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Michael F. Cohen

dblp:07/1994 · DBLP profile ↗
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99ranked-venue papers
7as first author
2since 2021 · last 2025
0000-0001-5158-1325ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 81 · 7 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 39 · 5 first-authorArtificial intelligence and machine learning · 16 · 2 since 2021Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
66 papers
Computational photography and imaging · 27% Rendering · 24% Image and video processing · 18%
Artificial intelligence
9 papers
Generative modeling · 49% 3D vision · 45% Vision and language · 5%
Human-computer interaction and pervasive computing
17 papers
User interface design and tools · 30% Interaction techniques and input · 21% Immersive interaction · 20%

Topics — the 30 heaviest of 155, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › diffusion model
cross-attention control
0.912025
Storybooth: Training-Free Multi-Subject Consistency for Improved Visual Storytelling · ICLR 2025
Machine learning › Generative modeling
diffusion model
0.912025
Storybooth: Training-Free Multi-Subject Consistency for Improved Visual Storytelling · ICLR 2025
Machine learning › Generative modeling › diffusion model
text-to-image generation
0.912025
Storybooth: Training-Free Multi-Subject Consistency for Improved Visual Storytelling · ICLR 2025
Rendering
novel view synthesis
0.722023
A Practical Stereo Depth System for Smart Glasses · CVPR 2023
Deep photo: model-based photograph enhancement and viewing · ACM Trans. Graph. 2008
Rendering
image-based rendering
0.772020
One shot 3D photography · ACM Trans. Graph. 2020
Deep photo: model-based photograph enhancement and viewing · ACM Trans. Graph. 2008
Capturing and viewing gigapixel images · ACM Trans. Graph. 2007
Computer vision › 3D vision
depth estimation
0.712023
A Practical Stereo Depth System for Smart Glasses · CVPR 2023
Computer vision › 3D vision › depth estimation
stereo depth estimation
0.712023
A Practical Stereo Depth System for Smart Glasses · CVPR 2023
Computational photography and imaging
computational photography
0.712023
A Practical Stereo Depth System for Smart Glasses · CVPR 2023
Rendering
inverse rendering
0.622018
Discovering Point Lights With Intensity Distance Fields · CVPR 2018
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Computational photography and imaging › 3d imaging
3d photography
0.412020
One shot 3D photography · ACM Trans. Graph. 2020
Computational photography and imaging
depth estimation
0.412020
One shot 3D photography · ACM Trans. Graph. 2020
Rendering › image-based rendering
layered depth image
0.412020
One shot 3D photography · ACM Trans. Graph. 2020
Computational photography and imaging › depth estimation
monocular depth estimation
0.412020
One shot 3D photography · ACM Trans. Graph. 2020
Computer animation and physical simulation
facial animation
0.332017
Bringing portraits to life · ACM Trans. Graph. 2017
Cloning Your Own Face with a Desktop Camera · ICCV 2001
Rapid modeling of animated faces from video images · ACM Multimedia 2000
Visual content generation and editing
video editing
0.322014
Interactively stylizing camera motion · CHI 2014
Cliplets: juxtaposing still and dynamic imagery · UIST 2012
Computational photography and imaging
illumination estimation
0.312018
Discovering Point Lights With Intensity Distance Fields · CVPR 2018
Image and video processing
image matting
0.352007
Soft scissors: an interactive tool for realtime high quality matting · ACM Trans. Graph. 2007
Simultaneous Matting and Compositing · CVPR 2007
Optimized Color Sampling for Robust Matting · CVPR 2007
Computational photography and imaging
high dynamic range imaging
0.322016
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Capturing and viewing gigapixel images · ACM Trans. Graph. 2007
Rendering
global illumination
0.382016
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Radioptimization: goal based rendering · SIGGRAPH 1993
Wavelet radiosity · SIGGRAPH 1993
Visual content generation and editing › face editing
expression transfer
0.312017
Bringing portraits to life · ACM Trans. Graph. 2017
Visual content generation and editing › face editing
face reenactment
0.312017
Bringing portraits to life · ACM Trans. Graph. 2017
Virtual and augmented reality › immersive video
omnidirectional stereo
0.312017
Low-cost 360 stereo photography and video capture · ACM Trans. Graph. 2017
Visual content generation and editing › image animation
portrait animation
0.312017
Bringing portraits to life · ACM Trans. Graph. 2017
Immersive interaction
virtual reality interaction
0.312017
Panning and Zooming High-Resolution Panoramas in Virtual Reality Devices · UIST 2017
Image and video processing
video stabilization
0.322015
Real-time hyperlapse creation via optimal frame selection · ACM Trans. Graph. 2015
First-person hyper-lapse videos · ACM Trans. Graph. 2014
Computer vision › Vision and language › multimodal reasoning
multimodal chain-of-thought reasoning
0.312025
Storybooth: Training-Free Multi-Subject Consistency for Improved Visual Storytelling · ICLR 2025
Computational photography and imaging › camera calibration
radiometric calibration
0.212016
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Rendering › inverse rendering
reflectance and illumination estimation
0.212016
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Rendering
relighting
0.212016
Emptying, refurnishing, and relighting indoor spaces · ACM Trans. Graph. 2016
Visual content generation and editing › image editing
image compositing
0.252007
Soft scissors: an interactive tool for realtime high quality matting · ACM Trans. Graph. 2007
Simultaneous Matting and Compositing · CVPR 2007
Interactive digital photomontage · ACM Trans. Graph. 2004

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

stereo rectification · 2.0monocular depth estimation · 2.0user study · 1.6multimodal chain-of-thought reasoning · 0.9cross-frame token merging · 0.9bounded cross-attention · 0.9monocular depth estimation network · 0.4mobile optimization · 0.4inpainting network · 0.4iterative optimization · 0.4geometric processing · 0.3facial detail synthesis · 0.32d warping · 0.3proxy geometry · 0.2power spectrum manipulation · 0.2frame stitching and blending · 0.23d camera path reconstruction · 0.2view-dependent texture blending · 0.2
YearPublicationVenuePosition
2025 Storybooth: Training-Free Multi-Subject Consistency for Improved Visual Storytelling
abstract
Consistent text-to-image generation depicting the *same* subjects across different images has gained significant recent attention due to its widespread applications in the fields of visual-storytelling and multiple-shot video generation. While remarkable, existing methods often require costly finetuning for each subject and struggle to maintain consistency across multiple characters. In this work, we first analyse the reason for these limitations. Our exploration reveals that the primary-issue stems from *self-attention leakage*, which is exacerbated when trying to ensure consistency across multiple-characters. Motivated by these findings, we next propose a simple yet effective *training and optimization-free approach* for improving multiple-character consistency. In particular, we first leverage multi-modal *chain-of-thought* reasoning in order to *apriori* localize the different subjects across the storyboard frames. The final storyboard images are then generated using a modified diffusion model which includes *1) a bounded cross-attention layer* for ensuring adherence to the initially predicted layout, and *2) a bounded cross-frame self-attention layer* for reducing inter-character attention leakage. Furthermore, we also propose a novel *cross-frame token-merging layer* which allows for improved fine-grain consistency for the storyboard characters. Experimental analysis reveals that proposed approach is not only $\times 30$ faster than prior training-based methods (*eg, textual inversion, dreambooth-lora*) but also surpasses the prior *state-of-the-art*, exhibiting improved multi-character consistency and text-to-image alignment performance.
Junshen K. Chen, Jonas Kohler, Michael F. Cohen
ICLR4
2023 A Practical Stereo Depth System for Smart Glasses
abstract
We present the design of a productionized end-to-end stereo depth sensing system that does pre-processing, online stereo rectification, and stereo depth estimation with a fallback to monocular depth estimation when rectification is unreliable. The output of our depth sensing system is then used in a novel view generation pipeline to create 3D computational photography effects using point-of-view images captured by smart glasses. All these steps are executed on-device on the stringent compute budget of a mobile phone, and because we expect the users can use a wide range of smartphones, our design needs to be general and cannot be dependent on a particular hardware or ML accelerator such as a smartphone GPU. Although each of these steps is well studied, a description of a practical system is still lacking. For such a system, all these steps need to work in tandem with one another and fallback gracefully on failures within the system or less than ideal input data. We show how we handle unforeseen changes to calibration, e.g., due to heat, robustly support depth estimation in the wild, and still abide by the memory and latency constraints required for a smooth user experience. We show that our trained models are fast, and run in less than 1s on a six-year-old Samsung Galaxy S8 phone's CPU. Our models generalize well to unseen data and achieve good results on Middlebury and in-the-wild images captured from the smart glasses.
Jialiang Wang 0001, Daniel Scharstein, Akash Bapat, Kevin Matzen, Matthew Yu, Jonathan Lehman, Suhib Alsisan, Yanghan Wang, Sam S. Tsai, Jan-Michael Frahm, Peter Vajda, Michael F. Cohen, Matthew Uyttendaele
CVPR13
2020 One shot 3D photography
abstract
3D photography is a new medium that allows viewers to more fully experience a captured moment. In this work, we refer to a 3D photo as one that displays parallax induced by moving the viewpoint (as opposed to a stereo pair with a fixed viewpoint). 3D photos are static in time, like traditional photos, but are displayed with interactive parallax on mobile or desktop screens, as well as on Virtual Reality devices, where viewing it also includes stereo. We present an end-to-end system for creating and viewing 3D photos, and the algorithmic and design choices therein. Our 3D photos are captured in a single shot and processed directly on a mobile device. The method starts by estimating depth from the 2D input image using a new monocular depth estimation network that is optimized for mobile devices. It performs competitively to the state-of-the-art, but has lower latency and peak memory consumption and uses an order of magnitude fewer parameters. The resulting depth is lifted to a layered depth image, and new geometry is synthesized in parallax regions. We synthesize color texture and structures in the parallax regions as well, using an inpainting network, also optimized for mobile devices, on the LDI directly. Finally, we convert the result into a mesh-based representation that can be efficiently transmitted and rendered even on low-end devices and over poor network connections. Altogether, the processing takes just a few seconds on a mobile device, and the result can be instantly viewed and shared. We perform extensive quantitative evaluation to validate our system and compare its new components against the current state-of-the-art.
Johannes Kopf 0001, Kevin Matzen, Suhib Alsisan, Ocean Quigley, Francis Ge, Yangming Chong, Josh Patterson, Jan-Michael Frahm, Matthew Yu, Peizhao Zhang, Peter Vajda, Ayush Saraf, Michael F. Cohen
ACM Trans. Graph.15
2018 Discovering Point Lights With Intensity Distance Fields
abstract
We introduce the light localization problem. A scene is illuminated by a set of unobserved isotropic point lights. Given the geometry, materials, and illuminated, appearance of the scene, the light localization problem is to completely recover the number, positions, and intensities of the lights. We first present a scene transform that identifies likely light positions. Based on this transform, we develop an iterative algorithm to locate remaining lights and determine all light intensities. We demonstrate the success of this method in a large set of 2D synthetic scenes, and show that it extends to 3D, in both synthetic scenes and real-world scenes.
