractRecently, generative adversarial networks (GAN) have been widely used to solve image-to-image translation problems such as edges to photos, labels to scenes, and colorizing grayscale images. However, how to recover details of smoothed images is still unexplored. Naively training a GAN like pix2pix causes insufficiently perfect results due to the fact that we ignore two main characteristics including spatial variability and spatial correlation as for this problem. In this work, we propose DeSmoothGAN to utilize both characteristics specifically. The spatial variability indicates that the details of different areas of smoothed images are distinct and they are supposed to be recovered differently. Therefore, we propose to perform spatial feature-wise transformation to recover individual areas differently. The spatial correlation represents that the details of different areas are related to each other. Thus, we propose to apply full attention to consider the relations between them. The proposed method generates satisfying results on several real-world datasets. We have conducted quantitative experiments including smooth consistency and image similarity to demonstrate the effectiveness of DeSmoothGAN. Furthermore, ablation studies are performed to illustrate the usefulness of our proposed feature-wise transformation and full attention. Yifei Huang 0006, Chenhui Li 0001, Xiaohu Guo, Jing Liao 0001, Changbo Wang |
ACM Multimedia | 3 |
| 2020 | Re-evaluation of Atomic Operations and Graph Coloring for Unstructured Finite Volume GPU SimulationsabstractIn general, race condition can be resolved by introducing synchronisations or breaking data dependencies. Atomic operations and graph coloring are the two typical approaches to avoid race condition. Graph coloring algorithms have been generally considered winning algorithms in the literature due to their lock free implementations. In this paper, we present the GPU-accelerated algorithms of the unstructured cell-centered finite volume Computational Fluid Dynamics (CFD) software framework named PHengLEI which was originally developed for aerodynamics applications with arbitrary hybrid meshes. Overall, the newly developed GPU framework demonstrate up to 4.8 speedup comparing with 18 MPI tasks run on the latest Intel CPU node. Furthermore, the enormous efforts have been invested to optimize data dependencies which could lead to race condition due to unstructured mesh indirect addressing and related reduction math operations. With careful comparison between our optimised graph coloring and atomic operations using a series of numerical tests with different mesh sizes, the results show that atomic operations are more efficient than our optimised graph coloring in all of the test cases on Nvidia Tesla GPU V100. Specifically, for the summation operation, using atomicAdd is twice as fast as graph coloring. For the maximum operation, a speedup of 1.5 to 2 is found for atomicMax vs. graph coloring. Xu Sun 0001, Xiaohu Guo, Yunfei Du 0001, Yutong Lu, Yang Liu 0005 |
SBAC-PAD | 3 |
| 2020 | A novel discrete whale optimization algorithm for solving knapsack problems
Yichao He, Xuejing Liu, Xiaohu Guo |
Appl. Intell. | 4 |
| 2020 | P2MAT-NET: Learning medial axis transform from sparse point clouds
Baorong Yang, Junfeng Yao, Bin Wang 0021, Jianwei Hu 0003, Yiling Pan, Tianxiang Pan, Wenping Wang 0001, Xiaohu Guo |
Comput. Aided Geom. Des. | 8 |
| 2020 | Medial Elastics: Efficient and Collision-Ready Deformation via Medial Axis TransformabstractWe propose a framework for the interactive simulation of nonlinear deformable objects. The primary feature of our system is the seamless integration of deformable simulation and collision culling, which are often independently handled in existing animation systems. The bridge connecting them is the medial axis transform (MAT), a high-fidelity volumetric approximation of complex 3D shapes. From the physics simulation perspective, MAT leads to an expressive and compact reduced nonlinear model. We employ a semireduced projective dynamics formulation, which well captures high-frequency local deformations of high-resolution models while retaining a low computation cost. Our key observation is that the most compelling (nonlinear) deformable effects are enabled by the local constraints projection, which should not be aggressively reduced, and only apply model reduction at the global stage. From the collision detection (CD)/collision culling (CC) perspective, MAT is geometrically versatile using linear-interpolated spheres (i.e., the so-called medial primitives (MPs)) to approximate the boundary of the input model. The intersection test between two MPs is formulated as a quadratically constrained quadratic program problem. We give an algorithm to solve this problem exactly, which returns the deepest penetration between a pair of intersecting MPs. When coupled with spatial hashing, collision (including self-collision) can be efficiently identified on the GPU within a few milliseconds even for massive simulations. We have tested our system on a variety of geometrically complex and high-resolution deformable objects, and our system produces convincing animations with all of the collisions/self-collisions well handled at an interactive rate. Lei Lan, Ran Luo 0001, Marco Fratarcangeli, Weiwei Xu 0003, Huamin Wang 0001, Xiaohu Guo, Junfeng Yao, Yin Yang 0002 |
ACM Trans. Graph. | 6 |
| 2019 | Towards Real Time Multi-robot Routing using Quantum Computing TechnologiesabstractIn this paper, we investigate the potential for current quantum computing technologies to provide good solutions to the NP-hard problem of routing multiple robots on a grid in real time. A hybrid quantum-classical approach has been presented in detail. Classical computation is used to generate candidate paths, while quantum annealing is used to select the optimal combination of paths. This second process is generally the most time consuming when performed clasically. The performance is benchmarked classically and on a D-Wave 2000Q with up to 200 robots and has shown that producing valid solutions for the problem of multi-robot routing is achievable with the current quantum annealing technology. The current limitations of using quantum annealing are also discussed. Tristan West, Joseph Zammit, Xiaohu Guo, Luke Mason, Duncan Russell |
HPC Asia | 4 |
| 2019 | MAT-Net: Medial Axis Transform Network for 3D Object Recognitionabstract3D deep learning performance depends on object representation and local feature extraction. In this work, we present MAT-Net, a neural network which captures local and global features from the Medial Axis Transform (MAT). Different from K-Nearest-Neighbor method which extracts local features by a fixed number of neighbors, our MAT-Net exploits effective modules Group-MAT and Edge-Net to process topological structure. Experimental results illustrate that MAT-Net demonstrates competitive or better performance on 3D shape recognition than state-of-the-art methods, and prove that MAT representation has excellent capacity in 3D deep learning, even in the case of low resolution. Jianwei Hu 0003, Bin Wang 0021, Lihui Qian 0001, Yiling Pan, Xiaohu Guo, Lingjie Liu, Wenping Wang 0001 |
IJCAI | 5 |
| 2019 | Q-MAT+: An error-controllable and feature-sensitive simplification algorithm for medial axis transform
Yiling Pan, Bin Wang 0021, Xiaohu Guo, Hua Zeng, Yuexin Ma, Wenping Wang 0001 |
Comput. Aided Geom. Des. | 3 |
| 2019 | Superpixel Generation by Agglomerative Clustering With Quadratic Error MinimizationabstractAbstract Superpixel segmentation is a popular image pre‐processing technique in many computer vision applications. In this paper, we present a novel superpixel generation algorithm by agglomerative clustering with quadratic error minimization. We use a quadratic error metric (QEM) to measure the difference of spatial compactness and colour homogeneity between superpixels. Based on the quadratic function, we propose a bottom‐up greedy clustering algorithm to obtain higher quality superpixel segmentation. There are two steps in our algorithm: merging and swapping. First, we calculate the merging cost of two superpixels and iteratively merge the pair with the minimum cost until the termination condition is satisfied. Then, we optimize the boundary of superpixels by swapping pixels according to their swapping cost to improve the compactness. Due to the quadratic nature of the energy function, each of these atomic operations has only O(1) time complexity. We compare the new method with other state‐of‐the‐art superpixel generation algorithms on two datasets, and our algorithm demonstrates superior performance. Zhonggui Chen, Junfeng Yao, Xiaohu Guo |
