Jingwan Lu

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47ranked-venue papers
4as first author
17since 2021 · last 2024
0000-0002-3598-9918ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 41 · 4 first-author · 15 since 2021Artificial intelligence and machine learning · 23 · 14 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author
YearPublicationVenuePosition
2024 Enhanced Controllability of Diffusion Models via Feature Disentanglement and Realism-Enhanced Sampling Methods
Wonwoong Cho, Hareesh Ravi, Midhun Harikumar, Vinh Khuc, Krishna Kumar Singh, Jingwan Lu, David I. Inouye, Ajinkya Kale
ECCV (37)6
2024 P2D: Plug and Play Discriminator for accelerating GAN frameworks
abstract
Most image classification tasks benefit from using pre-trained feature stacks. In contrast, the discriminator for adversarial losses is trained at the same time as the model because using a pretrained feature stack yields a very poor model. Recent work has shown that an implicit regularization scheme allows using pretrained feature stacks to construct a discriminator, which improves both speed of training and quality of results. However, we observe that changes in hyperparameters can result in substantial changes in generator behavior.We show that using a modified version of the R1 regularization scheme that regularizes in the feature space instead of the image space results in a plug-and-play discriminator– P2D. Our scheme results in a method that is highly stable across changes in architecture and framework; that significantly speeds up training; and that produces models that reliably beat SOTA in quality. The huge reduction in training resources required means that P2D could make training powerful generative models over specific datasets accessible to most researchers.
Min Jin Chong, Krishna Kumar Singh, Yijun Li 0001, Jingwan Lu, David A. Forsyth
WACV4
2024 Structure-Guided Image Completion With Image-Level and Object-Level Semantic Discriminators
abstract
Structure-guided image completion aims to inpaint a local region of an image according to an input guidance map from users. While such a task enables many practical applications for interactive editing, existing methods often struggle to hallucinate realistic object instances in complex natural scenes. Such a limitation is partially due to the lack of semantic-level constraints inside the hole region as well as the lack of a mechanism to enforce realistic object generation. In this work, we propose a learning paradigm that consists of semantic discriminators and object-level discriminators for improving the generation of complex semantics and objects. Specifically, the semantic discriminators leverage pretrained visual features to improve the realism of the generated visual concepts. Moreover, the object-level discriminators take aligned instances as inputs to enforce the realism of individual objects. Our proposed scheme significantly improves the generation quality and achieves state-of-the-art results on various tasks, including segmentation-guided completion, edge-guided manipulation and panoptically-guided manipulation on Places2 datasets. Furthermore, our trained model is flexible and can support multiple editing use cases, such as object insertion, replacement, removal and standard inpainting. In particular, our trained model combined with a novel automatic image completion pipeline achieves state-of-the-art results on the standard inpainting task.
Haitian Zheng, Zhe Lin 0001, Jingwan Lu, Scott Cohen, Eli Shechtman, Connelly Barnes, Jianming Zhang 0001, Qing Liu 0017, Sohrab Amirghodsi, Yuqian Zhou, Jiebo Luo 0001
IEEE Trans. Pattern Anal. Mach. Intell.3
2023 VGFlow: Visibility guided Flow Network for Human Reposing
abstract
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern co-herence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alle-viate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preser-vation and style manipulation. Furthermore, to tackle dis-tinct body shapes and avoid network artifacts, we also in-corporate a self-supervised patch-wise “realness” loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID). Results can be downloaded from Project Webpage
Rishabh Jain 0001, Krishna Kumar Singh, Mayur Hemani, Jingwan Lu, Mausoom Sarkar, Duygu Ceylan, Balaji Krishnamurthy
CVPR4
2023 Putting People in Their Place: Affordance-Aware Human Insertion into Scenes
abstract
We study the problem of inferring scene affordances by presenting a method for realistically inserting people into scenes. Given a scene image with a marked region and an image of a person, we insert the person into the scene while respecting the scene affordances. Our model can infer the set of realistic poses given the scene context, re-pose the reference person, and harmonize the composition. We set up the task in a self-supervised fashion by learning to repose humans in video clips. We train a large-scale diffusion model on a dataset of 2.4M video clips that produces diverse plausible poses while respecting the scene context. Given the learned human-scene composition, our model can also hallucinate realistic people and scenes when prompted without conditioning and also enables interactive editing. A quantitative evaluation shows that our method synthesizes more realistic human appearance and more natural human-scene interactions than prior work.