Edward Zhang 0002, Michael F. Cohen, Brian Curless
CVPR2
2017 Panning and Zooming High-Resolution Panoramas in Virtual Reality Devices
abstract
Two recent innovations in immersive media include the ability to capture very high resolution panoramic imagery, and the rise of consumer level heads-up displays for virtual reality. Unfortunately, zooming to examine the high resolution in VR breaks the basic contract with the user, that the FOV of the visual field matches the FOV of the imagery. In this paper, we study methods to overcome this restriction to allow high resolution panoramic imagery to be able to be explored in VR. We introduce and test new interface modalities for exploring high resolution panoramic imagery in VR. In particular, we demonstrate that limiting the visual FOV of the zoomed in imagery to the central portion of the visual field, and modulating the transparency or zoom level of the imagery during rapid panning, reduce simulator sickness and help with targeting tasks.
Huiwen Chang, Michael F. Cohen
UIST2
2017 Bringing portraits to life
abstract
We present a technique to automatically animate a still portrait, making it possible for the subject in the photo to come to life and express various emotions. We use a driving video (of a different subject) and develop means to transfer the expressiveness of the subject in the driving video to the target portrait. In contrast to previous work that requires an input video of the target face to reenact a facial performance, our technique uses only a single target image. We animate the target image through 2D warps that imitate the facial transformations in the driving video. As warps alone do not carry the full expressiveness of the face, we add fine-scale dynamic details which are commonly associated with facial expressions such as creases and wrinkles. Furthermore, we hallucinate regions that are hidden in the input target face, most notably in the inner mouth. Our technique gives rise to reactive profiles , where people in still images can automatically interact with their viewers. We demonstrate our technique operating on numerous still portraits from the internet.
Hadar Averbuch-Elor, Daniel Cohen-Or, Johannes Kopf 0001, Michael F. Cohen
ACM Trans. Graph.4
2017 Low-cost 360 stereo photography and video capture
abstract
A number of consumer-grade spherical cameras have recently appeared, enabling affordable monoscopic VR content creation in the form of full 360° X 180° spherical panoramic photos and videos. While monoscopic content is certainly engaging, it fails to leverage a main aspect of VR HMDs, namely stereoscopic display. Recent stereoscopic capture rigs involve placing many cameras in a ring and synthesizing an omni-directional stereo panorama enabling a user to look around to explore the scene in stereo. In this work, we describe a method that takes images from two 360° spherical cameras and synthesizes an omni-directional stereo panorama with stereo in all directions. Our proposed method has a lower equipment cost than camera-ring alternatives, can be assembled with currently available off-the-shelf equipment, and is relatively small and light-weight compared to the alternatives. We validate our method by generating both stills and videos. We have conducted a user study to better understand what kinds of geometric processing are necessary for a pleasant viewing experience. We also discuss several algorithmic variations, each with their own time and quality trade-offs.
Kevin Matzen, Michael F. Cohen, Bryce Evans, Johannes Kopf 0001, Richard Szeliski
ACM Trans. Graph.2
2016 Emptying, refurnishing, and relighting indoor spaces
abstract
Visualizing changes to indoor scenes is important for many applications. When looking for a new place to live, we want to see how the interior looks not with the current inhabitant's belongings, but with our own furniture. Before purchasing a new sofa, we want to visualize how it would look in our living room. In this paper, we present a system that takes an RGBD scan of an indoor scene and produces a scene model of the empty room, including light emitters, materials, and the geometry of the non-cluttered room. Our system enables realistic rendering not only of the empty room under the original lighting conditions, but also with various scene edits, including adding furniture, changing the material properties of the walls, and relighting. These types of scene edits enable many mixed reality applications in areas such as real estate, furniture retail, and interior design. Our system contains two novel technical contributions: a 3D radiometric calibration process that recovers the appearance of the scene in high dynamic range, and a global-illumination-aware inverse rendering framework that simultaneously recovers reflectance properties of scene surfaces and lighting properties for several light source types, including generalized point and line lights.
Edward Zhang 0002, Michael F. Cohen, Brian Curless
ACM Trans. Graph.2
2015 Real-time hyperlapse creation via optimal frame selection
abstract
Long videos can be played much faster than real-time by recording only one frame per second or by dropping all but one frame each second, i.e., by creating a timelapse. Unstable hand-held moving videos can be stabilized with a number of recently described methods. Unfortunately, creating a stabilized timelapse, or hyperlapse , cannot be achieved through a simple combination of these two methods. Two hyperlapse methods have been previously demonstrated: one with high computational complexity and one requiring special sensors. We present an algorithm for creating hyperlapse videos that can handle significant high-frequency camera motion and runs in real-time on HD video. Our approach does not require sensor data, thus can be run on videos captured on any camera. We optimally select frames from the input video that best match a desired target speed-up while also resulting in the smoothest possible camera motion. We evaluate our approach using several input videos from a range of cameras and compare these results to existing methods.
Neel Joshi, Wolf Kienzle, Mike Toelle, Matthew Uyttendaele, Michael F. Cohen
ACM Trans. Graph.5
2014 MotionMontage: a system to annotate and combine motion takes for 3D animations
abstract
We present MotionMontage, a system for recording multiple motion takes of a rigid virtual object and compositing them together into a montage. Our system incorporates a Kinect-based performance capture setup that allows animators to create 3D animations by tracking the motion of a rigid physical object and mapping it in realtime onto a virtual object. The animator then temporally annotates the best parts of each take. MotionMontage merges the annotated motions into a single composite montage using a combination of dynamic time warping and optimization of a Semi-Markov Conditional Random Field. Our system also supports the creation of layered animations in which multiple objects are moving at the same time. To aid the animator in coordinating the motions of the objects we provide spatial markers which indicate the positions of previously recorded objects at user-specified points in time. We perform a user study to evaluate the perceived quality of the montages created with our system and find that viewers (including both the original animators and new viewers) generally prefer the animation montage to any individual take.
Ankit Gupta 0002, Maneesh Agrawala, Brian Curless, Michael F. Cohen
CHI4
2014 Interactively stylizing camera motion
abstract
Movie directors and cinematographers impart style onto video using techniques that are learned through years of experience: camera movement, framing, color, lighting, etc. Without this experience and expensive equipment, it is very difficult to control stylistic aspects of a video. We introduce a novel approach for post-hoc editing of one specific aspect of cinematography -- camera motion style -- via an equalizer-like set of controls that manipulates the power spectra of a video's apparent motion path. We explore free manipulation of apparent camera motion as well as the transfer of motion styles from an example video to a new video to create a wide range of stylistic variations. We report on a user study confirming the ability of non-expert users to create motion styles.
Neel Joshi, Dan Morris 0001, Michael F. Cohen
CHI3
2014 Time-Mapping Using Space-Time Saliency
abstract
We describe a new approach for generating regular-speed, low-frame-rate (LFR) video from a high-frame-rate (HFR) input while preserving the important moments in the original. We call this time-mapping, a time-based analogy to high dynamic range to low dynamic range spatial tone-mapping. Our approach makes these contributions: (1) a robust space-time saliency method for evaluating visual importance, (2) a re-timing technique to temporally resample based on frame importance, and (3) temporal filters to enhance the rendering of salient motion. Results of our space-time saliency method on a benchmark dataset show it is state-of-the-art. In addition, the benefits of our approach to HFR-to-LFR time-mapping over more direct methods are demonstrated in a user study.
Sing Bing Kang, Michael F. Cohen
CVPR3
2014 Natural Communication about Uncertainties in Situated Interaction
abstract
Physically situated, multimodal interactive systems must often grapple with uncertainties about properties of the world, people, and their intentions and actions. We present methods for estimating and communicating about different uncertainties in situated interaction, leveraging the affordances of an embodied conversational agent. The approach harnesses a representation that captures both the magnitude and the sources of uncertainty, and a set of policies that select and coordinate the production of nonverbal and verbal behaviors to communicate the system's uncertainties to conversational participants. The methods are designed to enlist participants' help in a natural manner to resolve uncertainties arising during interactions. We report on a preliminary implementation of the proposed methods in a deployed system and illustrate the functionality with a trace from a sample interaction.
Tomislav Pejsa, Dan Bohus, Michael F. Cohen, Chit W. Saw, James Mahoney, Eric Horvitz
ICMI3
2014 AutoStyle: Automatic Style Transfer from Image Collections to Users' Images
abstract
Abstract Stylizing photos, to give them an antique or artistic look, has become popular in recent years. The available stylization filters, however, are usually created manually by artists, resulting in a narrow set of choices. Moreover, it can be difficult for the user to select a desired filter, since the filters’ names often do not convey their functions. We investigate an approach to photo filtering in which the user provides one or more keywords, and the desired style is defined by the set of images returned by searching the web for those keywords. Our method clusters the returned images, allows the user to select a cluster, then stylizes the user's photos by transferring vignetting, color, and local contrast from that cluster. This approach vastly expands the range of available styles, and gives each filter a meaningful name by default. We demonstrate that our method is able to robustly transfer a wide range of styles from image collections to users’ photos.
Yiming Liu 0001, Michael F. Cohen, Matthew Uyttendaele, Szymon Rusinkiewicz
Comput. Graph. Forum2
2014 First-person hyper-lapse videos
abstract
We present a method for converting first-person videos, for example, captured with a helmet camera during activities such as rock climbing or bicycling, into hyper-lapse videos, i.e., time-lapse videos with a smoothly moving camera. At high speed-up rates, simple frame sub-sampling coupled with existing video stabilization methods does not work, because the erratic camera shake present in first-person videos is amplified by the speed-up. Our algorithm first reconstructs the 3D input camera path as well as dense, per-frame proxy geometries. We then optimize a novel camera path for the output video that passes near the input cameras while ensuring that the virtual camera looks in directions that can be rendered well from the input. Finally, we generate the novel smoothed, time-lapse video by rendering, stitching, and blending appropriately selected source frames for each output frame. We present a number of results for challenging videos that cannot be processed using traditional techniques.
Johannes Kopf 0001, Michael F. Cohen, Richard Szeliski
ACM Trans. Graph.2
2013 Real-time drawing assistance through crowdsourcing
abstract
We propose a new method for the large-scale collection and analysis of drawings by using a mobile game specifically designed to collect such data. Analyzing this crowdsourced drawing database, we build a spatially varying model of artistic consensus at the stroke level. We then present a surprisingly simple stroke-correction method which uses our artistic consensus model to improve strokes in real-time. Importantly, our auto-corrections run interactively and appear nearly invisible to the user while seamlessly preserving artistic intent. Closing the loop, the game itself serves as a platform for large-scale evaluation of the effectiveness of our stroke correction algorithm.