Comput. Graph. Forum | 4 |
| 2018 | Plane-Based Optimization of Geometry and Texture for RGB-D Reconstruction of Indoor ScenesabstractWe present a novel approach to reconstruct RGB-D indoor scene with plane primitives. Our approach takes as input a RGB-D sequence and a dense coarse mesh reconstructed by some 3D reconstruction method on the sequence, and generate a lightweight, low-polygonal mesh with clear face textures and sharp features without losing geometry details from the original scene. To achieve this, we firstly partition the input mesh with plane primitives, simplify it into a lightweight mesh next, then optimize plane parameters, camera poses and texture colors to maximize the photometric consistency across frames, and finally optimize mesh geometry to maximize consistency between geometry and planes. Compared to existing planar reconstruction methods which only cover large planar regions in the scene, our method builds the entire scene by adaptive planes without losing geometry details and preserves sharp features in the final mesh. We demonstrate the effectiveness of our approach by applying it onto several RGB-D scans and comparing it to other state-of-the-art reconstruction methods. Chao Wang 0088, Xiaohu Guo |
3DV | 2 |
| 2018 | ArticulatedFusion: Real-Time Reconstruction of Motion, Geometry and Segmentation Using a Single Depth Camera
Chao Li 0021, Zheheng Zhao, Xiaohu Guo |
ECCV (8) | 3 |
| 2018 | Field-Aligned and Lattice-Guided Tetrahedral MeshingabstractAbstract We present a particle‐based approach to generate field‐aligned tetrahedral meshes, guided by cubic lattices, including BCC and FCC lattices. Given a volumetric domain with an input frame field and a user‐specified edge length for the cubic lattice, we optimize a set of particles to form the desired lattice pattern. A Gaussian Hole Kernel associated with each particle is constructed. Minimizing the sum of kernels of all particles encourages the particles to form a desired layout, e.g., field‐aligned BCC and FCC. The resulting set of particles can be connected to yield a high quality field‐aligned tetrahedral mesh. As demonstrated by experiments and comparisons, the field‐aligned and lattice‐guided approach can produce higher quality isotropic and anisotropic tetrahedral meshes than state‐of‐the‐art meshing methods. Saifeng Ni, Zichun Zhong, Xiaohu Guo |
Comput. Graph. Forum | 5 |
| 2018 | DMAT: Deformable Medial Axis Transform for Animated Mesh ApproximationabstractAbstract Extracting a faithful and compact representation of an animated surface mesh is an important problem for computer graphics. However, the surface‐based methods have limited approximation power for volume preservation when the animated sequences are extremely simplified. In this paper, we introduce Deformable Medial Axis Transform (DMAT), which is deformable medial mesh composed of a set of animated spheres. Starting from extracting an accurate and compact representation of a static MAT as the template and partitioning the vertices on the input surface as the correspondences for each medial primitive, we present a correspondence‐based approximation method equipped with an As‐Rigid‐As‐Possible (ARAP) deformation energy defined on medial primitives. As a result, our algorithm produces DMAT with consistent connectivity across the whole sequence, accurately approximating the input animated surfaces. Baorong Yang, Junfeng Yao, Xiaohu Guo |
Comput. Graph. Forum | 3 |
| 2018 | Computing a high-dimensional euclidean embedding from an arbitrary smooth riemannian metricabstractThis article presents a new method to compute a self-intersection free high-dimensional Euclidean embedding (SIFHDE 2 ) for surfaces and volumes equipped with an arbitrary Riemannian metric. It is already known that given a high-dimensional (high-d) embedding, one can easily compute an anisotropic Voronoi diagram by back-mapping it to 3D space. We show here how to solve the inverse problem, i.e., given an input metric, compute a smooth intersection-free high-d embedding of the input such that the pullback metric of the embedding matches the input metric. Our numerical solution mechanism matches the deformation gradient of the 3D → higher-d mapping with the given Riemannian metric. We demonstrate the applicability of our method, by using it to construct anisotropic Restricted Voronoi Diagram (RVD) and anisotropic meshing, that are otherwise extremely difficult to compute. In SIFHDE 2 -space constructed by our algorithm, difficult 3D anisotropic computations are replaced with simple Euclidean computations, resulting in an isotropic RVD and its dual mesh on this high-d embedding. Results are compared with the state-of-the-art in anisotropic surface and volume meshings using several examples and evaluation metrics. Zichun Zhong, Wenping Wang 0001, Bruno Lévy 0001, Jing Hua 0001, Xiaohu Guo |
ACM Trans. Graph. | 5 |
| 2017 | Real Time Stable Haptic Rendering Of 3D Deformable Streaming SurfaceabstractIn recent years, many researches are focusing on the haptic interaction with streaming data like RGBD video / point cloud stream captured by commodity depth sensors. Most previous methods use partial streaming data from depth sensors and only investigate haptic rendering of the rigid surface without complex physics simulation. Many virtual reality and tele-immersive applications such as medical training, and art designing require the complete scene and physics simulation. In this paper, we propose a stable haptic rendering method capable of interacting with streaming deformable surface in real-time. Our method applies KinectFusion for real-time reconstruction of real-world object surface instead of incomplete surface. While construction, it simultaneously uses hierarchical shape matching (HSM) method to simulate the surface deformation in haptic-enabled interaction. We have demonstrated how to combine the fusion and physics simulation of deformation together, and proposed a continuous collision detection method based on Truncated Signed Distance Function (TSDF). Furthermore, we propose a fast TSDF warping method to update the deformation to TSDF, and a proxy finding method to find the proxy position. The proposed method is able to simulate the haptic-enabled deformation of the 3D fusion surface. Therefore it provides a novel haptic interaction for virtual reality and 3D tele-immersive applications. Experimental results show that the proposed approach provides stable haptic rendering and fast simulation of 3D deformable surface. Yuan Tian 0002, Chao Li 0021, Xiaohu Guo, B. Prabhakaran 0001 |
MMSys | 3 |
| 2017 | Sliver-suppressing tetrahedral mesh optimization with gradient-based shape matching energy
Saifeng Ni, Zichun Zhong, Yang Liu 0014, Wenping Wang 0001, Zhonggui Chen, Xiaohu Guo |
Comput. Aided Geom. Des. | 6 |
| 2017 | Feature-based RGB-D camera pose optimization for real-time 3D reconstructionabstractIn this paper we present a novel feature-based RGB-D camera pose optimization algorithm for real-time 3D reconstruction systems. During camera pose estimation, current methods in online systems suffer from fast-scanned RGB-D data, or generate inaccurate relative transformations between consecutive frames. Our approach improves current methods by utilizing matched features across all frames and is robust for RGB-D data with large shifts in consecutive frames. We directly estimate camera pose for each frame by efficiently solving a quadratic minimization problem to maximize the consistency of 3D points in global space across frames corresponding to matched feature points. We have implemented our method within two state-of-the-art online 3D reconstruction platforms. Experimental results testify that our method is efficient and reliable in estimating camera poses for RGB-D data with large shifts. Chao Wang 0088, Xiaohu Guo |