Sumith Kulal, Tim Brooks, Alex Aiken, Jiajun Wu 0001, Jimei Yang, Jingwan Lu, Alexei A. Efros, Krishna Kumar Singh
CVPR6
2023 UMFuse: Unified Multi View Fusion for Human Editing applications
abstract
Numerous pose-guided human editing methods have been explored by the vision community due to their extensive practical applications. However, most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. This objective becomes ill-defined in cases when the target pose differs significantly from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse knowledge from multiple viewpoints, we design a multi-view fusion network that takes the pose key points and texture from multiple source images and generates an explainable per-pixel appearance retrieval map. Thereafter, the encodings from a separate network (trained on a single-view human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on two newly proposed tasks - Multi-view human reposing and Mix&Match Human Image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a better alternative. Datasplits and results can be found at Project Webpage.
Rishabh Jain 0001, Mayur Hemani, Duygu Ceylan, Krishna Kumar Singh, Jingwan Lu, Mausoom Sarkar, Balaji Krishnamurthy
ICCV5
2023 Semantic Layout Manipulation With High-Resolution Sparse Attention
abstract
We tackle the problem of semantic image layout manipulation, which aims to manipulate an input image by editing its semantic label map. A core problem of this task is how to transfer visual details from the input images to the new semantic layout while making the resulting image visually realistic. Recent work on learning cross-domain correspondence has shown promising results for global layout transfer with dense attention-based warping. However, this method tends to lose texture details due to the resolution limitation and the lack of smoothness constraint on correspondence. To adapt this paradigm for the layout manipulation task, we propose a high-resolution sparse attention module that effectively transfers visual details to new layouts at a resolution up to 512x512. To further improve visual quality, we introduce a novel generator architecture consisting of a semantic encoder and a two-stage decoder for coarse-to-fine synthesis. Experiments on the ADE20k and Places365 datasets demonstrate that our proposed approach achieves substantial improvements over the existing inpainting and layout manipulation methods.
Haitian Zheng, Zhe Lin 0001, Jingwan Lu, Scott Cohen, Jianming Zhang 0001, Ning Xu 0007, Jiebo Luo 0001
IEEE Trans. Pattern Anal. Mach. Intell.3
2022 InsetGAN for Full-Body Image Generation
abstract
While GANs can produce photo-realistic images in ideal conditions for certain domains, the generation of full-body human images remains difficult due to the diversity of identities, hairstyles, clothing, and the variance in pose. In-stead of modeling this complex domain with a single GAN, we propose a novel method to combine multiple pretrained GANs, where one GAN generates a global canvas (e.g., human body) and a set of specialized GANs, or insets, focus on different parts (e.g., faces, shoes) that can be seamlessly inserted onto the global canvas. We model the problem as jointly exploring the respective latent spaces such that the generated images can be combined, by inserting the parts from the specialized generators onto the global canvas, without introducing seams. We demonstrate the setup by combining a full body GAN with a dedicated high-quality face GAN to produce plausible-looking humans. We evalu-ate our results with quantitative metrics and user studies.
Anna Frühstück, Krishna Kumar Singh, Eli Shechtman, Niloy J. Mitra, Peter Wonka, Jingwan Lu
CVPR6
2022 Spatially-Adaptive Multilayer Selection for GAN Inversion and Editing
abstract
Existing GAN inversion and editing methods work well for aligned objects with a clean background, such as portraits and animal faces, but often struggle for more difficult categories with complex scene layouts and object occlusions, such as cars, animals, and outdoor images. We propose a new method to invert and edit such complex images in the latent space of GANs, such as StyleGAN2. Our key idea is to explore inversion with a collection of layers, spatially adapting the inversion process to the difficulty of the image. We learn to predict the “invertibility” of different image segments and project each segment into a latent layer. Easier regions can be inverted into an earlier layer in the generator's latent space, while more challenging regions can be inverted into a later feature space. Experiments show that our method obtains better inversion results compared to the recent approaches on complex categories, while maintaining downstream editability. Please refer to our project page at gauravparmar.com/sam_inversion.
Gaurav Parmar, Yijun Li 0001, Jingwan Lu, Richard Zhang 0001, Jun-Yan Zhu, Krishna Kumar Singh
CVPR3
2022 Learning Motion-Dependent Appearance for High-Fidelity Rendering of Dynamic Humans from a Single Camera
abstract
Appearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has moved. Such appearance modeling conditioned on motion has been largely neglected in existing human rendering methods, resulting in rendering of physically implausible motion. A key challenge of learning the dynamics of the appearance lies in the requirement of a prohibitively large amount of observations. In this paper, we present a compact motion representation by enforcing equivariance—a representation is expected to be transformed in the way that the pose is transformed. We model an equivariant encoder that can generate the generalizable representation from the spatial and temporal derivatives of the 3D body surface. This learned representation is decoded by a compositional multi-task decoder that renders high fidelity time-varying appearance. Our experiments show that our method can generate a temporally coherent video of dynamic humans for unseen body poses and novel views given a single view video.
