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Fu-Chung Huang

dblp:93/322 · DBLP profile ↗
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9ranked-venue papers
5as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 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
7 papers
Computational photography and imaging · 52% Rendering · 31% Image and video processing · 9%

Topics — the 14 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
light field display
0.532017
Perceptually-guided foveation for light field displays · ACM Trans. Graph. 2017
The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues · ACM Trans. Graph. 2015
Correcting for optical aberrations using multilayer displays · ACM Trans. Graph. 2012
Virtual and augmented reality
near-eye display
0.322017
The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues · ACM Trans. Graph. 2015
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Computational photography and imaging › color imaging
color reproduction
0.312017
Mixed-primary factorization for dual-frame computational displays · ACM Trans. Graph. 2017
Computational photography and imaging › image display
computational display
0.312017
Mixed-primary factorization for dual-frame computational displays · ACM Trans. Graph. 2017
Rendering › physically based rendering › wave optics rendering
computer-generated holography
0.312017
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Rendering › perceptual rendering
foveated rendering
0.312017
Perceptually-guided foveation for light field displays · ACM Trans. Graph. 2017
Computational photography and imaging › image display
high dynamic range display
0.312017
Mixed-primary factorization for dual-frame computational displays · ACM Trans. Graph. 2017
Rendering › physically based rendering › wave optics rendering › computer-generated holography
holographic rendering
0.312017
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Computational photography and imaging › light field imaging
light field factorization
0.212015
The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues · ACM Trans. Graph. 2015
Image and video processing › image restoration
aberration correction
0.112012
Correcting for optical aberrations using multilayer displays · ACM Trans. Graph. 2012
Image and video processing › video frame interpolation › interpolation
image interpolation
0.112009
Moving gradients: a path-based method for plausible image interpolation · ACM Trans. Graph. 2009
Image and video processing
occlusion handling
0.112009
Moving gradients: a path-based method for plausible image interpolation · ACM Trans. Graph. 2009
Computational photography and imaging
light field imaging
0.112017
Mixed-primary factorization for dual-frame computational displays · ACM Trans. Graph. 2017
Rendering
perceptual rendering
0.112017
Perceptually-guided foveation for light field displays · ACM Trans. Graph. 2017

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

temporal multiplexing · 0.3spatial multiplexing · 0.3psychophysical experiment · 0.3light field rendering · 0.3importance model · 0.3fresnel diffraction integral · 0.3content-adaptive compressive factorization · 0.3GPU acceleration · 0.3light field factorization · 0.2lens distortion correction · 0.2
YearPublicationVenuePosition
2017 Mixed-primary factorization for dual-frame computational displays
abstract
Increasing resolution and dynamic range of digital color displays is challenging with designs confined by cost and power specifications. This necessitates modern displays to trade-off spatial and temporal resolution for color reproduction capability. In this work we explore the idea of joint hardware and algorithm design to balance such trade-offs. We introduce a system that uses content-adaptive and compressive factorizations to reproduce colors. Each target frame is factorized into two products of high-resolution monochromatic and low-resolution color images, which then get integrated through temporal or spatial multiplexing. As our framework minimizes the error in colorimetric space, the perceived color rendition is high, and thanks to GPU acceleration, the results are generated in real-time. We evaluate our system with a LCD prototype that uses LED backlight array and temporal multiplexing to reproduce color images. Our approach enables high effective resolution and dynamic range without increasing power consumption. We also demonstrate low-cost extensions to hyperspectral and light-field imaging, which are possible due to compressive nature of our system.
Fu-Chung Huang, Dawid Pajak, Jonghyun Kim 0006, Jan Kautz, David P. Luebke
ACM Trans. Graph.1
2017 Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics
abstract
Holograms display a 3D image in high resolution and allow viewers to focus freely as if looking through a virtual window, yet computer generated holography (CGH) hasn't delivered the same visual quality under plane wave illumination and due to heavy computational cost. Light field displays have been popular due to their capability to provide continuous focus cues. However, light field displays must trade off between spatial and angular resolution, and do not model diffraction. We present a light field-based CGH rendering pipeline allowing for reproduction of high-definition 3D scenes with continuous depth and support of intra-pupil view-dependent occlusion. Our rendering accurately accounts for diffraction and supports various types of reference illuminations for hologram. We avoid under- and over-sampling and geometric clipping effects seen in previous work. We also demonstrate an implementation of light field rendering plus the Fresnel diffraction integral based CGH calculation which is orders of magnitude faster than the state of the art [Zhang et al. 2015], achieving interactive volumetric 3D graphics. To verify our computational results, we build a see-through, near-eye, color CGH display prototype which enables co-modulation of both amplitude and phase. We show that our rendering accurately models the spherical illumination introduced by the eye piece and produces the desired 3D imagery at the designated depth. We also analyze aliasing, theoretical resolution limits, depth of field, and other design trade-offs for near-eye CGH.