Comput. Vis. Media | 2 |
| 2017 | Surface Approximation via Asymptotic Optimal Geometric PartitionabstractIn this paper, we present a novel method on surface partition from the perspective of approximation theory. Different from previous shape proxies, the ellipsoidal variance proxy is proposed to penalize the partition results falling into disconnected parts. On its support, the Principle Component Analysis (PCA) based energy is developed for asymptotic cluster aspect ratio and size control. We provide the theoretical explanation on how the minimization of the PCA-based energy leads to the optimal asymptotic behavior for approximation. Moreover, we show the partitions on densely sampled triangular meshes converge to the theoretic expectations. To evaluate the effectiveness of surface approximation, polygonal/triangular surface remeshing results are generated. The experimental results demonstrate the high approximation quality of our method. Yiqi Cai, Xiaohu Guo, Yang Liu 0014, Wenping Wang 0001, Weihua Mao, Zichun Zhong |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Motion Capture With Ellipsoidal Skeleton Using Multiple Depth CamerasabstractThis paper introduces a novel motion capturing framework which works by minimizing the fitting error between an ellipsoid based skeleton and the input point cloud data captured by multiple depth cameras. The novelty of this method comes from that it uses the ellipsoids equipped with the spherical harmonics encoded displacement and normal functions to capture the geometry details of the tracked object. This method is also integrated with a mechanism to avoid collisions of bones during the motion capturing process. The method is implemented parallelly with CUDA on GPU and has a fast running speed without dedicated code optimization. The errors of the proposed method on the data from Berkeley Multimodal Human Action Database (MHAD) are within a reasonable range compared with the ground truth results. Our experiment shows that this method succeeds on many challenging motions which are failed to be reported by Microsoft Kinect SDK and not tested by existing works. In the comparison with the state-of-art marker-less depth camera based motion tracking work our method shows advantages in both robustness and input data modality. Liang Shuai, Chao Li 0021, Xiaohu Guo, B. Prabhakaran 0001, Jinxiang Chai |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Medial-axis-driven shape deformation with volume preservation
Lei Lan, Junfeng Yao, Xiaohu Guo |
Vis. Comput. | 4 |
| 2016 | Preface
Xiaohu Guo, Johannes Wallner 0001 |
Comput. Aided Geom. Des. | 1 |
| 2016 | Anisotropic Superpixel Generation Based on Mahalanobis DistanceabstractAbstract Superpixels have been widely used as a preprocessing step in various computer vision tasks. Spatial compactness and color homogeneity are the two key factors determining the quality of the superpixel representation. In this paper, these two objectives are considered separately and anisotropic superpixels are generated to better adapt to local image content. We develop a unimodular Gaussian generative model to guide the color homogeneity within a superpixel by learning local pixel color variations. It turns out maximizing the log‐likelihood of our generative model is equivalent to solving a Centroidal Voronoi Tessellation (CVT) problem. Moreover, we provide the theoretical guarantee that the CVT result is invariant to affine illumination change, which makes our anisotropic superpixel generation algorithm well suited for image/video analysis in varying illumination environment. The effectiveness of our method in image/video superpixel generation is demonstrated through the comparison with other state‐of‐the‐art methods. Yiqi Cai, Xiaohu Guo |
Comput. Graph. Forum | 2 |
| 2016 | Special issue on collaborative haptic audio-visual environments and systems
Xiaohu Guo, B. Prabhakaran 0001, Abdulmotaleb El Saddik |
Multim. Syst. | 1 |
| 2015 | Dynamic meshing for deformable image registration
Yiqi Cai, Xiaohu Guo, Zichun Zhong, Weihua Mao |
Comput. Aided Des. | 2 |
| 2015 | A 3D shape descriptor based on spectral analysis of medial axis
Shuiqing He, Yi-King Choi, Yanwen Guo 0001, Xiaohu Guo, Wenping Wang 0001 |
Comput. Aided Geom. Des. | 4 |
| 2015 | Agile structural analysis for fabrication-aware shape editing
Weiwei Xu 0003, Yin Yang 0002, Xiaohu Guo, Kun Zhou 0001 |
Comput. Aided Geom. Des. | 4 |
| 2015 | Stable haptic interaction based on adaptive hierarchical shape matchingabstractIn this paper, we present a framework allowing users to interact with geometrically complex 3D deformable objects using (multiple) haptic devices based on an extended shape matching approach. There are two major challenges for haptic-enabled interaction using the shape matching method. The first is how to obtain a rapid deformation propagation when a large number of shape matching clusters exist. The second is how to robustly handle the collision response when the haptic interaction point hits the particle-sampled deformable volume. Our framework extends existing multi-resolution shape matching methods, providing an improved energy convergence rate. This is achieved by using adaptive integration strategies to avoid insignificant shape matching iterations during the simulation. Furthermore, we present a new mechanism called stable constraint particle coupling which ensures consistent deformable behavior during haptic interaction. As demonstrated in our experimental results, the proposed method provides natural and smooth haptic rendering as well as efficient yet stable deformable simulation of complex models in real time. Yuan Tian 0002, Yin Yang 0002, Xiaohu Guo, B. Prabhakaran 0001 |
Comput. Vis. Media | 3 |
| 2015 | Spectral Animation Compression
Chao Wang 0088, Yang Liu 0013, Xiaohu Guo, Zichun Zhong, Binh Le, Zhigang Deng 0001 |
J. Comput. Sci. Technol. | 3 |
| 2015 | Q-MAT: Computing Medial Axis Transform By Quadratic Error MinimizationabstractThe medial axis transform (MAT) is an important shape representation for shape approximation, shape recognition, and shape retrieval. Despite years of research, there is still a lack of effective methods for efficient, robust and accurate computation of the MAT. We present an efficient method, called Q-MAT , that uses quadratic error minimization to compute a structurally simple, geometrically accurate, and compact representation of the MAT. We introduce a new error metric for approximation and a new quantitative characterization of unstable branches of the MAT, and integrate them in an extension of the well-known quadric error metric (QEM) framework for mesh decimation. Q-MAT is fast, removes insignificant unstable branches effectively, and produces a simple and accurate piecewise linear approximation of the MAT. The method is thoroughly validated and compared with existing methods for MAT computation. Bin Wang 0021, Feng Sun 0006, Xiaohu Guo, Caiming Zhang 0001, Wenping Wang 0001 |
ACM Trans. Graph. | 4 |
| 2014 | 3D Immersive Cardiopulmonary Resuscitation (CPR) TrainerabstractCardiopulmonary resuscitation (CPR) plays a primary role in first-aid treatment. Instead of the traditional instructor-led training course, we propose a virtual reality system which provides an immersive 3D environment for CPR training with visual and haptic feedback. To simulate a real world CPR experience, our immersive trainer system enables a trainee to perform CPR compressions to a virtual human, inside the virtual world. During the training procedure, the trainee can not only watch his/her 3D image performing CPR, but also feel the force feedback from the chest compressions in real-time. To further enhance the visual fidelity, a haptic-enabled deformable model is applied to show the visual change of chest during compression. Yuan Tian 0002, Suraj Raghuraman, Yin Yang 0002, Xiaohu Guo, B. Prabhakaran 0001 |
ACM Multimedia | 4 |
