Demo Data from VLDB 2026 / reviewers in the wild / expert
Lifeng Wang 0001
dblp:82/6720-1
· DBLP profile ↗
13ranked-venue papers
4as first author
0since 2021 · last 2007
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-authorArtificial intelligence and machine learning · 3 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
9 papers |
Rendering · 43% Visual content generation and editing · 20% Computational photography and imaging · 19% | |
| Network and information security
1 paper |
Digital forensics and information hiding · 100% |
Topics — the 20 heaviest of 22, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational photography and imaging › light field imaging
light field warping |
0.1 | 2 | 2005 | Light Field Morphing Using 2D Features · IEEE Trans. Vis. Comput. Graph. 2005 Feature-based light field morphing · ACM Trans. Graph. 2002 |
Visual content generation and editing
image animation |
0.1 | 1 | 2007 | High Resolution Animated Scenes from Stills · IEEE Trans. Vis. Comput. Graph. 2007 |
Image and video processing
video frame interpolation |
0.1 | 1 | 2007 | High Resolution Animated Scenes from Stills · IEEE Trans. Vis. Comput. Graph. 2007 |
Rendering
image-based rendering |
0.1 | 2 | 2002 | Feature-based light field morphing · ACM Trans. Graph. 2002 Optimal Texture Map Reconstruction from Multiple Views · CVPR (1) 2001 |
Rendering
real-time rendering |
0.1 | 2 | 2005 | Real-time rendering of plant leaves · ACM Trans. Graph. 2005 View-dependent displacement mapping · ACM Trans. Graph. 2003 |
Computational photography and imaging
light field imaging |
0.1 | 2 | 2005 | Light Field Morphing Using 2D Features · IEEE Trans. Vis. Comput. Graph. 2005 Feature-based light field morphing · ACM Trans. Graph. 2002 |
Digital forensics and information hiding › digital forensics › multimedia forensics
image forensics |
0.1 | 1 | 2006 | Detecting Doctored JPEG Images Via DCT Coefficient Analysis · ECCV (3) 2006 |
Rendering › appearance modeling
bidirectional texture function synthesis |
0.1 | 1 | 2005 | Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › global illumination
precomputed radiance transfer |
0.1 | 1 | 2005 | Real-time rendering of plant leaves · ACM Trans. Graph. 2005 |
Visual content generation and editing
texture synthesis |
0.1 | 1 | 2005 | Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › texture mapping
displacement mapping |
0.0 | 1 | 2003 | View-dependent displacement mapping · ACM Trans. Graph. 2003 |
Geometric modeling and processing › shape deformation
shape morphing |
0.0 | 1 | 2002 | Feature-based light field morphing · ACM Trans. Graph. 2002 |
Geometric modeling and processing
3d reconstruction |
0.0 | 1 | 2001 | Optimal Texture Map Reconstruction from Multiple Views · CVPR (1) 2001 |
Rendering › texture mapping
view-dependent texture mapping |
0.0 | 1 | 2001 | Optimal Texture Map Reconstruction from Multiple Views · CVPR (1) 2001 |
Visual content generation and editing › multimedia content creation
image-based content creation |
0.0 | 1 | 2007 | High Resolution Animated Scenes from Stills · IEEE Trans. Vis. Comput. Graph. 2007 |
Image and video coding › JPEG compression
DCT coefficient analysis |
0.0 | 1 | 2006 | Detecting Doctored JPEG Images Via DCT Coefficient Analysis · ECCV (3) 2006 |
Visual content generation and editing
feature-based warping |
0.0 | 1 | 2005 | Light Field Morphing Using 2D Features · IEEE Trans. Vis. Comput. Graph. 2005 |
Visual content generation and editing › image editing
image morphing |
0.0 | 1 | 2005 | Light Field Morphing Using 2D Features · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering › appearance modeling
reflectance and appearance modeling |
0.0 | 1 | 2005 | Decorating Surfaces with Bidirectional Texture Functions · IEEE Trans. Vis. Comput. Graph. 2005 |
Rendering
subsurface scattering |
0.0 | 1 | 2005 | Real-time rendering of plant leaves · ACM Trans. Graph. 2005 |
Methods — techniques the papers use, named apart from their topics
statistical forensics · 0.1DCT coefficient analysis · 0.1second-order markov chain model · 0.1region decomposition · 0.1partial temporal order recovery · 0.1feathering · 0.1spherical harmonics · 0.1spatially-variant BRDF/BTDF · 0.1light-visibility convolution · 0.12d feature specification · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | High Resolution Animated Scenes from StillsabstractCurrent techniques for generating animated scenes involve either videos (whose resolution is limited) or a single image (which requires a significant amount of user interaction). In this paper, we describe a system that allows the user to quickly and easily produce a compelling-looking animation from a small collection of high resolution stills. Our system has two unique features. First, it applies an automatic partial temporal order recovery algorithm to the stills in order to approximate the original scene dynamics. The output sequence is subsequently extracted using a second-order Markov Chain model. Second, a region with large motion variation can be automatically decomposed into semiautonomous regions such that their temporal orderings are softly constrained. This is to ensure motion smoothness throughout the original region. The final animation is obtained by frame interpolation and feathering. Our system also provides a simple-to-use interface to help the user to fine-tune the motion of the animated scene. Using our system, an animated scene can be generated in minutes. We show results for a variety of scenes. Zhouchen Lin, Lifeng Wang 0001, Yunbo Wang, Sing Bing Kang, Tian Fang |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2006 | Detecting Doctored JPEG Images Via DCT Coefficient Analysis