Alex Limpaecher, Nicolas Feltman, Adrien Treuille, Michael F. Cohen
ACM Trans. Graph.4
2013 Image-Based Remodeling
abstract
Imagining what a proposed home remodel might look like without actually performing it is challenging. We present an image-based remodeling methodology that allows real-time photorealistic visualization during both the modeling and remodeling process of a home interior. Large-scale edits, like removing a wall or enlarging a window, are performed easily and in real time, with realistic results. Our interface supports the creation of concise, parameterized, and constrained geometry, as well as remodeling directly from within the photographs. Real-time texturing of modified geometry is made possible by precomputing view-dependent textures for all faces that are potentially visible to each original camera viewpoint, blending multiple viewpoints and hole-filling when necessary. The resulting textures are stored and accessed efficiently enabling intuitive real-time realistic visualization, modeling, and editing of the building interior.
Alex Colburn, Aseem Agarwala, Aaron Hertzmann, Brian Curless, Michael F. Cohen
IEEE Trans. Vis. Comput. Graph.5
2012 Looking at you: fused gyro and face tracking for viewing large imagery on mobile devices
abstract
We present a touch-free interface for viewing large imagery on mobile devices. In particular, we focus on viewing paradigms for 360 degree panoramas, parallax image sequences, and long multi-perspective panoramas. We describe a sensor fusion methodology that combines face tracking using a front-facing camera with gyroscope data to produce a robust signal that defines the viewer's 3D position relative to the display. The gyroscopic data provides both low-latency feedback and allows extrapolation of the face position beyond the the field-of-view of the front-facing camera. We also demonstrate a hybrid position and rate control that uses the viewer's 3D position to drive exploration of very large image spaces. We report on the efficacy of the hybrid control vs. position only control through a user study.
Neel Joshi, Abhishek Kar, Michael F. Cohen
CHI3
2012 Real-time image-based 6-DOF localization in large-scale environments
abstract
We present a real-time approach for image-based localization within large scenes that have been reconstructed offline using structure from motion (Sfm). From monocular video, our method continuously computes a precise 6-DOF camera pose, by efficiently tracking natural features and matching them to 3D points in the Sfm point cloud. Our main contribution lies in efficiently interleaving a fast keypoint tracker that uses inexpensive binary feature descriptors with a new approach for direct 2D-to-3D matching. The 2D-to-3D matching avoids the need for online extraction of scale-invariant features. Instead, offline we construct an indexed database containing multiple DAISY descriptors per 3D point extracted at multiple scales. The key to the efficiency of our method lies in invoking DAISY descriptor extraction and matching sparingly during localization, and in distributing this computation over a window of successive frames. This enables the algorithm to run in real-time, without fluctuations in the latency over long durations. We evaluate the method in large indoor and outdoor scenes. Our algorithm runs at over 30 Hz on a laptop and at 12 Hz on a low-power, mobile computer suitable for onboard computation on a quadrotor micro aerial vehicle.
Hyon Lim, Sudipta N. Sinha, Michael F. Cohen, Matthew Uyttendaele
CVPR3
2012 DuploTrack: a real-time system for authoring and guiding duplo block assembly
abstract
We demonstrate a realtime system which infers and tracks the assembly process of a snap-together block model using a Kinect® sensor. The inference enables us to build a virtual replica of the model at every step. Tracking enables us to provide context specific visual feedback on a screen by augmenting the rendered virtual model aligned with the physical model. The system allows users to author a new model and uses the inferred assembly process to guide its recreation by others. We propose a novel way of assembly guidance where the next block to be added is rendered in blinking mode with the tracked virtual model on screen. The system is also able to detect any mistakes made and helps correct them by providing appropriate feedback. We focus on assemblies of Duplo® blocks.
Ankit Gupta 0002, Dieter Fox, Brian Curless, Michael F. Cohen
UIST4
2012 Cliplets: juxtaposing still and dynamic imagery
abstract
We explore creating ""cliplets"", a form of visual media that juxtaposes still image and video segments, both spatially and temporally, to expressively abstract a moment. Much as in ""cinemagraphs"", the tension between static and dynamic elements in a cliplet reinforces both aspects, strongly focusing the viewer's attention. Creating this type of imagery is challenging without professional tools and training. We develop a set of idioms, essentially spatiotemporal mappings, that characterize cliplet elements, and use these idioms in an interactive system to quickly compose a cliplet from ordinary handheld video. One difficulty is to avoid artifacts in the cliplet composition without resorting to extensive manual input. We address this with automatic alignment, looping optimization and feathering, simultaneous matting and compositing, and Laplacian blending. A key user-interface challenge is to provide affordances to define the parameters of the mappings from input time to output time while maintaining a focus on the cliplet being created. We demonstrate the creation of a variety of cliplet types. We also report on informal feedback as well as a more structured survey of users.
Neel Joshi, Sisil Mehta, Steven Mark Drucker, Eric J. Stollnitz, Hugues Hoppe, Matthew Uyttendaele, Michael F. Cohen
UIST7
2012 Video Snapshots: Creating High-Quality Images from Video Clips
abstract
We describe a unified framework for generating a single high-quality still image ("snapshot") from a short video clip. Our system allows the user to specify the desired operations for creating the output image, such as super resolution, noise and blur reduction, and selection of best focus. It also provides a visual summary of activity in the video by incorporating saliency-based objectives in the snapshot formation process. We show examples on a number of different video clips to illustrate the utility and flexibility of our system.
Kalyan Sunkavalli, Neel Joshi, Sing Bing Kang, Michael F. Cohen, Hanspeter Pfister
IEEE Trans. Vis. Comput. Graph.4
2011 The video mesh: A data structure for image-based three-dimensional video editing
abstract
This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a triangulation over this point set and per-pixel information is obtained by interpolation. The user rotoscopes occluding contours and we introduce an algorithm to cut the video mesh along them. Object boundaries are refined with per-pixel alpha values. The video mesh is at its core a set of texture mapped triangles, we leverage graphics hardware to enable interactive editing and rendering of a variety of effects. We demonstrate the effectiveness of our representation with special effects such as 3D viewpoint changes, object insertion, depth-of-field manipulation, and 2D to 3D video conversion.
Jiawen Chen 0001, Sylvain Paris, Jue Wang 0001, Wojciech Matusik, Michael F. Cohen, Frédo Durand
ICCP5
2011 Pause-and-play: automatically linking screencast video tutorials with applications
abstract
Video tutorials provide a convenient means for novices to learn new software applications. Unfortunately, staying in sync with a video while trying to use the target application at the same time requires users to repeatedly switch from the application to the video to pause or scrub backwards to replay missed steps. We present Pause-and-Play, a system that helps users work along with existing video tutorials. Pause-and-Play detects important events in the video and links them with corresponding events in the target application as the user tries to replicate the depicted procedure. This linking allows our system to automatically pause and play the video to stay in sync with the user. Pause-and-Play also supports convenient video navigation controls that are accessible from within the target application and allow the user to easily replay portions of the video without switching focus out of the application. Finally, since our system uses computer vision to detect events in existing videos and leverages application scripting APIs to obtain real time usage traces, our approach is largely independent of the specific target application and does not require access or modifications to application source code. We have implemented Pause-and-Play for two target applications, Google SketchUp and Adobe Photoshop, and we report on a user study that shows our system improves the user experience of working with video tutorials.
Suporn Pongnumkul, Mira Dontcheva, Wilmot Li, Jue Wang 0001, Lubomir D. Bourdev, Shai Avidan, Michael F. Cohen
UIST7
2011 ShadowDraw: real-time user guidance for freehand drawing
abstract
We present ShadowDraw, a system for guiding the freeform drawing of objects. As the user draws, ShadowDraw dynamically updates a shadow image underlying the user's strokes. The shadows are suggestive of object contours that guide the user as they continue drawing. This paradigm is similar to tracing, with two major differences. First, we do not provide a single image from which the user can trace; rather ShadowDraw automatically blends relevant images from a large database to construct the shadows. Second, the system dynamically adapts to the user's drawings in real-time and produces suggestions accordingly. ShadowDraw works by efficiently matching local edge patches between the query, constructed from the current drawing, and a database of images. A hashing technique enforces both local and global similarity and provides sufficient speed for interactive feedback. Shadows are created by aggregating the edge maps from the best database matches, spatially weighted by their match scores. We test our approach with human subjects and show comparisons between the drawings that were produced with and without the system. The results show that our system produces more realistically proportioned line drawings.
Yong Jae Lee, C. Lawrence Zitnick, Michael F. Cohen
ACM Trans. Graph.3
2010 Single Image Deblurring Using Motion Density Functions
Ankit Gupta 0002, Neel Joshi, C. Lawrence Zitnick, Michael F. Cohen, Brian Curless
ECCV (1)4
2010 Content-aware dynamic timeline for video browsing
abstract
When browsing a long video using a traditional timeline slider control, its effectiveness and precision degrade as a video's length grows. When browsing videos with more frames than pixels in the slider, aside from some frames being inaccessible, scrolling actions cause sudden jumps in a video's continuity as well as video frames to flash by too fast for one to assess the content. We propose a content-aware dynamic timeline control that is designed to overcome these limitations. Our timeline control decouples video speed and playback speed, and leverages video content analysis to allow salient shots to be presented at an intelligible speed. Our control also takes advantage of previous work on elastic sliders, which allows us to produce an accurate navigation control.
Suporn Pongnumkul, Jue Wang 0001, Gonzalo A. Ramos, Michael F. Cohen
UIST4
2010 GradientShop: A gradient-domain optimization framework for image and video filtering
abstract
We present an optimization framework for exploring gradient-domain solutions for image and video processing. The proposed framework unifies many of the key ideas in the gradient-domain literature under a single optimization formulation. Our hope is that this generalized framework will allow the reader to quickly gain a general understanding of the field and contribute new ideas of their own. We propose a novel metric for measuring local gradient saliency that identifies salient gradients that give rise to long, coherent edges, even when the individual gradients are faint. We present a general weighting scheme for gradient constraints that improves the visual appearance of results. We also provide a solution for applying gradient-domain filters to videos and video streams in a coherent manner. Finally, we demonstrate the utility of our formulation in creating effective yet simple to implement solutions for various image-processing tasks. To exercise our formulation we have created a new saliency-based sharpen filter and a pseudo image-relighting application. We also revisit and improve upon previously defined filters such as nonphotorealistic rendering, image deblocking, and sparse data interpolation over images (e.g., colorization using optimization).