| 2014 | Sparse Localized Decomposition of Deformation GradientsabstractAbstract Sparse localized decomposition is a useful technique to extract meaningful deformation components out of a training set of mesh data. However, existing methods cannot capture large rotational motion in the given mesh dataset. In this paper we present a new decomposition technique based on deformation gradients. Given a mesh dataset, the deformation gradient field is extracted, and decomposed into two groups: rotation field and stretching field, through polar decomposition. These two groups of deformation information are further processed through the sparse localized decomposition into the desired components. These sparse localized components can be linearly combined to form a meaningful deformation gradient field, and can be used to reconstruct the mesh through a least squares optimization step. Our experiments show that the proposed method addresses the rotation problem associated with traditional deformation decomposition techniques, making it suitable to handle not only stretched deformations, but also articulated motions that involve large rotations. Junfeng Yao, Zichun Zhong, Yang Liu 0013, Xiaohu Guo |
Comput. Graph. Forum | 5 |
| 2014 | Anisotropic surface meshing with conformal embedding
Zichun Zhong, Liang Shuai, Miao Jin, Xiaohu Guo |
Graph. Model. | 4 |
| 2013 | A 3D tele-immersion streaming approach using skeleton-based predictionabstract3D collaborative Tele-Immersive environments allow reconstruction of real world 3D scenes in the virtual world across multiple physical locations. This kind of reconstruction results in a lot of 3D data being transmitted over the internet in real time. The current systems allow for transmission at low frame rates due to the large volume of data and network bandwidth restrictions. In this paper we propose a prediction based approach that generates future frames by animating the live model based on few skeleton points. By doing so the magnitude of data transmitted is reduced to few hundred bytes. The prediction errors are corrected when an entire frame is received. This approach allows minimal amounts (few bytes) of data to be transmitted per frame, thus allowing for high frame rates and still maintain an acceptable visual quality of reconstruction at the receiver side. Suraj Raghuraman, Karthik Venkatraman, Zhanyu Wang, B. Prabhakaran 0001, Xiaohu Guo |
ACM Multimedia | 5 |
| 2013 | A multigrid approach for bandwidth and display resolution aware streaming of 3D deformationsabstractIn this paper, we propose a novel multimedia system adaptively streaming the animation according to display resolution and/or network bandwidth. A Multigrid-like technique is used in this framework to accelerate the converging rate of the optimization of the nonlinear deformation energy. The computation is performed from coarsest mesh at the top level to the finest mesh at the bottom level and then goes back to the top again. Such V-shape calculation provides great flexibility for the networked environment. Clients are able to receive the data streaming corresponding to its display resolution and network bandwidth. A more compact form of deformation data packaging is also used in this system such that a cube element only needs six parameters instead of 24 variables as used in regular mesh representation, which significantly reduces the network overhead for the streaming. Yuan Tian 0002, Yin Yang 0002, Xiaohu Guo, B. Prabhakaran 0001 |
ACM Multimedia | 3 |
| 2013 | GPU-based computation of discrete periodic centroidal Voronoi tessellation in hyperbolic space
Liang Shuai, Xiaohu Guo, Miao Jin |
Comput. Aided Des. | 2 |
| 2013 | Particle-based anisotropic surface meshingabstractThis paper introduces a particle-based approach for anisotropic surface meshing. Given an input polygonal mesh endowed with a Riemannian metric and a specified number of vertices, the method generates a metric-adapted mesh. The main idea consists of mapping the anisotropic space into a higher dimensional isotropic one, called "embedding space". The vertices of the mesh are generated by uniformly sampling the surface in this higher dimensional embedding space, and the sampling is further regularized by optimizing an energy function with a quasi-Newton algorithm. All the computations can be re-expressed in terms of the dot product in the embedding space, and the Jacobian matrices of the mappings that connect different spaces. This transform makes it unnecessary to explicitly represent the coordinates in the embedding space, and also provides all necessary expressions of energy and forces for efficient computations. Through energy optimization, it naturally leads to the desired anisotropic particle distributions in the original space. The triangles are then generated by computing the Restricted Anisotropic Voronoi Diagram and its dual Delaunay triangulation. We compare our results qualitatively and quantitatively with the state-of-the-art in anisotropic surface meshing on several examples, using the standard measurement criteria. Zichun Zhong, Xiaohu Guo, Wenping Wang 0001, Bruno Lévy 0001, Feng Sun 0006, Yang Liu 0013, Weihua Mao |
ACM Trans. Graph. | 2 |
| 2013 | Physics-Based Deformable Tongue VisualizationabstractIn this paper, a physics-based framework is presented to visualize the human tongue deformation. The tongue is modeled with the Finite Element Method (FEM) and driven by the motion capture data gathered during speech production. Several novel deformation visualization techniques are presented for in-depth data analysis and exploration. To reveal the hidden semantic information of the tongue deformation, we present a novel physics-based volume segmentation algorithm. This is accomplished by decomposing the tongue model into segments based on its deformation pattern with the computation of deformation subspaces and fitting the target deformation locally at each segment. In addition, the strain energy is utilized to provide an intuitive low-dimensional visualization for the high-dimensional sequential motion. Energy-interpolation-based morphing is also equipped to effectively highlight the subtle differences of the 3D deformed shapes without any visual occlusion. Our experimental results and analysis demonstrate the effectiveness of this framework. The proposed methods, though originally designed for the exploration of the tongue deformation, are also valid for general deformation analysis of other shapes. Yin Yang 0002, Xiaohu Guo, Jennell Vick, Luis G. Torres, Thomas F. Campbell |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Boundary-Aware Multidomain Subspace DeformationabstractIn this paper, we propose a novel framework for multidomain subspace deformation using node-wise corotational elasticity. With the proper construction of subspaces based on the knowledge of the boundary deformation, we can use the Lagrange multiplier technique to impose coupling constraints at the boundary without overconstraining. In our deformation algorithm, the number of constraint equations to couple two neighboring domains is not related to the number of the nodes on the boundary but is the same as the number of the selected boundary deformation modes. The crack artifact is not present in our simulation result, and the domain decomposition with loops can be easily handled. Experimental results show that the single-core implementation of our algorithm can achieve real-time performance in simulating deformable objects with around quarter million tetrahedral elements. Yin Yang 0002, Weiwei Xu 0003, Xiaohu Guo, Kun Zhou 0001, Baining Guo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2012 | Optimal surface deployment problem in wireless sensor networksabstractSensor deployment is a fundamental issue in a wireless sensor network, which often dictates the overall network performance. Previous studies on sensor deployment mainly focused on sensor networks on 2D plane or in 3D volume. In this paper, we tackle the problem of optimal sensor deployment on 3D surfaces, aiming to achieve the highest overall sensing quality. In general, the reading of a sensor node exhibits unreliability, which often depends on the distance between the sensor and the target to be sensed, as observed in a wide range of applications. Therefore, with a given set of sensors, a sensor network offers different accuracy in data acquisition when the sensors are deployed in different ways in the Field of Interest (FoI). We formulate this optimal surface deployment problem in terms of sensing quality by introducing a general function to measure the unreliability of monitored data in the entire sensor network. We present its optimal solution and propose a series of algorithms for practical implementation. Extensive simulations are conducted on various 3D mountain surface models to demonstrate the effectiveness of the proposed algorithms. Miao Jin, Guodong Rong 0001, Hongyi Wu, Liang Shuai, Xiaohu Guo |