Liang Shi 0003, Fu-Chung Huang, Ward Lopes, Wojciech Matusik, David P. Luebke
ACM Trans. Graph.2
2017 Perceptually-guided foveation for light field displays
abstract
A variety of applications such as virtual reality and immersive cinema require high image quality, low rendering latency, and consistent depth cues. 4D light field displays support focus accommodation, but are more costly to render than 2D images, resulting in higher latency. The human visual system can resolve higher spatial frequencies in the fovea than in the periphery. This property has been harnessed by recent 2D foveated rendering methods to reduce computation cost while maintaining perceptual quality. Inspired by this, we present foveated 4D light fields by investigating their effects on 3D depth perception. Based on our psychophysical experiments and theoretical analysis on visual and display bandwidths, we formulate a content-adaptive importance model in the 4D ray space. We verify our method by building a prototype light field display that can render only 16% -- 30% rays without compromising perceptual quality.
Qi Sun 0003, Fu-Chung Huang, Joohwan Kim, Li-Yi Wei, David P. Luebke, Arie E. Kaufman
ACM Trans. Graph.2
2015 The light field stereoscope: immersive computer graphics via factored near-eye light field displays with focus cues
abstract
Over the last few years, virtual reality (VR) has re-emerged as a technology that is now feasible at low cost via inexpensive cellphone components. In particular, advances of high-resolution micro displays, low-latency orientation trackers, and modern GPUs facilitate immersive experiences at low cost. One of the remaining challenges to further improve visual comfort in VR experiences is the vergence-accommodation conflict inherent to all stereoscopic displays. Accurate reproduction of all depth cues is crucial for visual comfort. By combining well-known stereoscopic display principles with emerging factored light field technology, we present the first wearable VR display supporting high image resolution as well as focus cues. A light field is presented to each eye, which provides more natural viewing experiences than conventional near-eye displays. Since the eye box is just slightly larger than the pupil size, rank-1 light field factorizations are sufficient to produce correct or nearly-correct focus cues; no time-multiplexed image display or gaze tracking is required. We analyze lens distortions in 4D light field space and correct them using the afforded high-dimensional image formation. We also demonstrate significant improvements in resolution and retinal blur quality over related near-eye displays. Finally, we analyze diffraction limits of these types of displays.
Fu-Chung Huang, Kevin Chen 0001, Gordon Wetzstein
ACM Trans. Graph.1
2014 Eyeglasses-free display: towards correcting visual aberrations with computational light field displays
abstract
Millions of people worldwide need glasses or contact lenses to see or read properly. We introduce a computational display technology that predistorts the presented content for an observer, so that the target image is perceived without the need for eyewear. By designing optics in concert with prefiltering algorithms, the proposed display architecture achieves significantly higher resolution and contrast than prior approaches to vision-correcting image display. We demonstrate that inexpensive light field displays driven by efficient implementations of 4D prefiltering algorithms can produce the desired vision-corrected imagery, even for higher-order aberrations that are difficult to be corrected with glasses. The proposed computational display architecture is evaluated in simulation and with a low-cost prototype device.
Fu-Chung Huang, Gordon Wetzstein, Brian A. Barsky, Ramesh Raskar
ACM Trans. Graph.1
2012 Animating Lip-Sync Characters With Dominated Animeme Models
abstract
Character speech animation is traditionally considered as important but tedious work, especially when taking lip synchronization (lip-sync) into consideration. Although there are some methods proposed to ease the burden on artists to create facial and speech animation, almost none is fast and efficient. In this paper, we introduce a framework for synthesizing lip-sync character speech animation in real time from a given speech sequence and its corresponding texts, starting from training dominated animeme models (DAMs) for each kind of phoneme by learning the character's animation control signal through an expectation-maximization (EM)-style optimization approach. The DAMs are further decomposed to polynomial-fitted animeme models and corresponding dominance functions while taking coarticulation into account. Finally, given a novel speech sequence and its corresponding texts, the animation control signal of the character can be synthesized in real time with the trained DAMs. The synthesized lip-sync animation can even preserve exaggerated characteristics of the character's facial geometry. Moreover, since our method can perform in real time, it can be used for many applications, such as lip-sync animation prototyping, multilingual animation reproduction, avatar speech, and mass animation production. Furthermore, the synthesized animation control signal can be imported into 3-D packages for further adjustment, so our method can be easily integrated into the existing production pipeline.