Pravin Bhat, C. Lawrence Zitnick, Michael F. Cohen, Brian Curless
ACM Trans. Graph.3
2010 Automatic generation of destination maps
abstract
Destination maps are navigational aids designed to show anyone within a region how to reach a location (the destination). Hand-designed destination maps include only the most important roads in the region and are non-uniformly scaled to ensure that all of the important roads from the highways to the residential streets are visible. We present the first automated system for creating such destination maps based on the design principles used by mapmakers. Our system includes novel algorithms for selecting the important roads based on mental representations of road networks, and for laying out the roads based on a non-linear optimization procedure. The final layouts are labeled and rendered in a variety of styles ranging from informal to more formal map styles. The system has been used to generate over 57,000 destination maps by thousands of users. We report feedback from both a formal and informal user study, as well as provide quantitative measures of success.
Johannes Kopf 0001, Maneesh Agrawala, David Bargeron, David Salesin, Michael F. Cohen
ACM Trans. Graph.5
2010 Street slide: browsing street level imagery
abstract
Systems such as Google Street View and Bing Maps Streetside enable users to virtually visit cities by navigating between immersive 360° panoramas, or bubbles. The discrete moves from bubble to bubble enabled in these systems do not provide a good visual sense of a larger aggregate such as a whole city block. Multi-perspective "strip" panoramas can provide a visual summary of a city street but lack the full realism of immersive panoramas. We present Street Slide, which combines the best aspects of the immersive nature of bubbles with the overview provided by multi-perspective strip panoramas. We demonstrate a seamless transition between bubbles and multi-perspective panoramas. We also present a dynamic construction of the panoramas which overcomes many of the limitations of previous systems. As the user slides sideways, the multi-perspective panorama is constructed and rendered dynamically to simulate either a perspective or hyper-perspective view. This provides a strong sense of parallax, which adds to the immersion. We call this form of sliding sideways while looking at a street façade a street slide. Finally we integrate annotations and a mini-map within the user interface to provide geographic information as well additional affordances for navigation. We demonstrate our Street Slide system on a series of intersecting streets in an urban setting. We report the results of a user study, which shows that visual searching is greatly enhanced with the Street Slide interface over existing systems from Google and Bing.
Johannes Kopf 0001, Billy Chen, Richard Szeliski, Michael F. Cohen
ACM Trans. Graph.4
2009 Parallax photography: creating 3D cinematic effects from stills
Ke Colin Zheng, Alex Colburn, Aseem Agarwala, Maneesh Agrawala, David Salesin, Brian Curless, Michael F. Cohen
Graphics Interface7
2009 Integrated videos and maps for driving directions
abstract
While onboard navigation systems are gaining in importance, maps are still the medium of choice for laying out a route to a destination and for way finding. However, even with a map, one is almost always more comfortable navigating a route the second time due to the visual memory of the route. To make the first time navigating a route feel more familiar, we present a system that integrates a map with a video automatically constructed from panoramic imagery captured at close intervals along the route. The routing information is used to create a variable speed video depicting the route. During playback of the video, the frame and field of view are dynamically modulated to highlight salient features along the route and connect them back to the map. A user interface is demonstrated to allow exploration of the combined map, video, and textual driving directions. We discuss the construction of the hybrid map and video interface. Finally, we report the results of a study that provides evidence of the effectiveness of such a system for route following. ACM Classification: H5.2 [Information interfaces and presentation]: User Interfaces.- Graphical user interfaces. General terms:
Billy Chen, Boris Neubert, Eyal Ofek, Oliver Deussen, Michael F. Cohen
UIST5
2009 Locally Adapted Projections to Reduce Panorama Distortions
abstract
Abstract Displaying panoramic and wide angle views on a flat 2D display surface is necessarily prone to distortions. Perspective projections are limited to fairly narrow view angles. Cylindrical and spherical projections can show full 360° panoramas, but at the cost of curving straight lines, interfering with the perception of salient shapes in the scene. In this paper, we introducelocally‐adapted projections. Such projections are defined by a continuous projection surface consisting of both near‐planar and curved parts. A simple and intuitive user interface allows the specification of regions of interest to be mapped to the near‐planar parts, thereby reducing bending artifacts. We demonstrate the effectiveness of our approach on a variety of panoramic and wide angle images, including both indoor and outdoor scenes.
Johannes Kopf 0001, Dani Lischinski, Oliver Deussen, Daniel Cohen-Or, Michael F. Cohen
Comput. Graph. Forum5
2008 Fourier Analysis of the 2D Screened Poisson Equation for Gradient Domain Problems
Pravin Bhat, Brian Curless, Michael F. Cohen, C. Lawrence Zitnick
ECCV (2)3
2008 Annotating gigapixel images
abstract
Panning and zooming interfaces for exploring very large images containing billions of pixels (gigapixel images) have recently appeared on the internet. This paper addresses issues that arise when creating and rendering auditory and textual annotations for such images. In particular, we define a distance metric between each annotation and any view resulting from panning and zooming on the image. The distance then informs the rendering of audio annotations and text labels. We demonstrate the annotation system on a number of panoramic images.
Qing Luan, Steven Mark Drucker, Johannes Kopf 0001, Ying-Qing Xu, Michael F. Cohen
UIST5
2008 Creating map-based storyboards for browsing tour videos
abstract
Watching a long unedited video is usually a boring experience. In this paper we examine a particular subset of videos, tour videos, in which the video is captured by walking about with a running camera with the goal of conveying the essence of some place. We present a system that makes the process of sharing and watching a long tour video easier, less boring, and more informative. To achieve this, we augment the tour video with a map-based storyboard, where the tour path is reconstructed, and coherent shots at different locations are directly visualized on the map. This allows the viewer to navigate the video in the joint location-time space. To create such a storyboard we employ an automatic pre-processing component to parse the video into coherent shots, and an authoring tool to enable the user to tie the shots with landmarks on the map. The browser-based viewing tool allows users to navigate the video in a variety of creative modes with a rich set of controls, giving each viewer a unique, personal viewing experience. Informal evaluation shows that our approach works well for tour videos compared with conventional media players.
Suporn Pongnumkul, Jue Wang 0001, Michael F. Cohen
UIST3
2008 Deep photo: model-based photograph enhancement and viewing
abstract
In this paper, we introduce a novel system for browsing, enhancing, and manipulating casual outdoor photographs by combining them with already existing georeferenced digital terrain and urban models. A simple interactive registration process is used to align a photograph with such a model. Once the photograph and the model have been registered, an abundance of information, such as depth, texture, and GIS data, becomes immediately available to our system. This information, in turn, enables a variety of operations, ranging from dehazing and relighting the photograph, to novel view synthesis, and overlaying with geographic information. We describe the implementation of a number of these applications and discuss possible extensions. Our results show that augmenting photographs with already available 3D models of the world supports a wide variety of new ways for us to experience and interact with our everyday snapshots.
Johannes Kopf 0001, Boris Neubert, Billy Chen, Michael F. Cohen, Daniel Cohen-Or, Oliver Deussen, Matthew Uyttendaele, Dani Lischinski
ACM Trans. Graph.4
2007 Optimized Color Sampling for Robust Matting
abstract
Image matting is the problem of determining for each pixel in an image whether it is foreground, background, or the mixing parameter, "alpha", for those pixels that are a mixture of foreground and background. Matting is inherently an ill-posed problem. Previous matting approaches either use naive color sampling methods to estimate foreground and background colors for unknown pixels, or use propagation-based methods to avoid color sampling under weak assumptions about image statistics. We argue that neither method itself is enough to generate good results for complex natural images. We analyze the weaknesses of previous matting approaches, and propose a new robust matting algorithm. In our approach we also sample foreground and background colors for unknown pixels, but more importantly, analyze the confidence of these samples. Only high confidence samples are chosen to contribute to the matting energy function which is minimized by a Random Walk. The energy function we define also contains a neighborhood term to enforce the smoothness of the matte. To validate the approach, we present an extensive and quantitative comparison between our algorithm and a number of previous approaches in hopes of providing a benchmark for future matting research.
Jue Wang 0001, Michael F. Cohen
CVPR2
2007 Simultaneous Matting and Compositing
abstract
Recent work in matting, hole filling, and compositing allows image elements to be mixed in a new composite image. Previous algorithms for matting foreground elements have assumed that the new background for compositing is unknown. We show that, if the new background is known, the matting algorithm has more freedom to create a successful matte by simultaneously optimizing the matting and compositing operations. We propose a new algorithm, that integrates matting and compositing into a single optimization process. The system is able to compose foreground elements onto a new background more efficiently and with less artifacts compared with previous approaches. In our examples, we show how one can enlarge the foreground while maintaining the wide angle view of the background. We also demonstrate composing a foreground element on top of similar backgrounds to help remove unwanted portions of the background or to re-scale or re-arrange the composite. We compare and contrast our method with a number of previous matting and compositing systems.
Jue Wang 0001, Michael F. Cohen
CVPR2
2007 Layered Depth Panoramas
abstract
Representations for interactive photorealistic visualization of scenes range from compact 2D panoramas to data-intensive 4D light fields. In this paper, we propose a technique for creating a layered representation from a sparse set of images taken with a hand-held camera. This representation, which we call a layered depth panorama (LDP), allows the user to experience 3D by off-axis panning. It combines the compelling experience of panoramas with limited 3D navigation. Our choice of representation is motivated by ease of capture and compactness. We formulate the problem of constructing the LDP as the recovery of color and geometry in a multi-perspective cylindrical disparity space. We leverage a graph cut approach to sequentially determine the disparity and color of each layer using multi-view stereo. Geometry visible through the cracks at depth discontinuities in a frontmost layer is determined and assigned to layers behind the frontmost layer. All layers are then used to render novel panoramic views with parallax. We demonstrate our approach on a variety of complex outdoor and indoor scenes.
Ke Colin Zheng, Sing Bing Kang, Michael F. Cohen, Richard Szeliski
CVPR3
2007 Using Photographs to Enhance Videos of a Static Scene
Pravin Bhat, C. Lawrence Zitnick, Noah Snavely, Aseem Agarwala, Maneesh Agrawala, Michael F. Cohen, Brian Curless, Sing Bing Kang
Rendering Techniques6
2007 Relations, cards, and search templates: user-guided web data integration and layout
abstract
We present three new interaction techniques for aiding users in collecting and organizing Web content. First, we demonstrate an interface for creating associations between websites, which facilitate the automatic retrieval of related content. Second, we present an authoring interface that allows users to quickly merge content from many different websites into a uniform and personalized representation, which we call a card. Finally, we introduce a novel search paradigm that leverages the relationships in a card to direct search queries to extract relevant content from multiple Web sources and fill a new series of cards instead of just returning a list of webpage URLs. Preliminary feedback from users is positive andvalidates our design.