INFOCOM | 5 |
| 2012 | Immersive multiplayer tennis with microsoft kinect and body sensor networksabstractWe present an immersive gaming demonstration using the minimum amount of wearable sensors. The game demonstrated is two-player tennis. We combine a virtual environment with real 3D representations of physical objects like the players and the tennis racquet (if available). The main objective of the game is to provide as real an experience of tennis as possible, while also being as less intrusive as possible. The game is played across a network, and this opens the possibility of two remote players playing a game together on a single virtual tennis pitch. The Microsoft Kinect sensors are used to obtain a 3D point cloud and a skeletal map representation of the player. This 3D point cloud is mapped on to the virtual tennis pitch. We also use a wireless wearable Attitude and Heading Reference System (AHRS) mote, which is strapped onto the wrist of the players. This mote gives us precise information about the movement (swing, rotation etc.) of the playing arm. This information along with the skeletal map is used to implement the physics of the game. Using this game we demonstrate our solutions for simultaneous data acquisition, 3D point-cloud mapping in a virtual space, use of the Kinect and AHRS sensors to calibrate real and virtual objects and for interaction of virtual objects with a 3D point cloud. Suraj Raghuraman, Karthik Venkatraman, Zhanyu Wang, Jian Wu 0016, Jacob Clements, Reza Lotfian, B. Prabhakaran 0001, Xiaohu Guo, Roozbeh Jafari, Klara Nahrstedt |
ACM Multimedia | 8 |
| 2012 | Physics-based multi-domain subspace deformation with component mode synthesisabstractFast and accurate simulation of 3D soft objects is important to virtual environment and reality. Simulating 3D deformation of large model in real-time is a challenging problem as it is very computation-demanding involving intensive matrix-based operation of large scale. Reduction techniques, consequently flourish where the dynamic is computed within a subspace of much smaller size with accuracy loss. This type of technique greatly boosts the simulation performance. Currently, most reduction methods use globally-computed bases. As a result, when large local deformation occurs, global bases often fail to provide necessary freedoms at the desired region. Alternatively, we construct subspaces locally based on the linear component mode synthesis (CMS) method. The components are the mutually disjoint sub-meshes (with duplicated boundary DOFs) and the local bases are called component modes which are the displacements of the components under certain mechanical equilibrium.We greatly extend the classic CMS with the following contributions. 1) We propose a new physics-based multi-domain subspace deformable model based on CMS. The subspace is locally constructed with component modes. The computation of modes follow a compact and straightforward formulation and the pre-computation is orders-faster comparing with some global subspace techniques. 2) The classic CMS does not handle large deformations with the linear modes. We extend the idea of modal warping to CMS with co-rotational elasticity to accommodate large rotational deformation. 3) A new type of mode called degenerated constraint mode is employed which constructs the subspaces of small size at components while preserving the boundary compatibility. As a result, the simulation can be performed within a small subspace and the boundary locking artifacts are also avoided. 4) We also propose another new type of mode called user constraint mode, which prevents the reduced system from being over-constrained. 5) Based on the extended CMS, we propose several simulation strategies including the hybrid simulation with the customized local mode supersets and the skeleton-driven deformable model based on the interface hierarchy. Yin Yang 0002, Xiaohu Guo |
VR | 2 |
| 2012 | Spectral Watermarking for Parameterized SurfacesabstractThis paper presents a blind spectral two-way watermarking framework for 3-D models with parametric information. We introduce a spectral geometric watermarking technique based on Dirichlet Manifold Harmonic Transform to alter the geometric shape, while the spectral basis functions are computed from the parametric mesh as the analysis domain. This new geometric method embeds watermarks into small surface patches without introducing discontinuity across the patch boundary, while at the same time is robust against various spatial attacks. By manipulating part of the geometric shape on the intermediate model instead of the original model, this method gains robustness against connectivity changing and cropping attacks. By combining the new geometric method with the existing texture method into the two-way watermarking framework, we can withstand various attacks applied to either geometric mesh or parametric information. Theoretical analysis and experiments show that this new geometric method is robust against the majority of attacks and the two-way watermarking framework helps achieve better robustness. Yang Liu 0013, B. Prabhakaran 0001, Xiaohu Guo |
IEEE Trans. Inf. Forensics Secur. | 3 |
| 2012 | Point-Based Manifold HarmonicsabstractThis paper proposes an algorithm to build a set of orthogonal Point-Based Manifold Harmonic Bases (PB-MHB) for spectral analysis over point-sampled manifold surfaces. To ensure that PB-MHB are orthogonal to each other, it is necessary to have symmetrizable discrete Laplace-Beltrami Operator (LBO) over the surfaces. Existing converging discrete LBO for point clouds, as proposed by Belkin et al., is not guaranteed to be symmetrizable. We build a new point-wisely discrete LBO over the point-sampled surface that is guaranteed to be symmetrizable, and prove its convergence. By solving the eigen problem related to the new operator, we define a set of orthogonal bases over the point cloud. Experiments show that the new operator is converging better than other symmetrizable discrete Laplacian operators (such as graph Laplacian) defined on point-sampled surfaces, and can provide orthogonal bases for further spectral geometric analysis and processing tasks. Yang Liu 0013, B. Prabhakaran 0001, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | PicoLife: A Computer Vision-based Gesture Recognition and 3D Gaming System for Android Mobile DevicesabstractPico Life is envisioned to be an augmented reality game in which 3D characters will be controlled by hand gestures on Android smart phones. Pico Life is currently powered by two mobile optimized engines: (1) The computer vision engine that runs our advanced object tracking program for hand tracking and (2) The 3D engine that runs our 3D models for the characters in the game. In the near future, we will be adding yet another mobile optimized engine, namely, the augmented reality engine. In this paper, we will present our work on object tracking and 3D modeling for Pico Life and contrast the performances of the two engines on three different mobile platforms, namely, Texas Instruments' OMAP3630 (Motorola Droid X running Android Gingerbread), Qualcomm's MSM8660 Snapdragon (HTC Evo 3D running Android Gingerbread) and the Texas Instruments' OMAP4430 (Blaze Development platform running Android Gingerbread). Mahesh Babu Mariappan, Xiaohu Guo, B. Prabhakaran 0001 |
ISM | 2 |
