Yu-Shuen Wang

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50ranked-venue papers
12as first author
16since 2021 · last 2025
0000-0003-2550-2990ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 42 · 12 first-author · 9 since 2021Artificial intelligence and machine learning · 9 · 9 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Computer networks · 2Databases, data management, data science and information retrieval · 2 · 2 since 2021
YearPublicationVenuePosition
2025 ShuttleFlow: learning the distribution of subsequent badminton shots using normalizing flows
abstract
Abstract This paper introduces ShuttleFlow, a simple yet effective model designed to forecast badminton shot types and shuttle positions. This tool could be invaluable for coaches, enabling them to identify opponents’ weaknesses and devise effective strategies accordingly. Given the inherent unpredictability of player behaviors, our model leverages conditional normalizing flow to generate the distributions of shot types and shuttle positions. This is achieved by considering the players and their preceding shots on the court. To augment the performance of our model, especially in predicting outcomes for players who have not previously competed against each other, we incorporate a novel regularization term. Additionally, we utilize Poisson disk sampling to reduce sample redundancy when generating the distributions. Compared to state-of-the-art techniques, our results underscore ShuttleFlow’s effectiveness in forecasting shot types and shuttle positions.
Yun-Hsuan Lien, Chia-Tung Lian, Yu-Shuen Wang
Mach. Learn.3
2025 Let the noise flow away: combating noisy labels using normalizing flows
abstract
Abstract We introduce NoiseFlow, a generative network that addresses the issue of noisy labels in classification problems by modeling the entire label distribution based on the input data/image. Unlike previous methods, which assign each input to only one specific class, NoiseFlow generates different labels by considering the image and a random noise drawn from a standard normal distribution. This approach improves generalization performance since it does not require extensive parameter adjustments to fit the unknown data noise. To model the label distribution, we use conditional normalizing flows, which are effective at avoiding mode collapse and ensuring the presence of the correct label in the distribution for accurate classification. Moreover, NoiseFlow can be combined with other training strategies, such as mixup interpolation and contrastive learning, to achieve even better performance. We compared NoiseFlow with baseline methods on several synthetic and real-world datasets, and the experiment results demonstrate its effectiveness.
Kuan-An Su, YiHao Su, Yun-Hsuan Lien, Yu-Shuen Wang
Mach. Learn.4
2024 Seamless-Through-Breaking: Rethinking Image Stitching for Optimal Alignment
KuanYan Chen, Atik Garg, Yu-Shuen Wang
ACCV (5)3
2024 Enhancing Value Function Estimation through First-Order State-Action Dynamics in Offline Reinforcement Learning
abstract
In offline reinforcement learning (RL), updating the value function with the discrete-time Bellman Equation often encounters challenges due to the limited scope of available data. This limitation stems from the Bellman Equation, which cannot accurately predict the value of unvisited states. To address this issue, we have introduced an innovative solution that bridges the continuous- and discrete-time RL methods, capitalizing on their advantages. Our method uses a discrete-time RL algorithm to derive the value function from a dataset while ensuring that the function’s first derivative aligns with the local characteristics of states and actions, as defined by the Hamilton-Jacobi-Bellman equation in continuous RL. We provide practical algorithms for both deterministic policy gradient methods and stochastic policy gradient methods. Experiments on the D4RL dataset show that incorporating the first-order information significantly improves policy performance for offline RL problems.
Yun-Hsuan Lien, Ping-Chun Hsieh, Tzu-Mao Li, Yu-Shuen Wang
ICML4
2024 DocFlow: A Visual Analytics System for Question-Based Document Retrieval and Categorization
abstract
A systematic review (SR) is essential with up-to-date research evidence to support clinical decisions and practices. However, the growing literature volume makes it challenging for SR reviewers and clinicians to discover useful information efficiently. Many human-in-the-loop information retrieval approaches (HIR) have been proposed to rank documents semantically similar to users' queries and provide interactive visualizations to facilitate document retrieval. Given that the queries are mainly composed of keywords and keyphrases retrieving documents that are semantically similar to a query does not necessarily respond to the clinician's need. Clinicians still have to review many documents to find the solution. The problem motivates us to develop a visual analytics system, DocFlow, to facilitate information-seeking. One of the features of our DocFlow is accepting natural language questions. The detailed description enables retrieving documents that can answer users' questions. Additionally, clinicians often categorize documents based on their backgrounds and with different purposes (e.g., populations, treatments). Since the criteria are unknown and cannot be pre-defined in advance, existing methods can only achieve categorization by considering the entire information in documents. In contrast, by locating answers in each document, our DocFlow can intelligently categorize documents based on users' questions. The second feature of our DocFlow is a flexible interface where users can arrange a sequence of questions to customize their rules for document retrieval and categorization. The two features of this visual analytics system support a flexible information-seeking process. The case studies and the feedback from domain experts demonstrate the usefulness and effectiveness of our DocFlow.
Yamei Tu, Yu-Shuen Wang, Po-Yin Yen, Han-Wei Shen
IEEE Trans. Vis. Comput. Graph.3
2024 PhraseMap: Attention-Based Keyphrases Recommendation for Information Seeking
abstract
Many Information Retrieval (IR) approaches have been proposed to extract relevant information from a large corpus. Among these methods, phrase-based retrieval methods have been proven to capture more concrete and concise information than word-based and paragraph-based methods. However, due to the complex relationship among phrases and a lack of proper visual guidance, achieving user-driven interactive information-seeking and retrieval remains challenging. In this study, we present a visual analytic approach for users to seek information from an extensive collection of documents efficiently. The main component of our approach is a PhraseMap, where nodes and edges represent the extracted keyphrases and their relationships, respectively, from a large corpus. To build the PhraseMap, we extract keyphrases from each document and link the phrases according to word attention determined using modern language models, i.e., BERT. As can be imagined, the graph is complex due to the extensive volume of information and the massive amount of relationships. Therefore, we develop a navigation algorithm to facilitate information seeking. It includes (1) a question-answering (QA) model to identify phrases related to users' queries and (2) updating relevant phrases based on users' feedback. To better present the PhraseMap, we introduce a resource-controlled self-organizing map (RC-SOM) to evenly and regularly display phrases on grid cells while expecting phrases with similar semantics to stay close in the visualization. To evaluate our approach, we conducted case studies with three domain experts in diverse literature. The results and feedback demonstrate its effectiveness, usability, and intelligence.