Jae Shin Yoon, Duygu Ceylan, Tuanfeng Y. Wang, Jingwan Lu, Jimei Yang, Zhixin Shu, Hyun Soo Park
CVPR4
2022 Contrastive Learning for Diverse Disentangled Foreground Generation
Yijun Li 0001, Jingwan Lu, Eli Shechtman, Yong Jae Lee, Krishna Kumar Singh
ECCV (16)3
2022 Image Inpainting with Cascaded Modulation GAN and Object-Aware Training
Haitian Zheng, Zhe Lin 0001, Jingwan Lu, Scott Cohen, Eli Shechtman, Connelly Barnes, Jianming Zhang 0001, Ning Xu 0007, Sohrab Amirghodsi, Jiebo Luo 0001
ECCV (16)3
2022 StylePortraitVideo: Editing Portrait Videos with Expression Optimization
abstract
Abstract High‐quality portrait image editing has been made easier by recent advances in GANs (e.g., StyleGAN) and GAN inversion methods that project images onto a pre‐trained GAN's latent space. However, extending the existing image editing methods, it is hard to edit videos to produce temporally coherent and natural‐looking videos. We find challenges in reproducing diverse video frames and preserving the natural motion after editing. In this work, we propose solutions for these challenges. First, we propose a video adaptation method that enables the generator to reconstruct the original input identity, unusual poses, and expressions in the video. Second, we propose an expression dynamics optimization that tweaks the latent codes to maintain the meaningful motion in the original video. Based on these methods, we build a StyleGAN‐based high‐quality portrait video editing system that can edit videos in the wild in a temporally coherent way at up to 4K resolution.
Kwanggyoon Seo, Seoung Wug Oh, Jingwan Lu, Joon-Young Lee, Seonghyeon Kim, Jun-yong Noh
Comput. Graph. Forum3
2021 Few-Shot Image Generation via Cross-Domain Correspondence
abstract
Training generative models, such as GANs, on a target domain containing limited examples (e.g., 10) can easily result in overfitting. In this work, we seek to utilize a large source domain for pretraining and transfer the diversity information from source to target. We propose to preserve the relative similarities and differences between instances in the source via a novel cross-domain distance consistency loss. To further reduce overfitting, we present an anchor-based strategy to encourage different levels of realism over different regions in the latent space. With extensive results in both photorealistic and non-photorealistic domains, we demonstrate qualitatively and quantitatively that our few-shot model automatically discovers correspondences between source and target domains and generates more diverse and realistic images than previous methods.
Utkarsh Ojha, Yijun Li 0001, Jingwan Lu, Alexei A. Efros, Yong Jae Lee, Eli Shechtman, Richard Zhang 0001
CVPR3
2021 IMAGINE: Image Synthesis by Image-Guided Model Inversion
abstract
We introduce an inversion based method, denoted as IMAge-Guided model INvErsion (IMAGINE), to generate high-quality and diverse images from only a single training sample. We leverage the knowledge of image semantics from a pre-trained classifier to achieve plausible generations via matching multi-level feature representations in the classifier, associated with adversarial training with an external discriminator. IMAGINE enables the synthesis procedure to simultaneously 1) enforce semantic specificity constraints during the synthesis, 2) produce realistic images without generator training, and 3) give users intuitive control over the generation process. With extensive experimental results, we demonstrate qualitatively and quantitatively that IMAGINE performs favorably against state-of-the-art GAN-based and inversion-based methods, across three different image domains (i.e., objects, scenes, and textures).
Yijun Li 0001, Krishna Kumar Singh, Jingwan Lu, Nuno Vasconcelos
CVPR4
2021 Collaging Class-specific GANs for Semantic Image Synthesis
abstract
We propose a new approach for high resolution semantic image synthesis. It consists of one base image generator and multiple class-specific generators. The base generator generates high quality images based on a segmentation map. To further improve the quality of different objects, we create a bank of Generative Adversarial Networks (GANs) by separately training class-specific models. This has several benefits including – dedicated weights for each class; centrally aligned data for each model; additional training data from other sources, potential of higher resolution and quality; and easy manipulation of a specific object in the scene. Experiments show that our approach can generate high quality images in high resolution while having flexibility of object-level control by using class-specific generators.