Mira Dontcheva, Steven Mark Drucker, David Salesin, Michael F. Cohen
UIST4
2007 Head-Size Equalization for Improved Visual Perception in Video Conferencing
abstract
In a video conferencing setting, people often use an elongated meeting table with the major axis along the camera direction. A standard wide-angle perspective image of this setting creates significant foreshortening, thus the people sitting at the far end of the table appear very small relative to those nearer the camera. This has two consequences. First, it is difficult for the remote participants to see the faces of those at the far end, thus affecting the experience of the video conferencing. Second, it is a waste of the screen space and network bandwidth because most of the pixels are used on the background instead of on the faces of the meeting participants. In this paper, we present a novel technique, called Spatially-Varying-Uniform scaling functions, to warp the images to equalize the head sizes of the meeting participants without causing undue distortion. This technique works for both the 180-degree views where the camera is placed at one end of the table and the 360-degree views where the camera is placed at the center of the table. We have implemented this algorithm on two types of camera arrays: one with 180-degree view, and the other with 360-degree view. On both hardware devices, image capturing, stitching, and head-size equalization are run in real time. In addition, we have conducted user study showing that people clearly prefer head-size equalized images.
Zicheng Liu 0001, Michael F. Cohen, Deepti Bhatnagar, Ross Cutler, Zhengyou Zhang
IEEE Trans. Multim.2
2007 Joint bilateral upsampling
abstract
Image analysis and enhancement tasks such as tone mapping, colorization, stereo depth, and photomontage, often require computing a solution (e.g., for exposure, chromaticity, disparity, labels) over the pixel grid. Computational and memory costs often require that a smaller solution be run over a downsampled image. Although general purpose upsampling methods can be used to interpolate the low resolution solution to the full resolution, these methods generally assume a smoothness prior for the interpolation. We demonstrate that in cases, such as those above, the available high resolution input image may be leveraged as a prior in the context of a joint bilateral upsampling procedure to produce a better high resolution solution. We show results for each of the applications above and compare them to traditional upsampling methods.
Johannes Kopf 0001, Michael F. Cohen, Dani Lischinski, Matthew Uyttendaele
ACM Trans. Graph.2
2007 Capturing and viewing gigapixel images
abstract
We present a system to capture and view "Gigapixel images": very high resolution, high dynamic range, and wide angle imagery consisting of several billion pixels each. A specialized camera mount, in combination with an automated pipeline for alignment, exposure compensation, and stitching, provide the means to acquire Gigapixel images with a standard camera and lens. More importantly, our novel viewer enables exploration of such images at interactive rates over a network, while dynamically and smoothly interpolating the projection between perspective and curved projections, and simultaneously modifying the tone-mapping to ensure an optimal view of the portion of the scene being viewed.
Johannes Kopf 0001, Matthew Uyttendaele, Oliver Deussen, Michael F. Cohen
ACM Trans. Graph.4
2007 Soft scissors: an interactive tool for realtime high quality matting
abstract
We present Soft Scissors , an interactive tool for extracting alpha mattes of foreground objects in realtime. We recently proposed a novel offline matting algorithm capable of extracting high-quality mattes for complex foreground objects such as furry animals [Wang and Cohen 2007]. In this paper we both improve the quality of our offline algorithm and give it the ability to incrementally update the matte in an online interactive setting. Our realtime system efficiently estimates foreground color thereby allowing both the matte and the final composite to be revealed instantly as the user roughly paints along the edge of the foreground object. In addition, our system can dynamically adjust the width and boundary conditions of the scissoring paint brush to approximately capture the boundary of the foreground object that lies ahead on the scissor's path. These advantages in both speed and accuracy create the first interactive tool for high quality image matting and compositing.
Jue Wang 0001, Maneesh Agrawala, Michael F. Cohen
ACM Trans. Graph.3
2006 Gaze-based interaction for semi-automatic photo cropping
abstract
We present an interactive method for cropping photographs given minimal information about important content location, provided by eye tracking. Cropping is formulated in a general optimization framework that facilitates adding new composition rules, and adapting the system to particular applications. Our system uses fixation data</ to identify important image content and compute the best crop for any given aspect ratio or size, enabling applications such as automatic snapshot recomposition, adaptive documents, and thumbnailing. We validate our approach with studies in which users compare our crops to ones produced by hand and by a completely automatic approach. Experiments show that viewers prefer our gaze-based crops to uncropped images and fully automatic crops.
Anthony Santella, Maneesh Agrawala, Douglas DeCarlo, David Salesin, Michael F. Cohen
CHI5
2006 Piecewise Image Registration in the Presence of Multiple Large Motions
abstract
We present a technique for computing a dense pixel correspondence between two images of a scene containing multiple large, rigid motions. We model each motion with either a homography (for planar objects) or a fundamental matrix. The various motions in the scene are first extracted by clustering an initial sparse set of correspondences between feature points; we then perform a multi-label graph cut optimization which assigns each pixel to an independent motion and computes its disparity with respect to that motion. We demonstrate our technique on several example scenes and compare our results with previous approaches.
Pravin Bhat, Ke Colin Zheng, Noah Snavely, Aseem Agarwala, Maneesh Agrawala, Michael F. Cohen, Brian Curless
CVPR (2)6
2006 PING: a Group-to-Individual Distributed Meeting System
abstract
Group-to-individual (G2I) distributed meeting is an important but understudied area. Because of the asymmetry between different parties in G2I meetings, it has two unique challenges: l)the remote participant tends to be ignored by the local participants; and 2) the remote participant has inferior audio, video, and data experience than the local participants. To address these issues, in this paper we present PING, a system explicitly designed for G2I distributed meetings that combines recent advances in both hardware, e.g., microphone arrays, remote person stand-in devices, and software, e.g., audio-video processing, to improve users' G2I meeting experience. We report how PING addresses the above two challenges and its system design and implementation
Yong Rui, Eric Rudolph, Li-wei He, Rico Malvar, Michael F. Cohen, Ivan Tashev
ICME5
2006 Summarizing personal web browsing sessions
abstract
We describe a system, implemented as a browser extension, that enables users to quickly and easily collect, view, and share personal Web content. Our system employs a novel interaction model, which allows a user to specify webpage extraction patterns by interactively selecting webpage elements and applying these patterns to automatically collect similar content. Further, we present a technique for creating visual summaries of the collected information by combining user labeling with predefined layout templates. These summaries are interactive in nature: depending on the behaviors encoded in their templates, they may respond to mouse events, in addition to providing a visual summary. Finally, the summaries can be saved or sent to others to continue the research at another place or time. Informal evaluation shows that our approach works well for popular websites, and that users can quickly learn this interaction model for collecting content from the Web.
Mira Dontcheva, Steven Mark Drucker, Geraldine Wade, David Salesin, Michael F. Cohen
UIST5
2006 Photographing long scenes with multi-viewpoint panoramas
abstract
We present a system for producing multi-viewpoint panoramas of long, roughly planar scenes, such as the facades of buildings along a city street, from a relatively sparse set of photographs captured with a handheld still camera that is moved along the scene. Our work is a significant departure from previous methods for creating multi-viewpoint panoramas, which composite thin vertical strips from a video sequence captured by a translating video camera, in that the resulting panoramas are composed of relatively large regions of ordinary perspective. In our system, the only user input required beyond capturing the photographs themselves is to identify the dominant plane of the photographed scene; our system then computes a panorama automatically using Markov Random Field optimization. Users may exert additional control over the appearance of the result by drawing rough strokes that indicate various high-level goals. We demonstrate the results of our system on several scenes, including urban streets, a river bank, and a grocery store aisle.
Aseem Agarwala, Maneesh Agrawala, Michael F. Cohen, David Salesin, Richard Szeliski
ACM Trans. Graph.3
2006 The cartoon animation filter
abstract
We present the "Cartoon Animation Filter", a simple filter that takes an arbitrary input motion signal and modulates it in such a way that the output motion is more "alive" or "animated". The filter adds a smoothed, inverted, and (sometimes) time shifted version of the second derivative (the acceleration) of the signal back into the original signal. Almost all parameters of the filter are automated. The user only needs to set the desired strength of the filter. The beauty of the animation filter lies in its simplicity and generality. We apply the filter to motions ranging from hand drawn trajectories, to simple animations within PowerPoint presentations, to motion captured DOF curves, to video segmentation results. Experimental results show that the filtered motion exhibits anticipation, follow-through, exaggeration and squash-and-stretch effects which are not present in the original input motion data.
Jue Wang 0001, Steven Mark Drucker, Maneesh Agrawala, Michael F. Cohen
ACM Trans. Graph.4
2005 Very Low Frame-Rate Video Streaming For Face-to-Face Teleconference
abstract
Providing the best possible face-to-face video over low bandwidth networks is a major challenge for current teleconferencing systems especially when implementing multi-party conversations. With the limitations of fixed webcams and low bandwidth, the transmitted faces may be significantly blurred, even unrecognizable. We describe a novel strategy for real-time coding of face video at a very low frame rate such as one frame per 2-3 seconds. By reducing the frame rate, we transmit high spatial fidelity face video at a very low bit-rate of 8 Kbit/s, with a reasonable representation of the original video, especially for conversants in "listening" mode. One challenge overcome is selecting which frames to transmit. We provide experimental results that show that our compression strategy provides very low bit-rate face-to-face teleconferencing.
Jue Wang 0001, Michael F. Cohen
DCC2
2005 An Iterative Optimization Approach for Unified Image Segmentation and Matting
abstract
Separating a foreground object from the background in a static image involves determining both full and partial pixel coverages, also known as extracting a matte. Previous approaches require the input image to be presegmented into three regions: foreground, background and unknown, which are called a trimap. Partial opacity values are then computed only for pixels inside the unknown region. This presegmentation based approach fails for images with large portions of semitransparent foreground where the trimap is difficult to create even manually. In this paper, we combine the segmentation and matting problem together and propose a unified optimization approach based on belief propagation. We iteratively estimate the opacity value for every pixel in the image, based on a small sample of foreground and background pixels marked by the user. Experimental results show that compared with previous approaches, our method is more efficient to extract high quality mattes for foregrounds with significant semitransparent regions
Jue Wang 0001, Michael F. Cohen
ICCV2
2005 Head-size equalization for better visual perception of video conferencing
abstract
In a video conferencing setting, people often use an elongated meeting table with the major axis along the camera direction. A standard wide angle perspective image of this setting creates significant foreshortening, thus the people sitting at the far end of the table appear very small relative to those nearer the camera. This has two consequences. First, it is difficult for the remote participants to see the faces of those at the far end, thus affecting the experience of the video conferencing. Second, it is a waste of the screen space and network bandwidth because most of the pixels are used on the background instead of on the faces of the meeting participants. In this paper, we present a novel technique, called spatially-varying-uniform scaling functions, to warp the images to equalize the head sizes of the meeting participants without causing undue distortion. In addition, we show a specially designed five-lens camera to capture, stitch, and warp images in real time without sacrificing resolution. Finally, we show that the SVU scaling functions can also be applied to 360 degree images to improve video conferencing experience when an omni-directional camera is used.