Junfeng He, Zhouchen Lin, Lifeng Wang 0001, Xiaoou Tang |
ECCV (3) | 3 |
| 2005 | Real-time rendering of plant leavesabstractThis paper presents a framework for the real-time rendering of plant leaves with global illumination effects. Realistic rendering of leaves requires a sophisticated appearance model and accurate lighting computation. For leaf appearance we introduce a parametric model that describes leaves in terms of spatially-variant BRDFs and BTDFs. These BRDFs and BTDFs, incorporating analysis of subsurface scattering inside leaf tissues and rough surface scattering on leaf surfaces, can be measured from real leaves. More importantly, this description is compact and can be loaded into graphics hardware for fast run-time shading calculations, which are essential for achieving high frame rates. For lighting computation, we present an algorithm that extends the Precomputed Radiance Transfer (PRT) approach to all-frequency lighting for leaves. In particular, we handle the combined illumination effects due to low-frequency environment light and high-frequency sunlight. This is done by decomposing the local incident radiance of sunlight into direct and indirect components. The direct component, which contains most of the high frequencies, is not pre-computed with spherical harmonics as in PRT; instead it is evaluated on-the-fly using pre-computed light-visibility convolution data. We demonstrate our framework by the rendering of a variety of leaves and assemblies thereof. Lifeng Wang 0001, Wenle Wang, Julie Dorsey, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2005 | Light Field Morphing Using 2D FeaturesabstractWe present a 2D feature-based technique for morphing 3D objects represented by light fields. Existing light field morphing methods require the user to specify corresponding 3D feature elements to guide morph computation. Since slight errors in 3D specification can lead to significant morphing artifacts, we propose a scheme based on 2D feature elements that is less sensitive to imprecise marking of features. First, 2D features are specified by the user in a number of key views in the source and target light fields. Then the two light fields are warped view by view as guided by the corresponding 2D features. Finally, the two warped light fields are blended together to yield the desired light field morph. Two key issues in light field morphing are feature specification and warping of light field rays. For feature specification, we introduce a user interface for delineating 2D features in key views of a light field, which are automatically interpolated to other views. For ray warping, we describe a 2D technique that accounts for visibility changes and present a comparison to the ideal morphing of light fields. Light field morphing based on 2D features makes it simple to incorporate previous image morphing techniques such as nonuniform blending, as well as to morph between an image and a light field. Lifeng Wang 0001, Stephen Lin 0001, Seungyong Lee 0001, Baining Guo, Harry Shum |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2005 | Decorating Surfaces with Bidirectional Texture FunctionsabstractWe present a system for decorating arbitrary surfaces with bidirectional texture functions (BTF). Our system generates BTFs in two steps. First, we automatically synthesize a BTF over the target surface from a given BTF sample. Then, we let the user interactively paint BTF patches onto the surface such that the painted patches seamlessly integrate with the background patterns. Our system is based on a patch-based texture synthesis approach known as quilting. We present a graphcut algorithm for BTF synthesis on surfaces and the algorithm works well for a wide variety of BTF samples, including those which present problems for existing algorithms. We also describe a graphcut texture painting algorithm for creating new surface imperfections (e.g., dirt, cracks, scratches) from existing imperfections found in input BTF samples. Using these algorithms, we can decorate surfaces with real-world textures that have spatially-variant reflectance, fine-scale geometry details, and surfaces imperfections. A particularly attractive feature of BTF painting is that it allows us to capture imperfections of real materials and paint them onto geometry models. We demonstrate the effectiveness of our system with examples. Kun Zhou 0001, Lifeng Wang 0001, Yasuyuki Matsushita, Jiaoying Shi, Baining Guo, Harry Shum |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2004 | Real-time environment map interpolationabstractEnvironment mapping, or reflection mapping, has been widely used in the game and movie industries to give objects a realistic illumination atmosphere. For moving objects, direct frame-by-frame calculation of environment maps and correspondence-based interpolation are both impractical for real-time applications due to the large computational costs. To deal with this problem, "fake" environment mapping with a fixed, pre-generated environment image has been commonly used, but clearly such an approximation is inadequate for a highly reflective object whose environment is constantly changing as it moves. In this paper, we present an approach that sparsely samples environment maps of a moving object and rapidly interpolates them for high performance. Two techniques are introduced for fast environment map interpolation without computation of scene shading. The first method utilizes scene geometry to facilitate interpolation, and the second involves geometry reconstruction from depth buffer values to reduce inefficiencies caused by complex scene geometry. These two techniques can easily be implemented in graphics hardware, and test results show that they achieve significant boosts in performance over frame-by-frame environment map computation with little loss in visual quality. Wenle Wang, Lifeng Wang 0001, Stephen Lin 0001, Jianmin Wang 0001, Baining Guo |