Yamei Tu, Yu-Shuen Wang, Po-Yin Yen, Han-Wei Shen
IEEE Trans. Vis. Comput. Graph.3
2023 Revisiting Domain Randomization via Relaxed State-Adversarial Policy Optimization
abstract
Domain randomization (DR) is widely used in reinforcement learning (RL) to bridge the gap between simulation and reality by maximizing its average returns under the perturbation of environmental parameters. However, even the most complex simulators cannot capture all details in reality due to finite domain parameters and simplified physical models. Additionally, the existing methods often assume that the distribution of domain parameters belongs to a specific family of probability functions, such as normal distributions, which may not be correct. To overcome these limitations, we propose a new approach to DR by rethinking it from the perspective of adversarial state perturbation, without the need for reconfiguring the simulator or relying on prior knowledge about the environment. We also address the issue of over-conservatism that can occur when perturbing agents to the worst states during training by introducing a Relaxed State-Adversarial Algorithm that simultaneously maximizes the average-case and worst-case returns. We evaluate our method by comparing it to state-of-the-art methods, providing experimental results and theoretical proofs to verify its effectiveness. Our source code and appendix are available at https://github.com/sophialien/RAPPO.
Yun-Hsuan Lien, Ping-Chun Hsieh, Yu-Shuen Wang
ICML3
2023 Contrastive Learning and Reward Smoothing for Deep Portfolio Management
abstract
In this study, we used reinforcement learning (RL) models to invest assets in order to earn returns. The models were trained to interact with a simulated environment based on historical market data and learn trading strategies. However, using deep neural networks based on the returns of each period can be challenging due to the unpredictability of financial markets. As a result, the policies learned from training data may not be effective when tested in real-world situations. To address this issue, we incorporated contrastive learning and reward smoothing into our training process. Contrastive learning allows the RL models to recognize patterns in asset states that may indicate future price movements. Reward smoothing, on the other hand, serves as a regularization technique to prevent the models from seeking immediate but uncertain profits. We tested our method against various traditional financial techniques and other deep RL methods, and found it to be effective in both the U.S. stock market and the cryptocurrency market. Our source code is available at https://github.com/sophialien/FinTech-DPM.
Yun-Hsuan Lien, Yuan-kui Li, Yu-Shuen Wang
IJCAI3
2023 TrackNetV3: Enhancing ShuttleCock Tracking with Augmentations and Trajectory Rectification
abstract
We present TrackNetV3, a sophisticated model designed to enhance the precision of shuttlecock localization in broadcast badminton videos. TrackNetV3 is composed of two core modules: trajectory prediction and rectification. The trajectory prediction module leverages an estimated background as auxiliary data to locate the shuttlecock in spite of the fluctuating visual interferences. This module also incorporates mixup data augmentation to formulate complex scenarios to strengthen the network’s robustness. Given that a shuttlecock can occasionally be obstructed, we create repair masks by analyzing the predicted trajectory, subsequently rectifying the path via inpainting. This process significantly enhances the accuracy of tracking and the completeness of the trajectory. Our experimental results illustrate a substantial enhancement over previous standard methods, increasing the accuracy from 87.72% to 97.51%. These results validate the effectiveness of TrackNetV3 in progressing shuttlecock tracking within the context of badminton matches. We release the source code at https://github.com/qaz812345/TrackNetV3.
Yu-Jou Chen, Yu-Shuen Wang
MMAsia2
2023 Exploration of Player Behaviours from Broadcast Badminton Videos
abstract
Abstract Understanding an opposing player's behaviours and weaknesses is often the key to winning a badminton game. This study presents a system to extract game data from broadcast badminton videos, and visualize the extracted data to help coaches and players develop effective tactics. Specifically, we apply state‐of‐the‐art machine learning methods to partition a broadcast video into segments, in which each video segment shows a badminton rally. Next, we detect players' feet in each video frame and transform the player positions into the court coordinate system. Finally, we detect hit frames in each rally, in which the shuttle moves towards the opposite directions. By visualizing the extracted data, our system conveys when and where players hit the shuttle in historical games. Since players tend to smash or drop shuttles under a specific location, we provide users with interactive tools to filter data and focus on the distributions conditioned by player positions. This strategy also reduces visual clutter. Besides, our system plots the shuttle hitting distributions side‐by‐side, enabling visual comparison and analysis of player behaviours under different conditions. The results and the use cases demonstrate the feasibility of our system.
Hsiang-Yun Wu, Yun-An Shih, Chih-Chuan Wang, Yu-Shuen Wang
Comput. Graph. Forum5
2022 Style-Structure Disentangled Features and Normalizing Flows for Diverse Icon Colorization
abstract
We present a colorization network that generates flat-color icons according to given sketches and semantic colorization styles. Our network contains a style-structure disentangled colorization module and a normalizing flow. The colorization module transforms a paired sketch image and style image into a flat-color icon. To enhance network generalization and the quality of icons, we present a pixel-wise decoder, a global style code, and a contour loss to reduce color gradients at flat regions and increase color discontinuity at boundaries. The normalizing flow maps Gaussian vectors to diverse style codes conditioned on the given semantic colorization label. This conditional sampling enables users to control attributes and obtain diverse colorization results. Compared to previous methods built upon conditional generative adversarial networks, our approach enjoys the advantages of both high image quality and diversity. To evaluate its effectiveness, we compared the flat-color icons generated by our approach and recent colorization and image-to-image translation methods on various conditions. Experiment results verify that our method out- performs state-of-the-arts qualitatively and quantitatively.
Yuan-kui Li, Yun-Hsuan Lien, Yu-Shuen Wang
CVPR3
2022 Uncertainty Awareness for Predicting Noisy Stock Price Movements
Yun-Hsuan Lien, Yu-Syuan Lin, Yu-Shuen Wang
ECML/PKDD (6)3
2022 Shape-Guided Mixed Metro Map Layout
abstract
Metro or transit maps, are schematic representations of transit networks to facilitate effective route-finding. These maps are often advertised on a web page or pamphlet highlighting routes from source to destination stations. To visually support such route-finding, designers often distort the layout by embedding symbolic shapes (e.g., circular routes) in order to guide readers' attention (e.g., Moscow map and Japan railway map). However, manually producing such maps is labor-intensive and the effect of shapes remains unclear. In this paper, we propose an approach to generalize such mixed metro maps that take user-defined shapes as an input. In this mixed design, lines that are used to approximate the shapes are arranged symbolically, while the remaining lines follow classical layout convention. A three-step algorithm, including (1) detecting and selecting routes for shape approximation, (2) shape and layout deformation, and (3) aligning lines on a grid, is integrated to guarantee good visual quality. Our contribution lies in the definition of the mixed metro map problem and the formulation of design criteria so that the problem can be resolved systematically using the optimization paradigm. Finally, we evaluate the performance of our approach and perform a user study to test if the embedded shapes are recognizable or reduce the map quality.