Zicheng Liu 0001, Michael F. Cohen
ICME2
2005 Panoramic video textures
abstract
This paper describes a mostly automatic method for taking the output of a single panning video camera and creating a panoramic video texture (PVT): a video that has been stitched into a single, wide field of view and that appears to play continuously and indefinitely. The key problem in creating a PVT is that although only a portion of the scene has been imaged at any given time, the output must simultaneously portray motion throughout the scene. Like previous work in video textures, our method employs min-cut optimization to select fragments of video that can be stitched together both spatially and temporally. However, it differs from earlier work in that the optimization must take place over a much larger set of data. Thus, to create PVTs, we introduce a dynamic programming step, followed by a novel hierarchical min-cut optimization algorithm. We also use gradient-domain compositing to further smooth boundaries between video fragments. We demonstrate our results with an interactive viewer in which users can interactively pan and zoom on high-resolution PVTs.
Aseem Agarwala, Ke Colin Zheng, Christopher Joseph Pal, Maneesh Agrawala, Michael F. Cohen, Brian Curless, David Salesin, Richard Szeliski
ACM Trans. Graph.5
2005 Interactive video cutout
abstract
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user interface that allows users to easily indicate the foreground object across space and time. We introduce a hierarchical mean-shift preprocess in order to minimize the number of nodes that min-cut must operate on. Within the min-cut we also define new local cost functions to augment the global costs defined in earlier work. Finally, we extend 2D alpha matting methods designed for images to work with 3D video volumes. We demonstrate that our matting approach preserves smoothness across both space and time. Our interactive video cutout system allows users to quickly extract foreground objects from video sequences for use in a variety of applications including compositing onto new backgrounds and NPR cartoon style rendering.
Jue Wang 0001, Pravin Bhat, Alex Colburn, Maneesh Agrawala, Michael F. Cohen
ACM Trans. Graph.5
2004 Image and Video Segmentation by Anisotropic Kernel Mean Shift
Jue Wang 0001, Bo Thiesson, Ying-Qing Xu, Michael F. Cohen
ECCV (2)4
2004 Low bit-rate video streaming for face-to-face teleconference
abstract
Face-to-face video teleconferencing is very important for real time communication. Current teleconferencing applications use standard video codecs, such as MPEG 1/2/4, for the compression of face video. Either a high bandwidth is required for high quality video transmission, or the transmitted face video is blurred at low bitrates. We present a system for real-time coding of face video at low bit-rate. There are two main contributions. First, we improve the technique of long term memory prediction by selecting frames into the database in an optimal way. A new frame is selected into the database only when it is significantly different from those frames which are already in the database. In this way, the database can cover a wider range of images. Second, we incorporate prior knowledge about faces into the long term memory prediction framework. The prior knowledge includes: (1) facial motions are repetitive such that most of them can be reconstructed from multiple reference frames; (2) different components of the face and the background can tolerate different levels of error because of different perceptual importance. Experiments show that, at similar PSNR, the proposed system works much faster and achieves better visual quality than the standard H.264/JVT codec.
Zicheng Liu 0001, Michael F. Cohen, Ke Colin Zheng, Thomas S. Huang
ICME3
2004 Robust and Rapid Generation of Animated Faces from Video Images: A Model-Based Modeling Approach
Zhengyou Zhang, Zicheng Liu 0001, Dennis Adler, Michael F. Cohen, Erik Hanson, Ying Shan
Int. J. Comput. Vis.4
2004 Interactive digital photomontage
abstract
We describe an interactive, computer-assisted framework for combining parts of a set of photographs into a single composite picture, a process we call "digital photomontage." Our framework makes use of two techniques primarily: graph-cut optimization, to choose good seams within the constituent images so that they can be combined as seamlessly as possible; and gradient-domain fusion, a process based on Poisson equations, to further reduce any remaining visible artifacts in the composite. Also central to the framework is a suite of interactive tools that allow the user to specify a variety of high-level image objectives, either globally across the image, or locally through a painting-style interface. Image objectives are applied independently at each pixel location and generally involve a function of the pixel values (such as "maximum contrast") drawn from that same location in the set of source images. Typically, a user applies a series of image objectives iteratively in order to create a finished composite. The power of this framework lies in its generality; we show how it can be used for a wide variety of applications, including "selective composites" (for instance, group photos in which everyone looks their best), relighting, extended depth of field, panoramic stitching, clean-plate production, stroboscopic visualization of movement, and time-lapse mosaics.
Aseem Agarwala, Mira Dontcheva, Maneesh Agrawala, Steven Mark Drucker, Alex Colburn, Brian Curless, David Salesin, Michael F. Cohen
ACM Trans. Graph.8
2004 Digital photography with flash and no-flash image pairs
abstract
Digital photography has made it possible to quickly and easily take a pair of images of low-light environments: one with flash to capture detail and one without flash to capture ambient illumination. We present a variety of applications that analyze and combine the strengths of such flash/no-flash image pairs. Our applications include denoising and detail transfer (to merge the ambient qualities of the no-flash image with the high-frequency flash detail), white-balancing (to change the color tone of the ambient image), continuous flash (to interactively adjust flash intensity), and red-eye removal (to repair artifacts in the flash image). We demonstrate how these applications can synthesize new images that are of higher quality than either of the originals.
Georg Petschnigg, Richard Szeliski, Maneesh Agrawala, Michael F. Cohen, Hugues Hoppe, Kentaro Toyama
ACM Trans. Graph.4
2004 Video tooning
abstract
We describe a system for transforming an input video into a highly abstracted, spatio-temporally coherent cartoon animation with a range of styles. To achieve this, we treat video as a space-time volume of image data. We have developed an anisotropic kernel mean shift technique to segment the video data into contiguous volumes. These provide a simple cartoon style in themselves, but more importantly provide the capability to semi-automatically rotoscope semantically meaningful regions.In our system, the user simply outlines objects on keyframes. A mean shift guided interpolation algorithm is then employed to create three dimensional semantic regions by interpolation between the keyframes, while maintaining smooth trajectories along the time dimension. These regions provide the basis for creating smooth two dimensional edge sheets and stroke sheets embedded within the spatio-temporal video volume. The regions, edge sheets, and stroke sheets are rendered by slicing them at particular times. A variety of styles of rendering are shown. The temporal coherence provided by the smoothed semantic regions and sheets results in a temporally consistent non-photorealistic appearance.
Jue Wang 0001, Ying-Qing Xu, Harry Shum, Michael F. Cohen
ACM Trans. Graph.4
2003 Wang Tiles for image and texture generation
abstract
We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, large expanses of non-periodic texture (or patterns or geometry) can be created as needed very efficiently at runtime.Wang Tiles are squares in which each edge is assigned a color. A valid tiling requires all shared edges between tiles to have matching colors. We present a new stochastic algorithm to non-periodically tile the plane with a small set of Wang Tiles at runtime.Furthermore, we present new methods to fill the tiles with 2D texture, 2D Poisson distributions, or 3D geometry to efficiently create at runtime as much non-periodic texture (or distributions, or geometry) as needed. We leverage previous texture synthesis work and adapt it to fill Wang Tiles. We demonstrate how to fill individual tiles with Poisson distributions that maintain their statistical properties when combined. These are used to generate a large arrangement of plants or other objects on a terrain. We show how such environments can be rendered efficiently by pre-lighting the individual Wang Tiles containing the geometry.We also extend the definition of Wang Tiles to include a coding of the tile corners to allow discrete objects to overlap more than one edge. The larger set of tiles provides increased degrees of freedom.
Michael F. Cohen, Jonathan Shade, Stefan Hiller, Oliver Deussen
ACM Trans. Graph.1
2002 Minimal Surfaces for Stereo
Chris Buehler, Steven J. Gortler, Michael F. Cohen, Leonard McMillan
ECCV (3)3
2002 Video-Based Rendering
Michael F. Cohen
PG1
2001 Cloning Your Own Face with a Desktop Camera
abstract
We have developed an easy and cost-effective system that constructs textured 3D animated face models from videos with minimal user interaction. Our system first takes, with an ordinary video camera, images of a face of a person sitting in front of the camera turning the head from one side to the other. After five manual clicks on two images to tell the system where the eye corners, nose top and mouth corners are, the system automatically generates a realistic looking 3D human head model and the constructed model can be animated immediately (different poses, facial expressions and talking). A user, with a PC and a video camera, can use our system to generate hisher face model in a few minutes. The face model can then be imported in hisher favorite game, and the user sees themselves and their friends take part in the game they are playing. We will demonstrate the system on a laptop computer live at the conference, and participants can try it to model their own faces.
Zhengyou Zhang, Zicheng Liu 0001, Dennis Adler, Michael F. Cohen, Erik Hanson, Ying Shan
ICCV4
2001 Shape by example
abstract
Article Share on Shape by example Authors: Peter-Pike J. Sloan Microsoft Research Microsoft ResearchView Profile , Charles F. Rose Microsoft Research Microsoft ResearchView Profile , Michael F. Cohen Microsoft Research Microsoft ResearchView Profile Authors Info & Claims I3D '01: Proceedings of the 2001 symposium on Interactive 3D graphicsMarch 2001 Pages 135–143https://doi.org/10.1145/364338.364382Online:01 March 2001Publication History 205citation1,387DownloadsMetricsTotal Citations205Total Downloads1,387Last 12 Months50Last 6 weeks4 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Peter-Pike J. Sloan, Charles F. Rose III, Michael F. Cohen
SI3D3
2001 Unstructured lumigraph rendering
abstract
We describe an image based rendering approach that generalizes many current image based rendering algorithms, including light field rendering and view-dependent texture mapping. In particular, it allows for lumigraph-style rendering from a set of input cameras in arbitrary configurations (i.e., not restricted to a plane or to any specific manifold). In the case of regular and planar input camera positions, our algorithm reduces to a typical lumigraph approach. When presented with fewer cameras and good approximate geometry, our algorithm behaves like view-dependent texture mapping. The algorithm achieves this flexibility because it is designed to meet a set of specific goals that we describe. We demonstrate this flexibility with a variety of examples.