Yijun Li 0001, Jingwan Lu, Eli Shechtman, Yong Jae Lee, Krishna Kumar Singh
ICCV3
2021 Pose with style: detail-preserving pose-guided image synthesis with conditional StyleGAN
abstract
We present an algorithm for re-rendering a person from a single image under arbitrary poses. Existing methods often have difficulties in hallucinating occluded contents photo-realistically while preserving the identity and fine details in the source image. We first learn to inpaint the correspondence field between the body surface texture and the source image with a human body symmetry prior. The inpainted correspondence field allows us to transfer/warp local features extracted from the source to the target view even under large pose changes. Directly mapping the warped local features to an RGB image using a simple CNN decoder often leads to visible artifacts. Thus, we extend the StyleGAN generator so that it takes pose as input (for controlling poses) and introduces a spatially varying modulation for the latent space using the warped local features (for controlling appearances). We show that our method compares favorably against the state-of-the-art algorithms in both quantitative evaluation and visual comparison.
Badour AlBahar, Jingwan Lu, Jimei Yang, Zhixin Shu, Eli Shechtman, Jia-Bin Huang 0001
ACM Trans. Graph.2
2020 Adaptive Photographic Composition Guidance
abstract
Photographic composition is often taught as alignment with composition grids-most commonly, the rule of thirds. Professional photographers use more complex grids, like the harmonic armature, to achieve more diverse dynamic compositions. We are interested in understanding whether these complex grids are helpful to amateurs.
Jane E, Ohad Fried, Jingwan Lu, Jianming Zhang 0001, Radomír Mech, Jose Echevarria, Pat Hanrahan, James A. Landay
CHI3
2020 Unselfie: Translating Selfies to Neutral-Pose Portraits in the Wild
Liqian Ma, Zhe Lin 0001, Connelly Barnes, Alexei A. Efros, Jingwan Lu
ECCV (17)5
2020 Modeling Artistic Workflows for Image Generation and Editing
Hung-Yu Tseng, Matthew Fisher, Jingwan Lu, Yijun Li 0001, Vladimir G. Kim, Ming-Hsuan Yang 0001
ECCV (18)3
2020 Few-shot Image Generation with Elastic Weight Consolidation
abstract
Few-shot image generation seeks to generate more data of a given domain, with only few available training examples. As it is unreasonable to expect to fully infer the distribution from just a few observations (e.g., emojis), we seek to leverage a large, related source domain as pretraining (e.g., human faces). Thus, we wish to preserve the diversity of the source domain, while adapting to the appearance of the target. We adapt a pretrained model, without introducing any additional parameters, to the few examples of the target domain. Crucially, we regularize the changes of the weights during this adaptation, in order to best preserve the information of the source dataset, while fitting the target. We demonstrate the effectiveness of our algorithm by generating high-quality results of different target domains, including those with extremely few examples (e.g., 10). We also analyze the performance of our method with respect to some important factors, such as the number of examples and the similarity between the source and target domain.
Yijun Li 0001, Richard Zhang 0001, Jingwan Lu, Eli Shechtman
NeurIPS3
2020 Swapping Autoencoder for Deep Image Manipulation
abstract
Deep generative models have become increasingly effective at producing realistic images from randomly sampled seeds, but using such models for controllable manipulation of existing images remains challenging. We propose the Swapping Autoencoder, a deep model designed specifically for image manipulation, rather than random sampling. The key idea is to encode an image into two independent components and enforce that any swapped combination maps to a realistic image. In particular, we encourage the components to represent structure and texture, by enforcing one component to encode co-occurrent patch statistics across different parts of the image. As our method is trained with an encoder, finding the latent codes for a new input image becomes trivial, rather than cumbersome. As a result, our method enables us to manipulate real input images in various ways, including texture swapping, local and global editing, and latent code vector arithmetic. Experiments on multiple datasets show that our model produces better results and is substantially more efficient compared to recent generative models.
Taesung Park, Jun-Yan Zhu, Oliver Wang, Jingwan Lu, Eli Shechtman, Alexei A. Efros, Richard Zhang 0001
NeurIPS4
2020 AutoToon: Automatic Geometric Warping for Face Cartoon Generation
abstract
Caricature, a type of exaggerated artistic portrait, amplifies the distinctive, yet nuanced traits of human faces. This task is typically left to artists, as it has proven difficult to capture subjects' unique characteristics well using automated methods. Recent development of deep end-to-end methods has achieved promising results in capturing style and higher-level exaggerations. However, a key part of caricatures, face warping, has remained challenging for these systems. In this work, we propose AutoToon, the first supervised deep learning method that yields high-quality warps for the warping component of caricatures. Completely disentangled from style, it can be paired with any stylization method to create diverse caricatures. In contrast to prior art, we leverage an SENet and spatial transformer module and train directly on artist warping fields, applying losses both prior to and after warping. As shown by our user studies, we achieve appealing exaggerations that amplify distinguishing features of the face while preserving facial detail.