ICIG | 2 |
| 2003 | Interactive Modeling of Tree BarkabstractThere exist many computer graphics techniques which could achieve high quality tree generation. However, only few works focus on realistic modeling of tree bark. Difficulties lie in the complex appearance of the bark surfaces from a single image. We address three main issues here: feature specification; height field assignment; and texture correction. For feature specification, we use texton channel analysis to specify a variant of common bark features, inluding ironbark, vertical and horizontal fractures, tessellation, furrowed cork, and lenticels. For height field assignment, we develop an intuitive and easy-to-use user interface (UI). Here similarity-based texture editing is used for assigning height fields within a texton channel mask. For texture correction, we use the modeled height fields to eliminate the underlying lighting effects in a captured texture. Our modeling system is image-based: it takes as input a bark image and produces as output a textured height field representing a bark sample. We demonstrate that out method is an effective and easy-to-use technique to interactively model a variety of photo realistic bark surfaces. Lifeng Wang 0001, Ligang Liu 0001, Shi-Min Hu 0001, Baining Guo |
PG | 2 |
| 2003 | Correction and rectification of light fields
Lifeng Wang 0001, Zhouchen Lin, Zhidong Deng |
Comput. Graph. | 2 |
| 2003 | View-dependent displacement mappingabstractSignificant visual effects arise from surface mesostructure, such as fine-scale shadowing, occlusion and silhouettes. To efficiently render its detailed appearance, we introduce a technique called view-dependent displacement mapping (VDM) that models surface displacements along the viewing direction. Unlike traditional displacement mapping, VDM allows for efficient rendering of self-shadows, occlusions and silhouettes without increasing the complexity of the underlying surface mesh. VDM is based on per-pixel processing, and with hardware acceleration it can render mesostructure with rich visual appearance in real time. Lifeng Wang 0001, Xin Tong 0001, Stephen Lin 0001, Shi-Min Hu 0001, Baining Guo, Harry Shum |
ACM Trans. Graph. | 1 |
| 2002 | Texture Mapping with a Jacobian-Based Spatially-Variant FilterabstractIn this paper we describe a new method to map a texture on a surface with a spatially-variant filter. Our filter takes into consideration the effects of anisotropy using a Jacobian approximation while computing the sampling rate, and the interpolation weights are computed with a sinc function. We also discuss how to do forward and backward mapping with the filter and extend our algorithms to 3D meshes. Our experimental results verify our analysis. Jingdan Zhang, Lifeng Wang 0001, Baining Guo |
PG | 3 |
| 2002 | Rendering by Manifold Hopping
Harry Shum, Lifeng Wang 0001, Jinxiang Chai, Xin Tong 0001 |
Int. J. Comput. Vis. | 2 |
| 2002 | Feature-based light field morphingabstractWe present a feature-based technique for morphing 3D objects represented by light fields. Our technique enables morphing of image-based objects whose geometry and surface properties are too difficult to model with traditional vision and graphics techniques. Light field morphing is not based on 3D reconstruction; instead it relies on ray correspondence, i.e., the correspondence between rays of the source and target light fields. We address two main issues in light field morphing: feature specification and visibility changes. For feature specification, we develop an intuitive and easy-to-use user interface (UI). The key to this UI is feature polygons, which are intuitively specified as 3D polygons and are used as a control mechanism for ray correspondence in the abstract 4D ray space. For handling visibility changes due to object shape changes, we introduce ray-space warping. Ray-space warping can fill arbitrarily large holes caused by object shape changes; these holes are usually too large to be properly handled by traditional image warping. Our method can deal with non-Lambertian surfaces, including specular surfaces (with dense light fields). We demonstrate that light field morphing is an effective and easy-to-use technqiue that can generate convincing 3D morphing effects. Zhunping Zhang, Lifeng Wang 0001, Baining Guo, Harry Shum |
ACM Trans. Graph. | 2 |
| 2001 | Optimal Texture Map Reconstruction from Multiple ViewsabstractThe recovery of 3D models from multiple reference images involves not only the extraction of 3D shape, but also of texture. Assuming that all surfaces are Lambertian, the resulting final texture is typically computed as a linear combination of reference textures. This is, however, not the optimal means for reconstructing textures, since this does not model the anisotropy in the texture projection. Furthermore, the spatial image sampling may be quite variable within a fore-shortened surface. This also has important implications for computer vision techniques that involve analysis by synthesis and the image-based rendering (IBR) technique of view-dependent texture mapping (VDTM). Starting with sampling theory, we show how weights should be spatially distributed for optimal texture construction. The local weights take into consideration the effects of anisotropy and variable spatial image sampling. We also present experimental results to verify our analysis. Lifeng Wang 0001, Sing Bing Kang, Richard Szeliski, Harry Shum |
CVPR (1) | 1 |