Chris Buehler, Michael Bosse, Leonard McMillan, Steven J. Gortler, Michael F. Cohen
SIGGRAPH5
2001 Artist-Directed Inverse-Kinematics Using Radial Basis Function Interpolation
abstract
One of the most common tasks in computer animation is inverse-kinematics, or determining a joint configuration required to place a particular part of an articulated character at a particular location in global space. Inverse-kinematics is required at design-time to assist artists using commercial 3D animation packages, for motion capture analysis, and for run-time applications such as games. We present an efficient inverse-kinematics methodology based on the interpolation of example motions and positions. The technique is demonstrated on a number of inverse-kinematics positioning tasks for a human figure. In addition to simple positioning tasks, the method provides complete motion sequences that satisfy an inverse-kinematic goal. The interpolation at the heart of the algorithm allows an artist's influence to play a major role in ensuring that the system always generates plausible results. Due to the lightweight nature of the algorithm, we can position a character at extremely high frame rates, making the technique useful for time-critical run-time applications such as games.
Charles F. Rose III, Peter-Pike J. Sloan, Michael F. Cohen
Comput. Graph. Forum3
2001 Rapid modeling of animated faces from video
abstract
Abstract Generating realistic 3D human face models and facial animations has been a persistent challenge in computer graphics. We have developed a system that constructs textured 3Dface models from videos with minimal user interaction. Our system takes images andvideo sequences of a face with an ordinary video camera. After five manual clicks ontwo images to tell the system where the eye corners, nose top and mouth corners are, thesystem automatically generates a realistic looking 3D human head model and the constructed model can be animated immediately. A user with a PC and an ordinary camera can use our system to generate his/her face model in a few minutes. Copyright © 2001 John Wiley & Sons, Ltd.
Zicheng Liu 0001, Zhengyou Zhang, Chuck Jacobs, Michael F. Cohen
Comput. Animat. Virtual Worlds4
2000 Rapid modeling of animated faces from video images
Zicheng Liu 0001, Zhengyou Zhang, Chuck Jacobs, Michael F. Cohen
ACM Multimedia4
1999 Image precision silhouette edges
abstract
Article Image precision silhouette edges Share on Authors: Ramesh Raskar University of North Carolina at Chapel Hill University of North Carolina at Chapel HillView Profile , Michael Cohen Microsoft Research Microsoft ResearchView Profile Authors Info & Claims I3D '99: Proceedings of the 1999 symposium on Interactive 3D graphicsApril 1999 Pages 135–140https://doi.org/10.1145/300523.300539Online:26 April 1999Publication History 107citation1,038DownloadsMetricsTotal Citations107Total Downloads1,038Last 12 Months30Last 6 weeks9 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Ramesh Raskar, Michael F. Cohen
SI3D2
1997 Time Critical Lumigraph Rendering
abstract
It was illustrated in 1996 that the light leaving the convex hull of an object (or entering a convex region of empty space) Cm be my characterized by a 4D function over the space" of rays crowing a surface surrounding the object (or surrounding the empty apace) [10, 8].Methods to repre sent this function and quickly render individual images from this representation given an arbitrary cameras were also described.This paper extends the work outlined by Gortler et al [8] by demonstrating a taxonomy of methods to accelerate the rendering process by trading off quality for time.Given the speciiic limitation of a given hardware configuration, we discuss methods to tailor a critical time rendering strategy using these methods.
Peter-Pike J. Sloan, Michael F. Cohen, Steven J. Gortler
SI3D2
1997 Image-based rendering: really new or déjà vu? (panel)
abstract
Article Free Access Share on Image-based rendering (panel): really new or déjà vu? Authors: Michael Cohen Microsoft Research Microsoft ResearchView Profile , Marc Levoy Stanford University Stanford UniversityView Profile , Jitendra Malik University of California, Berkeley University of California, BerkeleyView Profile , Leonard McMillan Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Eric Chen Live Picture Live PictureView Profile Authors Info & Claims SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesAugust 1997 Pages 468–470https://doi.org/10.1145/258734.258911Published:03 August 1997Publication History 5citation426DownloadsMetricsTotal Citations5Total Downloads426Last 12 Months7Last 6 weeks2 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Michael F. Cohen, Marc Levoy, Jitendra Malik, Leonard McMillan
SIGGRAPH1
1996 The Lumigraph
abstract
This paper discusses a new method for capturing the complete appearance of bothsynthetic and real world objects and scenes,representing this information, and then using this representation to render images of the object from new camera positions.Unlike the shape capture process traditionally used in computer vision and the rendering process traditionally used in computer graphics, our approach does not rely on geometric representations.Instead we sample and reconstruct a 4D function.which we call a Lumigraph.The Lumigraph is a subset o f the complete plenoptic fu nction that describes the flow of light at all positions in all directions.With the Lumigraph.new images of the object can be generated very quick]y,independentof the geometric or illumination complexity of the scene or object.The paper discusses a complete working system including the capture of sainples.the construction of the Lumigraph, and thesubsequent rendering of images from this new representation.even i f given accurate geometric models.Quicktime V R [6] was one ofthe first systems to suggest that the traditional modeling/rendering process can beskipped.Instead.
Steven J. Gortler, Radek Grzeszczuk, Richard Szeliski, Michael F. Cohen
SIGGRAPH4
1996 The Virtual Cinematographer: A Paradigm for Automatic Real-Time Camera Control and Directing
abstract
This paper presents a paradigm for automatically generating complete camera specifications for capturing events in virtual 3D environments in real-time.We describe a fully implemented system, called the Virtual Cinematographer, and demonstrate its application in a virtual "party" setting.Cinematographic expertise, in the form of film idioms, is encoded as a set of small hierarchically organized finite state machines.Each idiom is responsible for capturing a particular type of scene, such as three virtual actors conversing or one actor moving across the environment.The idiom selects shot types and the timing of transitions between shots to best communicate events as they unfold.A set of camera modules, shared by the idioms, is responsible for the low-level geometric placement of specific cameras for each shot.The camera modules are also responsible for making subtle changes in the virtual actors' positions to best frame each shot.In this paper, we discuss some basic heuristics of filmmaking and show how these ideas are encoded in the Virtual Cinematographer.
Li-wei He, Michael F. Cohen, David Salesin
SIGGRAPH2
1996 Efficient Generation of Motion Transitions Using Spacetime Constraints
abstract
This paper describes the application of space time constraints to creating transitions between segments of human body motion.The motion transition generation uses a combination of spacetime constraints and inverse kinematic constraints to generate seamless and dynamically plausible transitions between motion segments.We use a fast recursive dynamics formulation which makes it possible to use spacetime constraints on systems with many degrees of freedom, such as human figures.The system uses an interpreter of a motion expression language to allow the user to manipulate motion data, break it into pieces, and reassemble it into new, more complex, motions.We have successfully used the system to create basis motions, cyclic data, and seamless motion transitions on a human body model with 44 degrees of freedom.
Charles Rose, Brian K. Guenter, Bobby Bodenheimer, Michael F. Cohen
SIGGRAPH4
1995 Hierarchical and Variational Geometric Modeling with Wavelets
abstract
This paper discusses how wavelet techniques may be applied to a variety of geometric modeling tools. In particular, wavelet decompositions are shown to be useful for hierarchical control point or least squares editing. In addition, direct curve and surface manipulation methods using an underlying geometric variational principle can be solved more efficiently by using a wavelet basis. Because the wavelet basis is hierarchical, iterative solution methods converge rapidly. Also, since the wavelet coefficients indicate the degree of detail in the solution, the number of basis functions needed to express the variational minimum can be reduced, avoiding unnecessary computation. An implementation of a curve and surface modeler based on these ideas is discussed and experimental results are reported.
Steven J. Gortler, Michael F. Cohen
SI3D2
1994 Hierarchical spacetime control
abstract
Specifying the motion of an animated linked figure such that it achieves given tasks (e.g., throwing a ball into a basket) and performs the tasks in a realistic fashion (e.g., gracefully, and following physical laws such as gravity) has been an elusive goal for computer animators. The spacetime constraints paradigm has been shown to be a valuable approach to this problem, but it suffers from computational complexity growth as creatures and tasks approach those one would like to animate. The complexity is shown to be, in part, due to the choice of finite basis with which to represent the trajectories of the generalized degrees of freedom. This paper describes new features to the spacetime constraints paradigm to address this problem.
Zicheng Liu 0001, Steven J. Gortler, Michael F. Cohen
SIGGRAPH3
1994 Optimization - an emerging tool in computer graphics
abstract
No abstract available.
Joe Marks, Michael F. Cohen, J. Thomas Ngo, Stuart M. Shieber, John Snyder
SIGGRAPH2
1994 Accelerated MPEG compression of dynamic polygonal scenes
abstract
This paper describes a methodology for using the matrix-vector multiply and scan conversion hardware present in many graphics workstations to rapidly approximate the optical flow in a scene. The optical flow is a 2-dimensional vector field describing the on-screen motion of each pixel. An application of the optical flow to MPEG compression is described which results in improved compression with minimal overhead.
Dan S. Wallach, Sharma Kunapalli, Michael F. Cohen
SIGGRAPH3
1994 Wavelet Projections for Radiosity
abstract
Abstract One important goal of image synthesis research is to accelerate the process of obtaining realistic images using the radiosity method. Two important concepts recently introduced are the general framework of projection methods and the hierarchical radiosity method. Wavelet theory, which explores the space of hierarchical basis functions, offers an elegant framework that unites these two concepts and allows us to more formally understand the hierarchical radiosity method. Wavelet expansions of the radiosity kernel have negligible entries in regions where high frequency/fine detail information is not needed. A sparse system remains if these entries are ignored. This is similar to applying a lossy compression scheme to the form factor matrix. The sparseness of the system allows for asymptotically faster radiosity algorithms by limiting the number of matrix terms that need to be computed. The application of these methods to 3D environments is described in 4 . Due to space limitations in that paper many of the subtleties of the construction could not be explored there. In this paper we discuss some of the mathematical details of wavelet projections and investigate the application of these methods to the radiosity kernel of a flatland environment, where many aspect are easier to visualize.
Peter Schröder, Steven J. Gortler, Michael F. Cohen, Pat Hanrahan
Comput. Graph. Forum3
1993 Wavelet radiosity
abstract
Radiosity methods have been shown to be an effective means to solve the global illumination problem in Lambertian diffuse environments. These methods approximate the radiosity integral equation by projecting the unknown radiosity function into a set of basis functions with limited support resulting in a set of n linear equations where n is the number of discrete elements in the scene. Classical radiosity methods required the evaluation of n2 interaction coefficients. Efforts to reduce the number of required coefficients without compromising error bounds have focused on raising the order of the basis functions, meshing, accounting for discontinuities, and on developing hierarchical approaches, which have been shown to reduce the required interactions to O(n). In this paper we show that the hierarchical radiosity formulation is an instance of a more general set of methods based on wavelet theory. This general framework offers a unified view of both higher order element approaches to radiosity and the hierarchical radiosity methods. After a discussion of the relevant theory, we discuss a new set of linear time hierarchical algorithms based on wavelets such as the multiwavelet family and a flatlet basis which we introduce. Initial results of experimentation with these basis sets are demonstrated and discussed.