Julia Gong, Yannick Hold-Geoffroy, Jingwan Lu
WACV3
2020 Arbitrary style transfer using neurally-guided patch-based synthesis
Ondrej Texler, David Futschik, Jakub Fiser, Michal Lukác, Jingwan Lu, Eli Shechtman, Daniel Sýkora
Comput. Graph.5
2019 On the Continuity of Rotation Representations in Neural Networks
abstract
In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.
Yi Zhou 0023, Connelly Barnes, Jingwan Lu, Jimei Yang, Hao Li 0015
CVPR3
2019 HairBrush for Immersive Data-Driven Hair Modeling
abstract
While hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair authoring interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques.
Jun Xing, Koki Nagano, Weikai Chen 0001, Li-Yi Wei, Jingwan Lu, Hao Li 0015
UIST7
2019 StyleBlit: Fast Example-Based Stylization with Local Guidance
abstract
Abstract We present StyleBlit—an efficient example‐based style transfer algorithm that can deliver high‐quality stylized renderings in real‐time on a single‐core CPU. Our technique is especially suitable for style transfer applications that use local guidance ‐ descriptive guiding channels containing large spatial variations. Local guidance encourages transfer of content from the source exemplar to the target image in a semantically meaningful way. Typical local guidance includes, e.g., normal values, texture coordinates or a displacement field. Contrary to previous style transfer techniques, our approach does not involve any computationally expensive optimization. We demonstrate that when local guidance is used, optimization‐based techniques converge to solutions that can be well approximated by simple pixel‐level operations. Inspired by this observation, we designed an algorithm that produces results visually similar to, if not better than, the state‐of‐the‐art, and is several orders of magnitude faster. Our approach is suitable for scenarios with low computational budget such as games and mobile applications.
Daniel Sýkora, Ondrej Jamriska, Ondrej Texler, Jakub Fiser, Michal Lukác, Jingwan Lu, Eli Shechtman
Comput. Graph. Forum6
2019 Stylizing video by example
abstract
We introduce a new example-based approach to video stylization, with a focus on preserving the visual quality of the style, user controllability and applicability to arbitrary video. Our method gets as input one or more keyframes that the artist chooses to stylize with standard painting tools. It then automatically propagates the stylization to the rest of the sequence. To facilitate this while preserving visual quality, we developed a new type of guidance for state-of-art patch-based synthesis, that can be applied to any type of video content and does not require any additional information besides the video itself and a user-specified mask of the region to be stylized. We further show a temporal blending approach for interpolating style between keyframes that preserves texture coherence, contrast and high frequency details. We evaluate our method on various scenes from real production setting and provide a thorough comparison with prior art.
Ondrej Jamriska, Sárka Sochorová, Ondrej Texler, Michal Lukác, Jakub Fiser, Jingwan Lu, Eli Shechtman, Daniel Sýkora
ACM Trans. Graph.6
2019 Pigmento: Pigment-Based Image Analysis and Editing
abstract
The colorful appearance of a physical painting is determined by the distribution of paint pigments across the canvas, which we model as a per-pixel mixture of a small number of pigments with multispectral absorption and scattering coefficients. We present an algorithm to efficiently recover this structure from an RGB image, yielding a plausible set of pigments and a low RGB reconstruction error. We show that under certain circumstances we are able to recover pigments that are close to ground truth, while in all cases our results are always plausible. Using our decomposition, we repose standard digital image editing operations as operations in pigment space rather than RGB, with interestingly novel results. We demonstrate tonal adjustments, selection masking, cut-copy-paste, recoloring, palette summarization, and edge enhancement.
Jianchao Tan, Stephen DiVerdi, Jingwan Lu, Yotam I. Gingold
IEEE Trans. Vis. Comput. Graph.3
2018 PairedCycleGAN: Asymmetric Style Transfer for Applying and Removing Makeup
abstract
This paper introduces an automatic method for editing a portrait photo so that the subject appears to be wearing makeup in the style of another person in a reference photo. Our unsupervised learning approach relies on a new framework of cycle-consistent generative adversarial networks. Different from the image domain transfer problem, our style transfer problem involves two asymmetric functions: a forward function encodes example-based style transfer, whereas a backward function removes the style. We construct two coupled networks to implement these functions - one that transfers makeup style and a second that can remove makeup - such that the output of their successive application to an input photo will match the input. The learned style network can then quickly apply an arbitrary makeup style to an arbitrary photo. We demonstrate the effectiveness on a broad range of portraits and styles.