Tobias Batik, Soeren Terziadis, Yu-Shuen Wang, Martin Nöllenburg, Hsiang-Yun Wu
Comput. Graph. Forum3
2022 Investigating a Combination of Input Modalities, Canvas Geometries, and Inking Triggers on On-Air Handwriting in Virtual Reality
abstract
Humans communicate by writing, often taking notes that assist thinking. With the growing popularity of collaborative Virtual Reality (VR) applications, it is imperative that we better understand aspects that affect writing in these virtual experiences. On-air writing in VR is a popular writing paradigm due to its simplicity in implementation without any explicit needs for specialized hardware. A host of factors can affect the efficacy of this writing paradigm and in this work, we delved into investigating the same. Along these lines, we investigated the effects of a combination of factors on users’ on-air writing performance, aiming to understand the circumstances under which users can both effectively and efficiently write in VR. We were interested in studying the effects of the following factors: (1) input modality: brush vs. near-field raycast vs. pointing gesture, (2) inking trigger method: haptic feedback vs. button based trigger, and (3) canvas geometry: plane vs. hemisphere. To evaluate the writing performance, we conducted an empirical evaluation with thirty participants, requiring them to write the words we indicated under different combinations of these factors. Dependent measures including the writing speed, accuracy rates, perceived workloads, and so on, were analyzed. Results revealed that the brush based input modality produced the best results in writing performance, that haptic feedback was not always effective over button based triggering, and that there are trade-offs associated with the different types of canvas geometries used. This work attempts at laying a foundation for future investigations that seek to understand and further improve the on-air writing experience in immersive virtual environments.
Roshan Venkatakrishnan, Rohith Venkatakrishnan, Chih-Han Chung, Yu-Shuen Wang, Sabarish V. Babu
ACM Trans. Appl. Percept.4
2021 Making Meals Both Appealing and Healthy: A Food Presentation Simulation System
abstract
“You eat with your eyes first.” Marcus Gavius Apicius, the insightful first-century Roman gourmand, stated. Although arranging foods in attractive ways can increase one’s appetite, creating an aesthetic food presentation is challenging. For instance, users have to cut ingredients into pieces of specific shapes and sizes, while imagining the overall appearance of their desired composition. To overcome such challenges, we introduce a system that assists users to arrange ingredients to present appealing patterns in meals. The system enables them to perform a process of trial-and-error in the simulation prior to creating a real food presentation. Due to machines’ high computing power, our automatic simulation provides users with a variety of food presentation results and inspires their creativity accordingly. It also computes the nutritional composition of each simulated food presentation so that both visual quality and health are considered simultaneously. Results demonstrate that the simulated food presentations are visually appealing and could be physically created. Participants who joined the user study also favored our food presentation simulation system.
Li-Hsing Zheng, Yao-Zhen Kuo, Jui Lo, Yung-Ju Chang, Yu-Shuen Wang
Creativity & Cognition5
2021 Comparative Evaluation of Digital Writing and Art in Real and Immersive Virtual Environments
abstract
Virtual reality (VR) experiences currently tend to focus on full body interactions. However, fine motor control in actions such as writing and drawing are seldom studied. Challenges include the inability to perceive fine details due to the low resolution of head mounted displays, the difficulty in simulating fine motor actions in virtual environments, tracking instabilities, latency issues, etc. State of the art VR has managed to address a host of such concerns, supporting a variety of input mechanisms for activities such as writing, sketching, immersive modeling, etc. With VR increasingly being applied in education and medical contexts where writing and note taking is a crucial, it is important to study how well humans can perform these tasks in VR. In a between-subjects empirical evaluation, we studied participants' fine motor coordination with several digital input based writing and artistic tasks performed both in virtual and real world settings, further examining the effects of providing a virtual self avatar on task performance. We integrated multiple tracking systems and applied inverse kinematics to animate the virtual body and simulate hand motions. We went on to compare how different the outputs of these digital input metaphors are to a real world pen and paper approach in an effort to ascertain where we currently stand in being able to support writing and note taking in virtual world contexts. Overall, it seems to be the case that while writing and artistic activities can be successfully supported in VR applications using specialized input devices, the accuracy with which users perform such tasks is significantly higher in the real world, highlighting the need for developments that support such fine motor tasks in VR.
Chi-Hsuan Hsu, Chih-Han Chung, Rohith Venkatakrishnan, Roshan Venkatakrishnan, Yu-Shuen Wang, Sabarish V. Babu
VR5
2020 Representing Multivariate Data by Optimal Colors to Uncover Events of Interest in Time Series Data
abstract
In this paper, we present a visualization system for users to study multivariate time series data. They first identify trends or anomalies from a global view and then examine details in a local view. Specifically, we train a neural network to project high-dimensional data to a two dimensional (2D) planar space while retaining global data distances. By aligning the 2D points with a predefined color map, high-dimensional data can be represented by colors. Because perceptual color differentiation may fail to reflect data distance, we optimize perceptual color differentiation on each map region by deformation. The region with large perceptual color differentiation will expand, whereas the region with small differentiation will shrink. Since colors do not occupy any space in visualization, we convey the overview of multivariate time series data by a calendar view. Cells in the view are color-coded to represent multivariate data at different time spans. Users can observe color changes over time to identify events of interest. Afterward, they study details of an event by examining parallel coordinate plots. Cells in the calendar view and the parallel coordinate plots are dynamically linked for users to obtain insights that are barely noticeable in large datasets. The experiment results, comparisons, conducted case studies, and the user study indicate that our visualization system is feasible and effective.
Ding-Bang Chen, Chien-Hsun Lai, Yun-Hsuan Lien, Yu-Hsuan Lin, Yu-Shuen Wang, Kwan-Liu Ma
PacificVis5
2019 CoachAI: A Project for Microscopic Badminton Match Data Collection and Tactical Analysis
abstract
Computer vision based object tracking has been used to annotate and augment sports video. For automatically and systematically competition data collection and tactical analysis. The proposed project also includes research of data visualization, connected training auxiliary devices, and data warehouse. Deep learning techniques will be used to develop video-based real-time microscopic competition data collection based on broadcast competition video. Machine learning techniques will be used to develop tactical analysis. In addition, training auxiliary devices including smart badminton rackets and connected serving machines will be developed based on the IoT technology to further utilize competition data and tactical data and boost training efficiency. Especially, the connected serving machines will be developed to perform specified tactics and to interact with players in their training.