| 2011 | Real-time 3D interaction with deformable model on mobile devicesabstractMobile-based augmented reality is an emerging technology that provides immersive experiences over wireless networks. Its applications, such as 3D streaming, have become more and more popular on mobile devices. However, most of these applications do not support real-time 3D interactions. Consequently, mobile users can only watch or browse 3D contents passively instead of actively interacting with 3D objects. In this paper, we propose a novel method that allows mobile users to change a model's shape and motions through interactions via mobile touch screen and obtain feedbacks in real-time. To accelerate computational speed and reduce communication load, we compute 3D deformations using a spectral representation. Moreover, a progressive deformation streaming technique is proposed to reduce the effect of interaction delay between the server and mobile clients. Our experimental results indicate that our method provides real-time interaction feedback, offering satisfactory user experiences. Ziying Tang, Orkun Ozbek, Xiaohu Guo |
ACM Multimedia | 3 |
| 2011 | Centroidal Voronoi tessellation in universal covering space of manifold surfaces
Guodong Rong 0001, Miao Jin, Liang Shuai, Xiaohu Guo |
Comput. Aided Geom. Des. | 4 |
| 2011 | Receiver-based loss tolerance method for 3D progressive streaming
Ziying Tang, Xiaohu Guo, B. Prabhakaran 0001 |
Multim. Tools Appl. | 2 |
| 2011 | GPU-Assisted Computation of Centroidal Voronoi TessellationabstractCentroidal Voronoi tessellations (CVT) are widely used in computational science and engineering. The most commonly used method is Lloyd's method, and recently the L-BFGS method is shown to be faster than Lloyd's method for computing the CVT. However, these methods run on the CPU and are still too slow for many practical applications. We present techniques to implement these methods on the GPU for computing the CVT on 2D planes and on surfaces, and demonstrate significant speedup of these GPU-based methods over their CPU counterparts. For CVT computation on a surface, we use a geometry image stored in the GPU to represent the surface for computing the Voronoi diagram on it. In our implementation a new technique is proposed for parallel regional reduction on the GPU for evaluating integrals over Voronoi cells. Guodong Rong 0001, Yang Liu 0014, Wenping Wang 0001, Xiaotian Yin, Xianfeng Gu, Xiaohu Guo |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2010 | Blind invisible watermarking for 3D meshes with texturesabstractWe propose to embed watermarks by modifying the texture mapping information of 3D models rather than modifying the geometry information or texture image as existing works do. We present a blind watermarking method based on spectral decomposition that incorporates the process of Texture Image Compensation (TIC) which ensures no visual distortion. We describe a Neighbor Couple Embedding (NCE) scheme that works on the Manifold Harmonics Transform (MHT) of the texture coordinate functions. Experiments show that this method is robust against common attacks such as adding noise attacks, uniform affine transformation attacks, local modification attacks and produces no visual distortion on the rendered 3D models. Our contributions include watermarking the texture mapping information with no visual distortion as well as a novel embedding method that is robust against various possible attacks. Yang Liu 0013, B. Prabhakaran 0001, Xiaohu Guo |
ICIP | 3 |
| 2010 | A multimodal virtual environment for interacting with 3d deformable modelsabstractIn this video presentation, we introduce an immersive multimodal virtual environment which supports real-time interactions with 3D deformable model through a haptic device. We include a system called "FakeSpace" to imitate 3D environment, and a PHAMTOM device to simulate touching forces. Movements of 3D deformable models are simulated based on a spectral method, and forces are simulated as spring forces. We are able to real-time update both visual and haptic feedbacks, so that to provide a more realistic user interaction. In addition, with the help of stereoscopic display, we can present an immersive 3D experience. This video illustrates the settings of our environment and demonstrates how users real-time manipulate 3D models in this immersive system using some interactive examples. Our system is reconfigurable and is useful for different applications in the fields of education, entertainment, medical simulation and so on. Ziying Tang, Anant Patel, Xiaohu Guo, B. Prabhakaran 0001 |
ACM Multimedia | 3 |
| 2010 | Spectral simulation of hybrid bodies with deformable and rigid materialsabstractWe presents a spectral approach to simulate hybrid objects with deformable and rigid materials in real time. This framework is able to handle large-scale model under the help of GPU's parallel computation. Yin Yang 0002, Guodong Rong 0001, Luis G. Torres, Xiaohu Guo |
SI3D | 4 |
| 2010 | Hyperbolic centroidal Voronoi tessellationabstractThe centroidal Voronoi tessellation (CVT) has found versatile applications in geometric modeling, computer graphics, and visualization. In this paper, we extend the concept of the CVT from Euclidean space to hyperbolic space. A novel hyperbolic CVT energy is defined, and the relationship between minimizing this energy and the hyperbolic CVT is proved. We also show by our experimental results that the hyperbolic CVT has the similar property as its Euclidean counterpart where the sites are uniformly distributed according to given density values. Two algorithms -- Lloyd's algorithm and the L-BFGS algorithm -- are adopted to compute the hyperbolic CVT, and the convergence of Lloyd's algorithm is proved. As an example of the application, we utilize the hyperbolic CVT to compute uniform partitions and high-quality remeshing results for high-genus (genus>1) surfaces. Guodong Rong 0001, Miao Jin, Xiaohu Guo |
Symposium on Solid and Physical Modeling | 3 |
| 2010 | Streaming 3D shape deformations in collaborative virtual environmentabstractCollaborative virtual environment has been limited on static or rigid 3D models, due to the difficulties of real-time streaming of large amounts of data that is required to describe motions of 3D deformable models. Streaming shape deformations of complex 3D models arising from a remote user's manipulations is a challenging task. In this paper, we present a framework based on spectral transformation that encodes surface deformations in a frequency format to successfully meet the challenge, and demonstrate its use in a distributed virtual environment. Our research contributions through this framework include: i) we reduce the data size to be streamed for surface deformations since we stream only the transformed spectral coefficients and not the deformed model; ii) we propose a mapping method to allow models with multi-resolutions to have the same deformations simultaneously; iii) our streaming strategy can tolerate loss without the need for special handling of packet loss. Our system guarantees real-time transmission of shape deformations and ensures the smooth motions of 3D models. Moreover, we achieve very effective performance over real Internet conditions as well as a local LAN. Experimental results show that we get low distortion and small delays even when surface deformations of large and complicated 3D models are streamed over lossy networks. Ziying Tang, Guodong Rong 0001, Xiaohu Guo, B. Prabhakaran 0001 |
VR | 3 |
| 2010 | Dirichlet Harmonic Shape Compression with Feature Preservation for Parameterized SurfacesabstractAbstract With the rapid advancement of 3D scanning devices, large and complicated 3D shapes are becoming ubiquitous, and require large amount of resources to store and transmit them efficiently. This makes shape compression a demanding technique in order for the user to reduce the data transmission latency. Existing shape compression methods could achieve very low bit‐rates by sacrificing shape quality. But none of them guarantees the preservation of salient feature lines that users care. In addition, many 3D shapes come with parametric information for texture mapping purposes. In this paper we describe a spectral method to compress the geometric shapes equipped with arbitrary valid parametric information. It guarantees to preserve user‐specified feature lines while achieving a high compression ratio. By applying the spectral shape analysis – Dirichlet Manifold Harmonics, in the 2D parametric domain, this method provides a progressive compression mechanism to trade‐off between bit‐rate and shape quality. Experiments show that this method provides very low bit‐rate with high shape‐quality and still guarantees the preservation of user‐specified feature lines. Yang Liu 0013, B. Prabhakaran 0001, Xiaohu Guo |