Huiwen Chang, Jingwan Lu, Fisher Yu 0001, Adam Finkelstein
CVPR2
2018 TextureGAN: Controlling Deep Image Synthesis With Texture Patches
abstract
In this paper, we investigate deep image synthesis guided by sketch, color, and texture. Previous image synthesis methods can be controlled by sketch and color strokes but we are the first to examine texture control. We allow a user to place a texture patch on a sketch at arbitrary locations and scales to control the desired output texture. Our generative network learns to synthesize objects consistent with these texture suggestions. To achieve this, we develop a local texture loss in addition to adversarial and content loss to train the generative network. We conduct experiments using sketches generated from real images and textures sampled from a separate texture database and results show that our proposed algorithm is able to generate plausible images that are faithful to user controls. Ablation studies show that our proposed pipeline can generate more realistic images than adapting existing methods directly.
Wenqi Xian, Patsorn Sangkloy, Varun Agrawal, Amit Raj, Jingwan Lu, Fisher Yu 0001, James Hays
CVPR5
2018 SwapNet: Image Based Garment Transfer
Amit Raj, Patsorn Sangkloy, Huiwen Chang, James Hays, Duygu Ceylan, Jingwan Lu
ECCV (12)6
2018 Fftnet: A Real-Time Speaker-Dependent Neural Vocoder
abstract
We introduce FFTNet, a deep learning approach synthesizing audio waveforms. Our approach builds on the recent WaveNet project, which showed that it was possible to synthesize a natural sounding audio waveform directly from a deep convolutional neural network. FFTNet offers two improvements over WaveNet. First it is substantially faster, allowing for real-time synthesis of audio waveforms. Second, when used as a vocoder, the resulting speech sounds more natural, as measured via a “mean opinion score” test.
Zeyu Jin, Adam Finkelstein, Gautham J. Mysore, Jingwan Lu
ICASSP4
2018 Towards virtual reality infinite walking: dynamic saccadic redirection
abstract
Redirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments. We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception. We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies.
Qi Sun 0003, Anjul Patney, Li-Yi Wei, Omer Shapira, Jingwan Lu, Paul Asente, Suwen Zhu, Morgan McGuire, David P. Luebke, Arie E. Kaufman
ACM Trans. Graph.5
2017 Scribbler: Controlling Deep Image Synthesis with Sketch and Color
abstract
Several recent works have used deep convolutional networks to generate realistic imagery. These methods sidestep the traditional computer graphics rendering pipeline and instead generate imagery at the pixel level by learning from large collections of photos (e.g. faces or bedrooms). However, these methods are of limited utility because it is difficult for a user to control what the network produces. In this paper, we propose a deep adversarial image synthesis architecture that is conditioned on sketched boundaries and sparse color strokes to generate realistic cars, bedrooms, or faces. We demonstrate a sketch based image synthesis system which allows users to scribble over the sketch to indicate preferred color for objects. Our network can then generate convincing images that satisfy both the color and the sketch constraints of user. The network is feed-forward which allows users to see the effect of their edits in real time. We compare to recent work on sketch to image synthesis and show that our approach generates more realistic, diverse, and controllable outputs. The architecture is also effective at user-guided colorization of grayscale images.
Patsorn Sangkloy, Jingwan Lu, Fisher Yu 0001, James Hays
CVPR2
2017 Example-based synthesis of stylized facial animations
abstract
We introduce a novel approach to example-based stylization of portrait videos that preserves both the subject's identity and the visual richness of the input style exemplar. Unlike the current state-of-the-art based on neural style transfer [Selim et al. 2016], our method performs non-parametric texture synthesis that retains more of the local textural details of the artistic exemplar and does not suffer from image warping artifacts caused by aligning the style exemplar with the target face. Our method allows the creation of videos with less than full temporal coherence [Ruder et al. 2016]. By introducing a controllable amount of temporal dynamics, it more closely approximates the appearance of real hand-painted animation in which every frame was created independently. We demonstrate the practical utility of the proposed solution on a variety of style exemplars and target videos.
Jakub Fiser, Ondrej Jamriska, David Simons, Eli Shechtman, Jingwan Lu, Paul Asente, Michal Lukác, Daniel Sýkora
ACM Trans. Graph.5
2017 VoCo: text-based insertion and replacement in audio narration
abstract
Editing audio narration using conventional software typically involves many painstaking low-level manipulations. Some state of the art systems allow the editor to work in a text transcript of the narration, and perform select, cut, copy and paste operations directly in the transcript; these operations are then automatically applied to the waveform in a straightforward manner. However, an obvious gap in the text-based interface is the ability to type new words not appearing in the transcript, for example inserting a new word for emphasis or replacing a misspoken word. While high-quality voice synthesizers exist today, the challenge is to synthesize the new word in a voice that matches the rest of the narration. This paper presents a system that can synthesize a new word or short phrase such that it blends seamlessly in the context of the existing narration. Our approach is to use a text to speech synthesizer to say the word in a generic voice, and then use voice conversion to convert it into a voice that matches the narration. Offering a range of degrees of control to the editor, our interface supports fully automatic synthesis, selection among a candidate set of alternative pronunciations, fine control over edit placements and pitch profiles, and even guidance by the editors own voice. The paper presents studies showing that the output of our method is preferred over baseline methods and often indistinguishable from the original voice.