Tzu-Han Hsu, Chih-Chuan Wang, Yuan-Hsiang Lin, Ching-Hsuan Chen, Nyan Ping Ju, Chih-Wei Yi, Wen-Chih Peng, Yu-Shuen Wang, Yu-Chee Tseng, Jiun-Long Huang, Yu-Tai Ching
APNOMS8
2019 BasketballGAN: Generating Basketball Play Simulation Through Sketching
abstract
We present a data-driven basketball set play simulation. Given an offensive set play sketch, our method simulates potential scenarios that may occur in the game. The simulation provides coaches and players with insights on how a given set play can be executed. To achieve the goal, we train a conditional adversarial network on NBA movement data to imitate the behaviors of how players move around the court through two major components: a generator that learns to generate natural player movements based on a latent noise and a user sketched set play; and a discriminator that is used to evaluate the realism of the basketball play. To improve the quality of simulation, we minimize 1.) a dribbler loss to prevent the ball from drifting away from the dribbler; 2.) a defender loss to prevent the dribbler from not being defended; 3.) a ball passing loss to ensure the straightness of passing trajectories; and 4) an acceleration loss to minimize unnecessary players' movements. To evaluate our system, we objectively compared real and simulated basketball set plays. Besides, a subjective test was conducted to judge whether a set play was real or generated by our network. On average, the mean correct rates to the binary tests were 56.17 %. Experiment results and the evaluations demonstrated the effectiveness of our system.
Hsin-Ying Hsieh, Chieh-Yu Chen, Yu-Shuen Wang, Jung-Hong Chuang
ACM Multimedia3
2019 Adversarial Colorization of Icons Based on Contour and Color Conditions
abstract
We present a system to help designers create icons that are widely used in banners, signboards, billboards, homepages, and mobile apps. Designers are tasked with drawing contours, whereas our system colorizes contours in different styles. This goal is achieved by training a dual conditional generative adversarial network (GAN) on our collected icon dataset. One condition requires the generated image and the drawn contour to possess a similar contour, while the other anticipates the image and the referenced icon to be similar in color style. Accordingly, the generator takes a contour image and a man-made icon image to colorize the contour, and then the discriminators determine whether the result fulfills the two conditions. The trained network is able to colorize icons demanded by designers and greatly reduces their workload. For the evaluation, we compared our dual conditional GAN to several state-of-the-art techniques. Experiment results demonstrate that our network is over the previous networks. Finally, we will provide the source code, icon dataset, and trained network for public use.
Tsai-Ho Sun, Chien-Hsun Lai, Sai-Keung Wong, Yu-Shuen Wang
ACM Multimedia4
2019 iVRNote: Design, Creation and Evaluation of an Interactive Note-Taking Interface for Study and Reflection in VR Learning Environments
abstract
In this contribution, we design, implement and evaluate the pedagogical benefits of a novel interactive note taking interface (iVRNote) in VR for the purpose of learning and reflection lectures. In future VR learning environments, students would have challenges in taking notes when they wear a head mounted display (HMD). To solve this problem, we installed a digital tablet on the desk and provided several tools in VR to facilitate the learning experience. Specifically, we track the stylus' position and orientation in the physical world and then render a virtual stylus in VR. In other words, when students see a virtual stylus somewhere on the desk, they can reach out with their hand for the physical stylus. The information provided will also enable them to know where they will draw or write before the stylus touches the tablet. Since the presented iVRNote featuring our note taking system is a digital environment, we also enable students save efforts in taking extensive notes by providing several functions, such as post-editing and picture taking, so that they can pay more attention to lectures in VR. We also record the time of each stroke on the note to help students review a lecture. They can select a part of their note to revisit the corresponding segment in a virtual online lecture. Figures and the accompanying video demonstrate the feasibility of the presented iVRNote system. To evaluate the system, we conducted a user study with 20 participants to assess the preference and pedagogical benefits of the iVRNote interface. The feedback provided by the participants were overall positive and indicated that the iVRNote interface could be potentially effective in VR learning experiences.
Chi-Hsuan Hsu, Chih-Han Chung, Yu-Shuen Wang, Sabarish V. Babu
VR4
2019 Imitating Popular Photos to Select Views for an Indoor Scene
abstract
Abstract Selecting informative and visually appealing views for 3D indoor scenes is beneficial for the housing, decoration, and entertainment industries. A set of views that exhibit comfort, aesthetics, and functionality of a particular scene can attract customers and facilitate business transactions. However, selecting views for an indoor scene is challenging because the system has to consider not only the need to reveal as much information as possible, but also object arrangements, occlusions, and characteristics. Since there can be many principles utilized to guide the view selection, and various principles to follow under different circumstances, we achieve the goal by imitating popular photos on the Internet. Specifically, we select the view that can optimize the contour similarity of corresponding objects to the photo. Because the selected view can be inadequate if object arrangements in the 3D scene and the photo are different, our system imitates many popular photos and selects a certain number of views. After that, it clusters the selected views and determines the view/cluster centers by the weighted average to finally exhibit the scene. Experimental results demonstrate that the views selected by our method are visually appealing.
Rung-De Su, Zhe-Yo Liao, Li-Chi Chen, Ai-Ling Tung, Yu-Shuen Wang
Comput. Graph. Forum5
2019 Look at Me! Correcting Eye Gaze in Live Video Communication
abstract
Although live video communication is widely used, it is generally less engaging than face-to-face communication because of limitations on social, emotional, and haptic feedback. Missing eye contact is one such problem caused by the physical deviation between the screen and camera on a device. Manipulating video frames to correct eye gaze is a solution to this problem. In this article, we introduce a system to rotate the eyeball of a local participant before the video frame is sent to the remote side. It adopts a warping-based convolutional neural network to relocate pixels in eye regions. To improve visual quality, we minimize the L2 distance between the ground truths and warped eyes. We also present several newly designed loss functions to help network training. These new loss functions are designed to preserve the shape of eye structures and minimize color changes around the periphery of eye regions. To evaluate the presented network and loss functions, we objectively and subjectively compared results generated by our system and the state-of-the-art, DeepWarp, in relation to two datasets. The experimental results demonstrated the effectiveness of our system. In addition, we showed that our system can perform eye-gaze correction in real time on a consumer-level laptop. Because of the quality and efficiency of the system, gaze correction by postprocessing through this system is a feasible solution to the problem of missing eye contact in video communication.