Yu-Mei Chen, Fu-Chung Huang, Shuen-Huei Guan, Bing-Yu Chen 0004
IEEE Trans. Circuits Syst. Video Technol.2
2012 Correcting for optical aberrations using multilayer displays
abstract
Optical aberrations of the human eye are currently corrected using eyeglasses, contact lenses, or surgery. We describe a fourth option: modifying the composition of displayed content such that the perceived image appears in focus, after passing through an eye with known optical defects. Prior approaches synthesize pre-filtered images by deconvolving the content by the point spread function of the aberrated eye. Such methods have not led to practical applications, due to severely reduced contrast and ringing artifacts. We address these limitations by introducing multilayer pre-filtering, implemented using stacks of semi-transparent, light-emitting layers. By optimizing the layer positions and the partition of spatial frequencies between layers, contrast is improved and ringing artifacts are eliminated. We assess design constraints for multilayer displays; autostereoscopic light field displays are identified as a preferred, thin form factor architecture, allowing synthetic layers to be displaced in response to viewer movement and refractive errors. We assess the benefits of multilayer pre-filtering versus prior light field pre-distortion methods, showing pre-filtering works within the constraints of current display resolutions. We conclude by analyzing benefits and limitations using a prototype multilayer LCD.
Fu-Chung Huang, Douglas Lanman, Brian A. Barsky, Ramesh Raskar
ACM Trans. Graph.1
2010 Sparsely Precomputing The Light Transport Matrix for Real-Time Rendering
abstract
Abstract Precomputation‐based methods have enabled real‐time rendering with natural illumination, all‐frequency shadows, and global illumination. However, a major bottleneck is the precomputation time, that can take hours to days. While the final real‐time data structures are typically heavily compressed with clustered principal component analysis and/or wavelets, a full light transport matrix still needs to be precomputed for a synthetic scene, often by exhaustive sampling and raytracing. This is expensive and makes rapid prototyping of new scenes prohibitive. In this paper, we show that the precomputation can be made much more efficient by adaptive and sparse sampling of light transport. We first select a small subset of “dense vertices”, where we sample the angular dimensions more completely (but still adaptively). The remaining “sparse vertices” require only a few angular samples, isolating features of the light transport. They can then be interpolated from nearby dense vertices using locally low rank approximations. We demonstrate sparse sampling and precomputation 5 × faster than previous methods.
Fu-Chung Huang, Ravi Ramamoorthi
Comput. Graph. Forum1
2009 Moving gradients: a path-based method for plausible image interpolation
abstract
We describe a method for plausible interpolation of images, with a wide range of applications like temporal up-sampling for smooth playback of lower frame rate video, smooth view interpolation, and animation of still images. The method is based on the intuitive idea, that a given pixel in the interpolated frames traces out a path in the source images. Therefore, we simply move and copy pixel gradients from the input images along this path. A key innovation is to allow arbitrary (asymmetric) transition points , where the path moves from one image to the other. This flexible transition preserves the frequency content of the originals without ghosting or blurring, and maintains temporal coherence. Perhaps most importantly, our framework makes occlusion handling particularly simple. The transition points allow for matches away from the occluded regions, at any suitable point along the path. Indeed, occlusions do not need to be handled explicitly at all in our initial graph-cut optimization. Moreover, a simple comparison of computed path lengths after the optimization, allows us to robustly identify occluded regions, and compute the most plausible interpolation in those areas. Finally, we show that significant improvements are obtained by moving gradients and using Poisson reconstruction.
Dhruv Mahajan 0001, Fu-Chung Huang, Wojciech Matusik, Ravi Ramamoorthi, Peter N. Belhumeur
ACM Trans. Graph.2