Comput. Graph. Forum | 3 |
| 2010 | Real-time hybrid solid simulation: spectral unification of deformable and rigid materialsabstractAbstract A novel framework is proposed in this paper to simulate hybrid solids with deformable and rigid materials in real‐time. Both types of materials are uniformly integrated into one spectral simulator. Based on the modal warping technique, we employ a new constraint strategy which eliminates the accumulation of approximation errors at the boundary interfaces, thus naturally gluing different materials. We also utilize the GPU to accelerate the run‐time computation when updating the geometry of the hybrid solid—the most expensive step in this framework. This work provides a general‐purpose solution of simulating hybrid objects in real‐time, even for large‐scale models. Copyright © 2010 John Wiley & Sons, Ltd. Yin Yang 0002, Guodong Rong 0001, Luis G. Torres, Xiaohu Guo |
Comput. Animat. Virtual Worlds | 4 |
| 2009 | A Comprehensive Approach for Streaming 3D Progressive MeshesabstractFast and efficient streaming of detailed 3D model over lossy network has long been a challenge, although progressive compression techniques were proposed long time ago. One reason is that packet loss occurring in unreliable networks is highly unpredictable, and leads to connectivity inconsistency and distortions. In this paper, we address this problem by proposing a receiver-based loss tolerance scheme based on a prediction technique. Our method works without introducing protection bits and retransmission. We stream mesh refinement data on reliable and unreliable networks separately so as to reduce the transmission delay as well as to obtain a satisfactory decompression result. The tests indicate that the decompression is completed quickly, suggesting that it is a practical solution. Moreover, the proposed prediction technique achieves a good approximation of the original mesh with low distortion. Ziying Tang, Xiaohu Guo, B. Prabhakaran 0001 |
ISM | 2 |
| 2009 | Meshless methods for physics-based modeling and simulation of deformable models
Xiaohu Guo, Hong Qin 0001 |
Sci. China Ser. F Inf. Sci. | 1 |
| 2009 | Meshless Harmonic Volumetric Mapping Using Fundamental Solution MethodsabstractHarmonic volumetric mapping aims to establish a smooth bijective correspondence between two solid shapes with the same topology. In this paper, we develop an automatic meshless method for creating such a mapping between two given objects. With the shell surface mapping as the boundary condition, we first solve a linear system constructed by a boundary method called themethodoffundamentalsolution, and then represent the mapping using a set of points with different weights in the vicinity of the shell of the given model. Our algorithm is a true meshless method (without the need of any specific meshing structure within the solid interior) and the behavior of the interior region is directly determined by the boundary, which can improve the computational efficiency and robustness significantly. Therefore, our algorithm can be applied to massive volume data sets with various geometric primitives and topological types. We demonstrate the utility and efficacy of our algorithm in information transfer, shape registration, deformation sequence analysis, tetrahedral remeshing, and solid texture synthesis. Xin Li 0003, Xiaohu Guo, Hongyu Wang 0002, Ying He 0001, Xianfeng Gu, Hong Qin 0001 |
IEEE Trans Autom. Sci. Eng. | 2 |
| 2008 | Loss tolerance scheme for 3D progressive meshes streaming over networksabstractNowadays, the Internet provides a convenient medium for sharing complex 3D models online. However, transmitting 3D progressive meshes over networks may encounter the problem of packets loss that can lead to connectivity inconsistency and distortion of the reconstructed meshes. In this paper, we combine reliable and unreliable channels to reduce both time delay and mesh distortion, and we propose an error-concealment scheme for tolerating packet loss when the meshes are transmitted over unreliable network channels. When the loss of connectivity data occurs, the decoder can predict the geometry data and mesh connectivity information, and construct an approximation of the original mesh. Therefore, the proposed error-concealment scheme can significantly reduce the data size required to be transmitted over reliable channels. The results show that both the computational cost of our error-concealment scheme and the distortion introduced by our scheme are small. Ziying Tang, Xiaohu Guo, B. Prabhakaran 0001 |
ICME | 3 |
| 2008 | Globally Optimal Surface Mapping for Surfaces with Arbitrary TopologyabstractComputing smooth and optimal one-to-one maps between surfaces of same topology is a fundamental problem in computer graphics and such a method provides us a ubiquitous tool for geometric modeling and data visualization. Its vast variety of applications includes shape registration/matching, shape blending, material/data transfer, data fusion, information reuse, etc. The mapping quality is typically measured in terms of angular distortions among different shapes. This paper proposes and develops a novel quasi-conformal surface mapping framework to globally minimize the stretching energy inevitably introduced between two different shapes. The existing state-of-the-art inter-surface mapping techniques only afford local optimization either on surface patches via boundary cutting or on the simplified base domain, lacking rigorous mathematical foundation and analysis. We design and articulate an automatic variational algorithm that can reach the global distortion minimum for surface mapping between shapes of arbitrary topology, and our algorithm is sorely founded upon the intrinsic geometry structure of surfaces. To our best knowledge, this is the first attempt towards numerically computing globally optimal maps. Consequently, our mapping framework offers a powerful computational tool for graphics and visualization tasks such as data and texture transfer, shape morphing, and shape matching. Xin Li 0003, Yunfan Bao, Xiaohu Guo, Miao Jin, Xianfeng Gu, Hong Qin 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2008 | Spectral mesh deformation
Guodong Rong 0001, Xiaohu Guo |
Vis. Comput. | 3 |
| 2007 | Harmonic volumetric mapping for solid modeling applicationsabstractHarmonic volumetric mapping for two solid objects establishes a one-to-one smooth correspondence between them. It finds its applications in shape registration and analysis, shape retrieval, information reuse, and material/texture transplant. In sharp contrast to harmonic surface mapping techniques, little research has been conducted for designing volumetric mapping algorithms due to its technical challenges. In this paper, we develop an automatic and effective algorithm for computing harmonic volumetric mapping between two models of the same topology. Given a boundary mapping between two models, the volumetric (interior) mapping is derived by solving a linear system constructed from a boundary method called the fundamental solution method. The mapping is represented as a set of points with different weights in the vicinity of the solid boundary. In a nutshell, our algorithm is a true meshless method (with no need of specific connectivity) and the behavior of the interior region is directly determined by the boundary. These two properties help improve the computational efficiency and robustness. Therefore, our algorithm can be applied to massive volume data sets with various geometric primitives and topological types. We demonstrate the utility and efficacy of our algorithm in shape registration, information reuse, deformation sequence analysis, tetrahedral remeshing and solid texture synthesis. Xin Li 0003, Xiaohu Guo, Hongyu Wang 0002, Ying He 0001, Xianfeng Gu, Hong Qin 0001 |
Symposium on Solid and Physical Modeling | 2 |
| 2006 | Spline Thin-Shell Simulation of Manifold Surfaces
Kexiang Wang, Ying He 0001, Xiaohu Guo, Hong Qin 0001 |
Computer Graphics International | 3 |