Chih-Fan Hsu, Yu-Shuen Wang, Chin-Laung Lei, Kuan-Ta Chen
ACM Trans. Multim. Comput. Commun. Appl.2
2018 Generating Defensive Plays in Basketball Games
abstract
In this paper, we present a method to generate realistic defensive plays in a basketball game based on the ball and the offensive team's movements. Our system allows players and coaches to simulate how the opposing team will react to a newly developed offensive strategy for evaluating its effectiveness. To achieve the aim, we train on the NBA dataset a conditional generative adversarial network that learns spatio-temporal interactions between players' movements. The network consists of two components: a generator that takes a latent noise vector and the offensive team's trajectories as input to generate defensive team's trajectories; and a discriminator that evaluates the realistic degree of the generated results. Since a basketball game can be easily identified as fake if the ball handler, who is not defended, does not shoot the ball or cut into the restricted area, we add the wide open penalty to the objective function to assist model training. To evaluate the results, we compared the similarity of the real and the generated defensive plays, in terms of the players' movement speed and acceleration, distance to defend ball handlers and non- ball handlers, and the frequency of wide open occurrences. In addition, we conducted a user study with 59 participants for subjective tests. Experimental results show the high fidelity of the generated defensive plays to real data and demonstrate the feasibility of our algorithm.
Chieh-Yu Chen, Wenze Lai, Hsin-Ying Hsieh, Yu-Shuen Wang, Jung-Hong Chuang
ACM Multimedia5
2018 Realizing the real-time gaze redirection system with convolutional neural network
abstract
Retaining eye contact of remote users is a critical issue in video conferencing systems because of parallax caused by the physical distance between a screen and a camera. To achieve this objective, we present a real-time gaze redirection system called Flx-gaze to post-process each video frame before sending it to the remote end. Specifically, we relocate and relight the pixels representing eyes by using a convolutional neural network (CNN). To prevent visual artifacts during manipulation, we minimize not only the L2 loss function but also four novel loss functions when training the network. Two of them retain the rigidity of eyeballs and eyelids; and the other two prevent color discontinuity on the eye peripheries. By leveraging the CPU and the GPU resources, our implementation achieves real-time performance (i.e., 31 frames per second). Experimental results show that the gazes redirected by our system are of high quality under this restrict time constraint. We also conducted an objective evaluation of our system by measuring the peak signal-to-noise ratio (PSNR) between the real and the synthesized images.
Chih-Fan Hsu, Yu-Shuen Wang, Chin-Laung Lei, Kuan-Ta Chen
MMSys3
2018 Enhancing the Realism of Sketch and Painted Portraits With Adaptable Patches
abstract
Abstract Realizing unrealistic faces is a complicated task that requires a rich imagination and comprehension of facial structures. When face matching, warping or stitching techniques are applied, existing methods are generally incapable of capturing detailed personal characteristics, are disturbed by block boundary artefacts, or require painting‐photo pairs for training. This paper presents a data‐driven framework to enhance the realism of sketch and portrait paintings based only on photo samples. It retrieves the optimal patches of adaptable shapes and numbers according to the content of the input portrait and collected photos. These patches are then seamlessly stitched by chromatic gain and offset compensation and multi‐level blending. Experiments and user evaluations show that the proposed method is able to generate realistic and novel results for a moderately sized photo collection.
Yin-Hsuan Lee, Yu-Kai Chang, Yu-Lun Chang, I-Chen Lin, Yu-Shuen Wang, Wen-Chieh Lin
Comput. Graph. Forum5
2018 Steering data quality with visual analytics: The complexity challenge
abstract
Data quality management, especially data cleansing, has been extensively studied for many years in the areas of data management and visual analytics. In the paper, we first review and explore the relevant work from the research areas of data management, visual analytics and human-computer interaction. Then for different types of data such as multimedia data, textual data, trajectory data, and graph data, we summarize the common methods for improving data quality by leveraging data cleansing techniques at different analysis stages. Based on a thorough analysis, we propose a general visual analytics framework for interactively cleansing data. Finally, the challenges and opportunities are analyzed and discussed in the context of data and humans.
Shixia Liu, Gennady L. Andrienko, Yingcai Wu, Nan Cao 0001, Liu Jiang, Conglei Shi, Yu-Shuen Wang, Seok-Hee Hong 0001
Vis. Informatics7
2017 Optimized evacuation route based on crowd simulation
abstract
An evacuation plan helps people move away from an area or a building. To assist rapid evacuation, we present an algorithm to compute the optimal route for each local region. The idea is to reduce congestion and maximize the number of evacuees arriving at exits in each time span. Our system considers crowd distribution, exit locations, and corridor widths when determining optimal routes. It also simulates crowd movements during route optimization. As a basis, we expect that neighboring crowds who take different evacuation routes should arrive at respective exits at nearly the same time. If this is not the case, our system updates the routes of the slower crowds. As crowd simulation is non-linear, the optimal route is computed in an iterative manner. The system repeats until an optimal state is achieved. In addition to directly computing optimal routes for a situation, our system allows the structure of the situation to be decomposed, and determines the routes in a hierarchical manner. This strategy not only reduces the computational cost but also enables crowds in different regions to evacuate with different priorities. Experimental results, with visualizations, demonstrate the feasibility of our evacuation route optimization method.
Sai-Keung Wong, Yu-Shuen Wang, Pao-Kun Tang, Tsung-Yu Tsai
Comput. Vis. Media2
2016 Traffic situation visualization based on video composition
Cheng-You Hsieh, Yu-Shuen Wang
Comput. Graph.2
2016 Interactive Metro Map Editing
abstract
Manual editing of a metro map is essential because many aesthetic and readability demands in map generation cannot be achieved by using a fully automatic method. In addition, a metro map should be updated when new metro lines are developed in a city. Considering that manually designing a metro map is time-consuming and requires expert skills, we present an interactive editing system that considers human knowledge and adjusts the layout to make it consistent with user expectations. In other words, only a few stations are controlled and the remaining stations are relocated by our system. Our system supports both curvilinear and octilinear layouts when creating metro maps. It solves an optimization problem, in which even spaces, route straightness, and maximum included angles at junctions are considered to obtain a curvilinear result. The system then rotates each edge to extend either vertically, horizontally, or diagonally while approximating the station positions provided by users to generate an octilinear layout. Experimental results, quantitative and qualitative evaluations, and user studies show that our editing system is easy to use and allows even non-professionals to design a metro map.