Zeyu Jin, Gautham J. Mysore, Stephen DiVerdi, Jingwan Lu, Adam Finkelstein
ACM Trans. Graph.4
2017 Playful palette: an interactive parametric color mixer for artists
abstract
We present Playful Palette, a color picker interface for digital paint programs that derives intuition from oil paint and watercolor palettes, but extends them with digital features. A Playful Palette is a set of blobs of color that blend together to create gradients and gamuts. They can be directly manipulated to explore arrangements and harmonies. All edits are non-destructive, and an infinite history allows previous palettes to be revisited and modified, recoloring the painting. The Playful Palette design is motivated by a pilot study of how artists use paint palettes, and we evaluate the final design with a set of traditional and digital media painters to demonstrate that Playful Palette is effective both at enabling artists' color tasks, and at amplifying their creativity.
Maria Shugrina, Jingwan Lu, Stephen DiVerdi
ACM Trans. Graph.2
2016 Cute: A concatenative method for voice conversion using exemplar-based unit selection
abstract
State-of-the art voice conversion methods re-synthesize voice from spectral representations such as MFCCs and STRAIGHT, thereby introducing muffled artifacts. We propose a method that circumvents this concern using concatenative synthesis coupled with exemplar-based unit selection. Given parallel speech from source and target speakers as well as a new query from the source, our method stitches together pieces of the target voice. It optimizes for three goals: matching the query, using long consecutive segments, and smooth transitions between the segments. To achieve these goals, we perform unit selection at the frame level and introduce triphone-based preselection that greatly reduces computation and enforces selection of long, contiguous pieces. Our experiments show that the proposed method has better quality than baseline methods, while preserving high individuality.
Zeyu Jin, Adam Finkelstein, Stephen DiVerdi, Jingwan Lu, Gautham J. Mysore
ICASSP4
2016 StyLit: illumination-guided example-based stylization of 3D renderings
abstract
We present an approach to example-based stylization of 3D renderings that better preserves the rich expressiveness of hand-created artwork. Unlike previous techniques, which are mainly guided by colors and normals, our approach is based on light propagation in the scene. This novel type of guidance can distinguish among context-dependent illumination effects, for which artists typically use different stylization techniques, and delivers a look closer to realistic artwork. In addition, we demonstrate that the current state of the art in guided texture synthesis produces artifacts that can significantly decrease the fidelity of the synthesized imagery, and propose an improved algorithm that alleviates them. Finally, we demonstrate our method's effectiveness on a variety of scenes and styles, in applications like interactive shading study or autocompletion.
Jakub Fiser, Ondrej Jamriska, Michal Lukác, Eli Shechtman, Paul Asente, Jingwan Lu, Daniel Sýkora
ACM Trans. Graph.6
2015 Brushables: Example-based Edge-aware Directional Texture Painting
abstract
In this paper we present Brushables—a novel approach to example-based painting that respects user-specified shapes at the global level and preserves textural details of the source image at the local level. We formulate the synthesis as a joint optimization problem that simultaneously synthesizes the interior and the boundaries of the region, transferring relevant content from the source to meaningful locations in the target. We also provide an intuitive interface to control both local and global direction of textural details in the synthesized image. A key advantage of our approach is that it enables a “combing” metaphor in which the user can incrementally modify the target direction field to achieve the desired look. Based on this, we implement an interactive texture painting tool capable of handling more complex textures than ever before, and demonstrate its versatility on difficult inputs including vegetation, textiles, hair and painting media.
Michal Lukác, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora
Comput. Graph. Forum4
2015 LazyFluids: appearance transfer for fluid animations
abstract
In this paper we present a novel approach to appearance transfer for fluid animations based on flow-guided texture synthesis. In contrast to common practice where pre-captured sets of fluid elements are combined in order to achieve desired motion and look, we bring the possibility of fine-tuning motion properties in advance using CG techniques, and then transferring the desired look from a selected appearance exemplar. We demonstrate that such a practical work-flow cannot be simply implemented using current state-of-the-art techniques, analyze what the main obstacles are, and propose a solution to resolve them. In addition, we extend the algorithm to allow for synthesis with rich boundary effects and video exemplars. Finally, we present numerous results that demonstrate the versatility of the proposed approach.