| 2006 | Meshless Thin-Shell Simulation Based on Global Conformal ParameterizationabstractThis paper presents a new approach to the physically-based thin-shell simulation of point-sampled geometry via explicit, global conformal point-surface parameterization and meshless dynamics. The point-based global parameterization is founded upon the rigorous mathematics of Riemann surface theory and Hodge theory. The parameterization is globally conformal everywhere except for a minimum number of zero points. Within our parameterization framework, any well-sampled point surface is functionally equivalent to a manifold, enabling popular and powerful surface-based modeling and physically-based simulation tools to be readily adapted for point geometry processing and animation. In addition, we propose a meshless surface computational paradigm in which the partial differential equations (for dynamic physical simulation) can be applied and solved directly over point samples via Moving Least Squares (MLS) shape functions defined on the global parametric domain without explicit connectivity information. The global conformal parameterization provides a common domain to facilitate accurate meshless simulation and efficient discontinuity modeling for complex branching cracks. Through our experiments on thin-shell elastic deformation and fracture simulation, we demonstrate that our integrative method is very natural, and that it has great potential to further broaden the application scope of point-sampled geometry in graphics and relevant fields. Xiaohu Guo, Xin Li 0003, Yunfan Bao, Xianfeng Gu, Hong Qin 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2006 | Surface completion for shape and appearance
Seyoun Park, Xiaohu Guo, Hayong Shin, Hong Qin 0001 |
Vis. Comput. | 2 |
| 2005 | Shape and Appearance Repair for Incomplete Point SurfacesabstractThis paper presents a new surface content completion framework that can restore both shape and appearance from scanned, incomplete point set inputs. First, the geometric holes can be robustly identified from noisy and defective data sets without the need of any normal or orientation information, using the method of active deformable models. The geometry and texture information of the holes can then be determined either automatically from the models' context, or semi-automatically with minimal users' intervention. The central idea for this repair process is to establish a quantitative similarity measurement among local surface patches based on their local parameterizations and curvature computation. The geometry and texture information of each hole can be completed by warping the candidate region and gluing it to the hole. The displacement for the alignment process is computed by solving a Poisson equation in 2D. Our experiments show that the unified framework, founded upon the techniques of deformable models, local parameterization, and PDE modeling, can provide a robust and elegant solution for content completion of defective, complex point surfaces. Seyoun Park, Xiaohu Guo, Hayong Shin, Hong Qin 0001 |
ICCV | 2 |
| 2005 | Physically based morphing of point-sampled surfacesabstractAbstract This paper presents an innovative method for naturally and smoothly morphing point‐sampled surfaces via dynamic meshless simulation on point‐sampled surfaces. While most existing literature on shape morphing emphasizes the issue of finding a good correspondence map between two object representations, this research primarily investigates the challenging problem of how to find a smooth, physically‐meaningful transition path between two homeomorphic point‐set surfaces. We analyze the deformation of surface involved in the morphing process using concepts in differential geometry and continuum mechanics. The morphing paths can be determined by optimizing an energy functional, which characterizes the intrinsic deformation of the surface away from its rest shape. As demonstrated in the examples, our method automatically produces a series of natural and physically‐plausible in‐between shapes, which greatly alleviates the shrinking, stretching, and self‐intersection problems that often occur when linear interpolation is employed for the morphing of two objects. We envision that our new technique will continue to broaden the application scope of point‐set surfaces and their dynamic animation. Copyright © 2005 John Wiley & Sons, Ltd. Yunfan Bao, Xiaohu Guo, Hong Qin 0001 |
Comput. Animat. Virtual Worlds | 2 |
| 2005 | Real-time meshless deformationabstractAbstract In this paper, we articulate a meshless computational paradigm for the effective modeling, accurate physical simulation, and real‐time animation of point‐sampled solid objects. Both the interior and the boundary geometry of our volumetric object representation only consist of points, further extending the powerful and popular method of point‐sampled surfaces to the volumetric setting. We build the point‐based physical model upon continuum mechanics, which affords to effectively model the dynamic elastic behavior of point‐based volumetric objects. When only surface samples are provided, our prototype system first generates both interior volumetric points and a volumetric distance field with octree structure. The physics of these volumetric points in a solid interior are simulated using the Meshless Moving Least Squares (MLS) shape functions. In sharp contrast to the traditional finite element method (FEM), the meshless property of our new technique expedites the accurate representation and precise simulation of the underlying discrete model, without the need of domain meshing. In order to achieve real‐time simulations, we utilize the warped modal analysis method that is locally linear in nature but globally warped to account for rotational deformation. The structural simplicity and real‐time performance of our meshless simulation framework are ideal for interactive animation and game/movie production. Copyright © 2005 John Wiley & Sons, Ltd. Xiaohu Guo, Hong Qin 0001 |
Comput. Animat. Virtual Worlds | 1 |
| 2004 | Point Set Surface Editing Techniques Based on Level-SetsabstractWe articulate a new modeling paradigm for both local and global editing on complicated point set surfaces of arbitrary topology. In essence, the proposed technique leads to a novel point-set methodology that can unify the topological advantage of the level-set methods and the simplicity of point-sampled surfaces. Any user-specified region of a point set surface in our system can be embedded into a grid-based level-set framework. The super-imposed grid structure enables both powerful local surface editing and global scalar-field free-form deformation anywhere across the point-sampled geometry. Furthermore, the underlying level-set representation, coupled with the concept of digital topology, greatly facilitates the topological modification of the sculpted point-set geometry whenever necessary during shape deformation. We have developed a variety of editing toolkits that can allow users to directly manipulate the point-set surface through interactive sketching, smoothing, embossing, and global free-form deformations with ease. We demonstrate the usefulness and efficacy of our prototype system for the point-sampled geometry via many examples. Xiaohu Guo, Jing Hua 0001, Hong Qin 0001 |
Computer Graphics International | 1 |
| 2003 | Dynamic Sculpting and Deformation of Point Set SurfacesabstractThis paper presents a novel paradigm for point set surface editing, which takes advantages of the potential of implicit surfaces, the strength of physics based modeling techniques, and the simplicity of point sampled surfaces. Our point set surface is evaluated as the zero set of the weighted sum of the collection of the scalar trivariate B-spline functions defined over the local domain of each point sample. The implicit representation of the point set surfaces allows the user to easily modify the topology of the sculpted objects. The deformation of the surfaces is conducted by dynamically modifying the local reference domains, as well as their scalar control coefficients. We have developed a variety of sculpting toolkits that can dynamically manipulate the implicit point set surface and easily perform CSG Boolean operation on arbitrarily shaped objects. Our research work complements existing point rendering and modeling pipelines for efficient interactive sculpting and deformation. Xiaohu Guo, Hong Qin 0001 |
PG | 1 |