Yu-Shuen Wang, Wan-Yu Peng
IEEE Trans. Vis. Comput. Graph.1
2016 Court Reconstruction for Camera Calibration in Broadcast Basketball Videos
abstract
We introduce a technique of calibrating camera motions in basketball videos. Our method particularly transforms player positions to standard basketball court coordinates and enables applications such as tactical analysis and semantic basketball video retrieval. To achieve a robust calibration, we reconstruct the panoramic basketball court from a video, followed by warping the panoramic court to a standard one. As opposed to previous approaches, which individually detect the court lines and corners of each video frame, our technique considers all video frames simultaneously to achieve calibration; hence, it is robust to illumination changes and player occlusions. To demonstrate the feasibility of our technique, we present a stroke-based system that allows users to retrieve basketball videos. Our system tracks player trajectories from broadcast basketball videos. It then rectifies the trajectories to a standard basketball court by using our camera calibration method. Consequently, users can apply stroke queries to indicate how the players move in gameplay during retrieval. The main advantage of this interface is an explicit query of basketball videos so that unwanted outcomes can be prevented. We show the results in Figs. 1, 7, 9, 10 and our accompanying video to exhibit the feasibility of our technique.
Pei-Chih Wen, Wei-Chih Cheng, Yu-Shuen Wang, Hung-Kuo Chu, Nick C. Tang, Hong-Yuan Mark Liao
IEEE Trans. Vis. Comput. Graph.3
2015 Spatio-Temporal Learning of Basketball Offensive Strategies
abstract
Video-based group behavior analysis is drawing attention to its rich applications in sports, military, surveillance and biological observations. The recent advances in tracking techniques, based on either computer vision methodology or hardware sensors, further provide the opportunity of better solving this challenging task. Focusing specifically on the analysis of basketball offensive strategies, we introduce a systematic approach to establishing unsupervised modeling of group behaviors. In view that a possible group behavior (offensive strategy) could be of different duration and represented by dynamic player trajectories, the crux of our method is to automatically divide training data into meaningful clusters and learn their respective spatio-temporal model, which is established upon Gaussian mixture regression to account for intra-class spatio-temporal variations. The resulting strategy representation turns out to be flexible that can be used to not only establish the discriminant functions but also improve learning the models. We demonstrate the usefulness of our approach by exploring its effectiveness in analyzing a set of given basketball video clips.
Ching-Hang Chen, Tyng-Luh Liu, Yu-Shuen Wang, Hung-Kuo Chu, Nick C. Tang, Hong-Yuan Mark Liao
ACM Multimedia3
2015 Interactive Visual Analysis for Vehicle Detector Data
abstract
Abstract Visualization of vehicle detection (VD) data is essential because the data play an important role in traffic control and policy development. Most previous works focus on visualizing trajectories obtained from global positioning system (GPS), which are detailed but less representative. In contrast, VD data report the traffic statistic at each sensing site during a time span, including speed, flow, and occupancy of each lane, which contain comprehensive traffic information for analysis. In this work, we visualize three‐year VD data of freeways in Taiwan. The visualization depicts the traffic situation at a site over time using a color‐coded chart that extends from left to right over time. The charts are vertically stacked and horizontally aligned according to VD's located mileage and data time, respectively, to provide global insight. Our system allows semantic zoom, which changes the chart appearance in a continuous manner, to enable macro‐ and micro‐ scopic visualizations. Analysts can explore events that span an area with different sizes and that persist a time span with various lengths. To ensure the feasibility of our visualization, before the system design, we conducted a study with experts who work in the national freeway bureau and the institute of transportation of Taiwan. We also showed our results to the experts after the prototype system was built. The feedback shows that our VD data visualization is helpful to traffic control and policy development.
Yu-Shuen Wang, Wen-Chieh Lin, Wei-Xiang Huang, I-Chen Lin
Comput. Graph. Forum2
2014 Dynamic radial view based culling for continuous self-collision detection
abstract
The radial view-based culling (RVBC) method has been presented for continuous self-collision detection to efficiently cull away non-colliding regions. While this technique mainly relies on the segmented clusters of the reference pose and the associated fixed observer points, it has several drawbacks during the animation and the reduced cost of executing collision detection is limited. We thus present a modified framework to improve the culling efficiency of RVBC. At the preprocessing stage, we segment the closed deformable mesh according to not only the attached skeleton but also the triangle orientations, in order to minimize the collision checks of triangles in a cluster. At the runtime stage, we dynamically merge adjacent clusters and update the positions of observer points if the merged shape is nearly convex. This strategy minimizes the number of triangles in different clusters that required collision check. Our framework can be easily integrated with bounding volume hierarchies to boost the culling efficiency. Experimental results show that our framework achieves up to 5.2 times speedup over the original RVBC method and even more times over the recent techniques.
Sai-Keung Wong, Wen-Chieh Lin, Yu-Shuen Wang, Chun-Hung Hung, Yi-Jheng Huang
I3D3
2014 Chess Evolution Visualization
abstract
We present a chess visualization to convey the changes in a game over successive generations. It contains a score chart, an evolution graph and a chess board, such that users can understand a game from global to local viewpoints. Unlike current graphical chess tools, which focus only on highlighting pieces that are under attack and require sequential investigation, our visualization shows potential outcomes after a piece is moved and indicates how much tactical advantage the player can have over the opponent. Users can first glance at the score chart to roughly obtain the growth and decline of advantages from both sides, and then examine the position relations and the piece placements, to know how the pieces are controlled and how the strategy works. To achieve this visualization, we compute the decision tree using artificial intelligence to analyze a game, in which each node represents a chess position and each edge connects two positions that are one-move different. We then merge nodes representing the same chess position, and shorten branches where nodes on them contain only two neighbors, in order to achieve readability. During the graph rendering, the nodes containing events such as draws, effective checks and checkmates, are highlighted because they show how a game is ended. As a result, our visualization helps players understand a chess game so that they can efficiently learn strategies and tactics. The presented results, evaluations, and the conducted user studies demonstrate the feasibility of our visualization design.
Wei-Li Lu, Yu-Shuen Wang, Wen-Chieh Lin
IEEE Trans. Vis. Comput. Graph.2
2013 Spatially and Temporally Optimized Video Stabilization
abstract
Properly handling parallax is important for video stabilization. Existing methods that achieve the aim require either 3D reconstruction or long feature trajectories to enforce the subspace or epipolar geometry constraints. In this paper, we present a robust and efficient technique that works on general videos. It achieves high-quality camera motion on videos where 3D reconstruction is difficult or long feature trajectories are not available. We represent each trajectory as a Bézier curve and maintain the spatial relations between trajectories by preserving the original offsets of neighboring curves. Our technique formulates stabilization as a spatial-temporal optimization problem that finds smooth feature trajectories and avoids visual distortion. The Bézier representation enables strong smoothness of each feature trajectory and reduces the number of variables in the optimization problem. We also stabilize videos in a streaming fashion to achieve scalability. The experiments show that our technique achieves high-quality camera motion on a variety of challenging videos that are difficult for existing methods.