Ondrej Jamriska, Jakub Fiser, Paul Asente, Jingwan Lu, Eli Shechtman, Daniel Sýkora
ACM Trans. Graph.4
2014 DecoBrush: drawing structured decorative patterns by example
abstract
Structured decorative patterns are common ornamentations in a variety of media like books, web pages, greeting cards and interior design. Creating such art from scratch using conventional software is time consuming for experts and daunting for novices. We introduce DecoBrush, a data-driven drawing system that generalizes the conventional digital "painting" concept beyond the scope of natural media to allow synthesis of structured decorative patterns following user-sketched paths. The user simply selects an example library and draws the overall shape of a pattern. DecoBrush then synthesizes a shape in the style of the exemplars but roughly matching the overall shape. If the designer wishes to alter the result, DecoBrush also supports user-guided refinement via simple drawing and erasing tools. For a variety of example styles, we demonstrate high-quality user-constrained synthesized patterns that visually resemble the exemplars while exhibiting plausible structural variations.
Jingwan Lu, Connelly Barnes, Connie Wan, Paul Asente, Radomír Mech, Adam Finkelstein
ACM Trans. Graph.1
2013 RealBrush: painting with examples of physical media
abstract
Conventional digital painting systems rely on procedural rules and physical simulation to render paint strokes. We present an interactive, data-driven painting system that uses scanned images of real natural media to synthesize both new strokes and complex stroke interactions, obviating the need for physical simulation. First, users capture images of real media, including examples of isolated strokes, pairs of overlapping strokes, and smudged strokes. Online, the user inputs a new stroke path, and our system synthesizes its 2D texture appearance with optional smearing or smudging when strokes overlap. We demonstrate high-fidelity paintings that closely resemble the captured media style, and also quantitatively evaluate our synthesis quality via user studies.
Jingwan Lu, Connelly Barnes, Stephen DiVerdi, Adam Finkelstein
ACM Trans. Graph.1
2012 HelpingHand: example-based stroke stylization
abstract
Digital painters commonly use a tablet and stylus to drive software like Adobe Photoshop. A high quality stylus with 6 degrees of freedom (DOFs: 2D position, pressure, 2D tilt, and 1D rotation) coupled to a virtual brush simulation engine allows skilled users to produce expressive strokes in their own style. However, such devices are difficult for novices to control, and many people draw with less expensive (lower DOF) input devices. This paper presents a data-driven approach for synthesizing the 6D hand gesture data for users of low-quality input devices. Offline, we collect a library of strokes with 6D data created by trained artists. Online, given a query stroke as a series of 2D positions, we synthesize the 4D hand pose data at each sample based on samples from the library that locally match the query. This framework optionally can also modify the stroke trajectory to match characteristic shapes in the style of the library. Our algorithm outputs a 6D trajectory that can be fed into any virtual brush stroke engine to make expressive strokes for novices or users of limited hardware.
Jingwan Lu, Fisher Yu 0001, Adam Finkelstein, Stephen DiVerdi
ACM Trans. Graph.1
2011 Perceptual models of viewpoint preference
abstract
The question of what are good views of a 3D object has been addressed by numerous researchers in perception, computer vision, and computer graphics. This has led to a large variety of measures for the goodness of views as well as some special-case viewpoint selection algorithms. In this article, we leverage the results of a large user study to optimize the parameters of a general model for viewpoint goodness, such that the fitted model can predict people's preferred views for a broad range of objects. Our model is represented as a combination of attributes known to be important for view selection, such as projected model area and silhouette length. Moreover, this framework can easily incorporate new attributes in the future, based on the data from our existing study. We demonstrate our combined goodness measure in a number of applications, such as automatically selecting a good set of representative views, optimizing camera orbits to pass through good views and avoid bad views, and trackball controls that gently guide the viewer towards better views.
Adrian Secord, Jingwan Lu, Adam Finkelstein, Manish Singh 0001, Andrew Nealen
ACM Trans. Graph.2
2010 Interactive painterly stylization of images, videos and 3D animations
abstract
We introduce a real-time system that converts images, video, or 3D animation sequences to artistic renderings in various painterly styles. The algorithm, which is entirely executed on the GPU, can efficiently process 512 resolution frames containing 60,000 individual strokes at over 30 fps. In order to exploit the parallel nature of GPUs, our algorithm determines the placement of strokes entirely from local pixel neighborhood information. The strokes are rendered as point sprites with textures. Temporal coherence is achieved by treating the brush strokes as particles and moving them based on optical flow. Our system renders high quality results while allowing the user interactive control over many stylistic parameters such as stroke size, texture and density.
Jingwan Lu, Pedro V. Sander, Adam Finkelstein
SI3D1