Steven J. Gortler, Peter Schröder, Michael F. Cohen, Pat Hanrahan
SIGGRAPH3
1993 Radioptimization: goal based rendering
abstract
This paper presents a method for designing the illumination in an environment using optimization techniques applied to a radiosity based image synthesis system.An optimization of lighting parameters is performed based on user specified constraints and objectives for the illumination of the environment.The Radioptimization system solves for the "best" possible settings for: light source emissivities, element reflectivities, and spotlight directionality parameters so that the design goals, such as to minimize energy or to give the room an impression of "privacy", are met.The system absorbs much of the burden for searching the design space allowing the user to focus on the goals of the illumination design rather than the intricate details of a complete lighting specification.The system employs an object space perceptual model based on work by Tumblin and Rushmeier to account for psychophysical effects such as subjective brightness and the visual adaptation level of a viewer.This provides a higher fidelity when comparing the illumination in a computer simulated environment against what would be viewed in the "real" world.Optimization criteria are based on subjective impressions of illumination with qualities such as "pleasantness", and "privateness".The qualities were selected based on Flynn's work in illuminating engineering.These criteria were applied to the radiosity context through an experiment conducted with subjects viewing rendered images, and the respondents evaluated with a Multi-Dimensional Scaling analysis.
John K. Kawai, James S. Painter, Michael F. Cohen
SIGGRAPH3
1992 Volume Seedlings
abstract
Recent advances in software and hardware technology have made direct ray-traced volume rendering of 3-d scalar data a feasible and effective method for imaging of the data's contents.The time costs of these rendering techniques still do not permit full interaction with the data, and all of the parameters effecting the resulting images.This paper presents a set of real-time interaction techniques which have been developed to permit exploration of a volume data set.Within the limitation of a static viewpoint, the user is able to interactively alter the position and shape of an area of interest, and modify local viewing parameters.A run length encoded cache of volume rendering samples provides the means to rerender the volume at interactive rates.The user locates and plants "seeds" in areas of interest through the use of data slicing and isosurface techniques.Image processing techniques applied to volumes ( i.e. volume processing), can then automatically form regions of interest which in turn modify the rendering parameters.This "region growing" of "seedlings" incrementally alters the image in real-time providing further visual cues concerning the contents of the data.These tools allow interactive exploration of internal structures in the data which may be obscured by other imaging algorithms.Magnetic Resonance Angiography (MRA) provides a driving application for this technology.Results from preliminary studies of MRA data are included.1
Michael F. Cohen, James S. Painter, Mihir Mehta, Kwan-Liu Ma
SI3D1
1992 Interactive spacetime control for animation
abstract
Article Interactive spacetime control for animation Share on Author: Michael F. Cohen Department of Computer Science, University of Utah, Salt Lake City, Utah Department of Computer Science, University of Utah, Salt Lake City, UtahView Profile Authors Info & Claims SIGGRAPH '92: Proceedings of the 19th annual conference on Computer graphics and interactive techniquesJuly 1992 Pages 293–302https://doi.org/10.1145/133994.134083Online:01 July 1992Publication History 195citation1,701DownloadsMetricsTotal Citations195Total Downloads1,701Last 12 Months23Last 6 weeks4 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Michael F. Cohen
SIGGRAPH1
1991 Volume seeds: A volume exploration technique
abstract
Abstract Ray‐traced volume rendering has been shown to be an effective method for visualizing 3D scalar data. However, with currently available workstation technology, interactive volume exploration using conventional volume rendering is still too slow to be attractive. This paper describes an enhanced volume rendering method which allows interactive changes of rendering parameters such as colour and opacity maps. An innovative technique is provided which allows the user to plant a ‘seed’ in the volume to rapidly modify local shading parameters. For a fixed viewing position, the user can interactively explore specific regions of interest. Furthermore, a virtual cutting technique with the exploratory seed allows the user to remove surfaces and see the internal structure of the volume. Examples demonstrate these techniques as an attractive option in many applications.
Kwan-Liu Ma, Michael F. Cohen, James S. Painter
Comput. Animat. Virtual Worlds2
1990 Automatic illustration of 3D geometric models: lines
abstract
A system for the automatic generation of line illustrations of three dimensional sculptured objects is described. In particular, an enriched vocabulary of lines are defined which provide a means to impart meaning to visual representations of complex objects. Particular attention is paid to how the end conditions of individual segments effect how they are drawn. A graphical interface is described for creating illustration rules which translate the geometric description into the final drawing. Some algorithmic details are provided for implementation and preliminary results are presented.
Debra Dooley, Michael F. Cohen
I3D2
1990 Automatic Illustration of 3D Geometric Models: Surfaces
abstract
The authors present techniques for automating the illustration of geometric models based on traditional hand illustration methods. A system based on the techniques of traditional illustrators for automatically generating illustrations of complex three-dimensional models is described. The system relies on a richer set of display primitives, which are also outlined. Algorithmic details for emphasizing significant model components are discussed, and some preliminary results are presented.>
Debra Dooley, Michael F. Cohen
IEEE Visualization2
1988 A progressive refinement approach to fast radiosity image generation
abstract
A reformulated radiosity algorithm is presented that produces initial images in time linear to the number of patches. The enormous memory costs of the radiosity algorithm are also eliminated by computing form-factors on-the-fly. The technique is based on the approach of rendering by progressive refinement. The algorithm provides a useful solution almost immediately which progresses gracefully and continuously to the complete radiosity solution. In this way the competing demands of realism and interactivity are accommodated. The technique brings the use of radiosity for interactive rendering within reach and has implications for the use and development of current and future graphics workstations.
Michael F. Cohen, Shenchang Eric Chen, John R. Wallace, Donald P. Greenberg
SIGGRAPH1
1988 Mixed methods for complex kinematic constraints in dynamic figure animation
Paul M. Isaacs, Michael F. Cohen
Vis. Comput.2
1987 Controlling dynamic simulation with kinematic constraints
abstract
Theoretical and numerical aspects of the implementation of a DYNAmic MOtion system, dubbed DYNAMO, for the dynamic simulation of linked figures is presented. The system introduces three means for achieving, control of the resulting motion which have not been present in previous dynamic simulation systems for computer animation. (1) Kinematic permit traditional keyframe animation systems to be embedded within a dynamic analysis. Joint limit constraints are also handled correctly through kinematic constraints. (2) Behavior functions relate the momentary state of the dynamic system to desired forces and accelerations within the figure. (3) Inverse dynamics provides a means of determining the forces required to perform a specified motion.The combination of kinematic and dynamic specifications allows the animator to think about each part of the animation in the way that is most suitable for the task. Successful experimental results are presented which demonstate the ability to provide control without disrupting the dynamic integrity of the resulting motion.
Paul M. Isaacs, Michael F. Cohen
SIGGRAPH2
1987 A two-pass solution to the rendering equation: A synthesis of ray tracing and radiosity methods
abstract
View-independent and view-dependent image synthesis techniques, represented by radiosity and ray tracing, respectively, are discussed. View-dependent techniques are found to have advantages for calculating the specular component of illumination and view-independent techniques for the diffuse component. Based on these observations a methodology is presented for simulating global illumination within complex environments using a two-pass approach. The first pass is view-independent and is based on the hemi-cube radiosity algorithm, with extensions to include the effects of diffuse transmission, and specular to diffuse reflection and transmission. The second pass is view-dependent and is based on an alternative to distributed ray tracing in which a z-buffer algorithm is used to sample the intensities contributing to the specularly reflected or transmitted intensity.
John R. Wallace, Michael F. Cohen, Donald P. Greenberg
SIGGRAPH2
1986 A radiosity method for non-diffuse environments
abstract
A general radiosity method accounting for all interreflections of light between diffuse and nondiffuse surfaces in complex environments is introduced. As contrasted with previous radiosity methods, surfaces are no longer required to be perfectly diffuse reflectors and emitters. A complete, viewer independent description of the light leaving each surface in each direction is computed, allowing dynamic sequences of images to be rendered with little additional computation per image. Phenomena such as "reflection tracking", reflections following a moving observer across a specular surface are produced. Secondary light sources, such as the light from a spotlight reflecting off a mirror onto a wall are also accounted for.
David S. Immel, Michael F. Cohen, Donald P. Greenberg
SIGGRAPH2
1986 An Experimental Evaluation of Computer Graphics Imagery
abstract
Accurate simulation of light propagation within an environment and perceptually based imaging techniques are necessary for the creation of realistic images. A physical experiment that verifies the simulation of reflected light intensities for diffuse environments was conducted. Measurements of radiant energy flux densities are compared with predictions using the radiosity method for those physical environments. By using color science procedures the results of the light model simulation are then transformed to produce a color television image. The final image compares favorably with the original physical model. The experiment indicates that, when the physical model and the simulation were viewed through a view camera, subjects could not distinguish between them. The results and comparison of both test procedures are presented within this paper.
Gary W. Meyer, Holly E. Rushmeier, Michael F. Cohen, Donald P. Greenberg, Kenneth E. Torrance
ACM Trans. Graph.3
1986 The back-buffer algorithm: An extension of the radiosity method to dynamic environments
Daniel R. Baum, John R. Wallace, Michael F. Cohen, Donald P. Greenberg
Vis. Comput.3
1986 Radiosity: A method for computing global illumination
Donald P. Greenberg, Michael F. Cohen, Kenneth E. Torrance
Vis. Comput.2
1985 The hemi-cube: a radiosity solution for complex environments
abstract
This paper presents a comprehensive method to calculate object to object diffuse reflections within complex environments containing hidden surfaces and shadows. In essence, each object in the environment is treated as a secondary light source. The method provides an accurate representation of the "diffuse" and "ambient" terms found in typical image synthesis algorithms. The phenomena of "color bleeding" from one surface to another, shading within shadow envelopes, and penumbras along shadow boundaries are accurately reproduced. Additional advantages result because computations are indepedent of viewer position. This allows the efficient rendering of multiple views of the same scene for dynamic sequences. Light sources can be modulated and object reflectivities can be changed, with minimal extra computation. The procedures extend the radiosity method beyond the bounds previously imposed.
Michael F. Cohen, Donald P. Greenberg
SIGGRAPH1