Yu-Shuen Wang, Feng Liu 0015, Pu-Sheng Hsu, Tong-Yee Lee
IEEE Trans. Vis. Comput. Graph.1
2011 Scalable and coherent video resizing with per-frame optimization
abstract
The key to high-quality video resizing is preserving the shape and motion of visually salient objects while remaining temporally-coherent. These spatial and temporal requirements are difficult to reconcile, typically leading existing video retargeting methods to sacrifice one of them and causing distortion or waving artifacts. Recent work enforces temporal coherence of content-aware video warping by solving a global optimization problem over the entire video cube. This significantly improves the results but does not scale well with the resolution and length of the input video and quickly becomes intractable. We propose a new method that solves the scalability problem without compromising the resizing quality. Our method factors the problem into spatial and time/motion components: we first resize each frame independently to preserve the shape of salient regions, and then we optimize their motion using a reduced model for each pathline of the optical flow. This factorization decomposes the optimization of the video cube into sets of sub-problems whose size is proportional to a single frame's resolution and which can be solved in parallel. We also show how to incorporate cropping into our optimization, which is useful for scenes with numerous salient objects where warping alone would degenerate to linear scaling. Our results match the quality of state-of-the-art retargeting methods while dramatically reducing the computation time and memory consumption, making content-aware video resizing scalable and practical.
Yu-Shuen Wang, Jen-Hung Hsiao, Olga Sorkine-Hornung, Tong-Yee Lee
ACM Trans. Graph.1
2011 Focus+Context Metro Maps
abstract
We introduce a focus+context method to visualize a complicated metro map of a modern city on a small displaying area. The context of our work is with regard the popularity of mobile devices. The best route to the destination, which can be obtained from the arrival time of trains, is highlighted. The stations on the route enjoy larger spaces, whereas the other stations are rendered smaller and closer to fit the whole map into a screen. To simplify the navigation and route planning for visitors, we formulate various map characteristics such as octilinear transportation lines and regular station distances into energy terms. We then solve for the optimal layout in a least squares sense. In addition, we label the names of stations that are on the route of a passenger according to human preferences, occlusions, and consistencies of label positions using the graph cuts method. Our system achieves real-time performance by being able to report instant information because of the carefully designed energy terms. We apply our method to layout a number of metro maps and show the results and timing statistics to demonstrate the feasibility of our technique.
Yu-Shuen Wang, Ming-Te Chi
IEEE Trans. Vis. Comput. Graph.1
2011 Feature-Preserving Volume Data Reduction and Focus+Context Visualization
abstract
The growing sizes of volumetric data sets pose a great challenge for interactive visualization. In this paper, we present a feature-preserving data reduction and focus+context visualization method based on transfer function driven, continuous voxel repositioning and resampling techniques. Rendering reduced data can enhance interactivity. Focus+context visualization can show details of selected features in context on display devices with limited resolution. Our method utilizes the input transfer function to assign importance values to regularly partitioned regions of the volume data. According to user interaction, it can then magnify regions corresponding to the features of interest while compressing the rest by deforming the 3D mesh. The level of data reduction achieved is significant enough to improve overall efficiency. By using continuous deformation, our method avoids the need to smooth the transition between low and high-resolution regions as often required by multiresolution methods. Furthermore, it is particularly attractive for focus+context visualization of multiple features. We demonstrate the effectiveness and efficiency of our method with several volume data sets from medical applications and scientific simulations.
Yu-Shuen Wang, Chaoli Wang 0001, Tong-Yee Lee, Kwan-Liu Ma
IEEE Trans. Vis. Comput. Graph.1
2010 Motion-based video retargeting with optimized crop-and-warp
abstract
We introduce a video retargeting method that achieves high-quality resizing to arbitrary aspect ratios for complex videos containing diverse camera and dynamic motions. Previous content-aware retargeting methods mostly concentrated on spatial considerations, attempting to preserve the shape of salient objects in each frame by removing or distorting homogeneous background content. However, sacrificeable space is fundamentally limited in video, since object motion makes foreground and background regions correlated, causing waving and squeezing artifacts. We solve the retargeting problem by explicitly employing motion information and by distributing distortion in both spatial and temporal dimensions. We combine novel cropping and warping operators, where the cropping removes temporally-recurring contents and the warping utilizes available homogeneous regions to mask deformations while preserving motion. Variational optimization allows to find the best balance between the two operations, enabling retargeting of challenging videos with complex motions, numerous prominent objects and arbitrary depth variability. Our method compares favorably with state-of-the-art retargeting systems, as demonstrated in the examples and widely supported by the conducted user study.
Yu-Shuen Wang, Hui-Chih Lin, Olga Sorkine-Hornung, Tong-Yee Lee
ACM Trans. Graph.1
2010 Resizing by symmetry-summarization
abstract
Image resizing can be achieved more effectively if we have a better understanding of the image semantics. In this paper, we analyze the translational symmetry , which exists in many real-world images. By detecting the symmetric lattice in an image, we can summarize , instead of only distorting or cropping, the image content. This opens a new space for image resizing that allows us to manipulate, not only image pixels, but also the semantic cells in the lattice. As a general image contains both symmetry & non-symmetry regions and their natures are different, we propose to resize symmetry regions by summarization and non-symmetry region by warping. The difference in resizing strategy induces discontinuity at their shared boundary. We demonstrate how to reduce the artifact. To achieve practical resizing applications for general images, we developed a fast symmetry detection method that can detect multiple disjoint symmetry regions, even when the lattices are curved and perspectively viewed. Comparisons to state-of-the-art resizing techniques and a user study were conducted to validate the proposed method. Convincing visual results are shown to demonstrate its effectiveness.
Huisi Wu, Yu-Shuen Wang, Kun-Chuan Feng, Tien-Tsin Wong, Tong-Yee Lee, Pheng-Ann Heng
ACM Trans. Graph.2
2009 Motion-aware temporal coherence for video resizing
abstract
Temporal coherence is crucial in content-aware video retargeting. To date, this problem has been addressed by constraining temporally adjacent pixels to be transformed coherently. However, due to the motion-oblivious nature of this simple constraint, the retargeted videos often exhibit flickering or waving artifacts, especially when significant camera or object motions are involved. Since the feature correspondence across frames varies spatially with both camera and object motion, motion-aware treatment of features is required for video resizing. This motivated us to align consecutive frames by estimating interframe camera motion and to constrain relative positions in the aligned frames. To preserve object motion, we detect distinct moving areas of objects across multiple frames and constrain each of them to be resized consistently. We build a complete video resizing framework by incorporating our motion-aware constraints with an adaptation of the scale-and-stretch optimization recently proposed by Wang and colleagues. Our streaming implementation of the framework allows efficient resizing of long video sequences with low memory cost. Experiments demonstrate that our method produces spatiotemporally coherent retargeting results even for challenging examples with complex camera and object motion, which are difficult to handle with previous techniques.
Yu-Shuen Wang, Hongbo Fu 0001, Olga Sorkine-Hornung, Tong-Yee Lee, Hans-Peter Seidel
ACM Trans. Graph.1
2008 Animation Key-Frame Extraction and Simplification Using Deformation Analysis
abstract
Three-dimensional animating meshes have been widely used in the computer graphics and video game industries. Reducing the animating mesh complexity is a common way of overcoming the rendering limitation or network bandwidth. Thus, we present a compact representation for animating meshes based on novel key-frames extraction and animating mesh simplification approaches. In contrast to the general simplification and key-frames extraction approaches which are driven by geometry metrics, the proposed methods are based on a deformation analysis of animating mesh to preserve both the geometric features and motion characteristics. These two approaches can produce a very compact animation representation in spatial and temporal domains, and therefore they can be beneficial in many applications such as progressive animation transmission and animation segmentation and transferring.
Tong-Yee Lee, Chao-Hung Lin, Yu-Shuen Wang, Tai-Guang Chen
IEEE Trans. Circuits Syst. Video Technol.3
2008 Optimized scale-and-stretch for image resizing
abstract
We present a "scale-and-stretch" warping method that allows resizing images into arbitrary aspect ratios while preserving visually prominent features. The method operates by iteratively computing optimal local scaling factors for each local region and updating a warped image that matches these scaling factors as closely as possible. The amount of deformation of the image content is guided by a significance map that characterizes the visual attractiveness of each pixel; this significance map is computed automatically using a novel combination of gradient and salience-based measures. Our technique allows diverting the distortion due to resizing to image regions with homogeneous content, such that the impact on perceptually important features is minimized. Unlike previous approaches, our method distributes the distortion in all spatial directions, even when the resizing operation is only applied horizontally or vertically, thus fully utilizing the available homogeneous regions to absorb the distortion. We develop an efficient formulation for the nonlinear optimization involved in the warping function computation, allowing interactive image resizing.
Yu-Shuen Wang, Chiew-Lan Tai, Olga Sorkine-Hornung, Tong-Yee Lee
ACM Trans. Graph.1
2008 Curve-Skeleton Extraction Using Iterative Least Squares Optimization
abstract
A curve skeleton is a compact representation of 3D objects and has numerous applications. It can be used to describe an object's geometry and topology. In this paper, we introduce a novel approach for computing curve skeletons for volumetric representations of the input models. Our algorithm consists of three major steps: 1) using iterative least squares optimization to shrink models and, at the same time, preserving their geometries and topologies, 2) extracting curve skeletons through the thinning algorithm, and 3) pruning unnecessary branches based on shrinking ratios. The proposed method is less sensitive to noise on the surface of models and can generate smoother skeletons. In addition, our shrinking algorithm requires little computation, since the optimization system can be factorized and stored in the pre-computational step. We demonstrate several extracted skeletons that help evaluate our algorithm. We also experimentally compare the proposed method with other well-known methods. Experimental results show advantages when using our method over other techniques.
Yu-Shuen Wang, Tong-Yee Lee
IEEE Trans. Vis. Comput. Graph.1
2008 Focus+Context Visualization with Distortion Minimization
abstract
The need to examine and manipulate large surface models is commonly found in many science, engineering, and medical applications. On a desktop monitor, however, seeing the whole model in detail is not possible. In this paper, we present a new, interactive Focus+Context method for visualizing large surface models. Our method, based on an energy optimization model, allows the user to magnify an area of interest to see it in detail while deforming the rest of the area without perceivable distortion. The rest of the surface area is essentially shrunk to use as little of the screen space as possible in order to keep the entire model displayed on screen. We demonstrate the efficacy and robustness of our method with a variety of models.
Yu-Shuen Wang, Tong-Yee Lee, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.1
2008 Example-driven animation synthesis
Yu-Shuen Wang, Tong-Yee Lee
Vis. Comput.1
2007 Interactive Model Decomposition
abstract
In this paper, we propose an interactive model decomposition scheme. In preprocess, we automatically build a protrusive graph (PG) for any given 3D model. The purpose of the PG is to give the user a good clue to partition the model into visually-significant parts. Then, this scheme can interactively partition models according to the user-specified partitioning requirement. Finally, an iterative clustering is used to stabilize our partitions and a smoothing refinement is used to smooth the boundary between adjacent partitions. The experimental results show that the proposed scheme is a flexible and powerful method to decompose models into their significant components.
Yu-Shuen Wang, Tong-Yee Lee, Chao-Hung Lin
CAD/Graphics1
2007 Mesh pose-editing using examples
abstract
Abstract An easy‐to‐use mesh pose‐editing system is presented. We take advantage of both skeleton‐based and example‐based approaches in order to provide an intuitive way for artists to edit mesh poses. Our system automatically extracts the skeletons of the remaining example models once the skeleton of a reference mesh is constructed. In our editing system the desired skeleton can be easily and naturally posed using an inverse kinematics (IK) algorithm incorporated with searching the optimal weights in the defined skeleton space of examples meshes. Eventually, the desired shape with detailed deformation can be constructed by blending the example meshes. Experimental results show that the proposed system provides an easy and intuitive control on mesh pose‐editing. Copyright © 2007 John Wiley & Sons, Ltd.
Tong-Yee Lee, Chao-Hung Lin, Hung-Kuo Chu, Yu-Shuen Wang, Shao-Wei Yen, Chang-Rung Tsai
Comput. Animat. Virtual Worlds4
2006 Segmenting a deforming mesh into near-rigid components
Tong-Yee Lee, Yu-Shuen Wang, Tai-Guang Chen
Vis. Comput.2