Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Lvdi Wang

dblp:11/5776 · DBLP profile ↗
← Back
11ranked-venue papers
5as first author
2since 2021 · last 2022
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 5 first-authorApplied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author

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

Computer graphics and multimedia
7 papers
Geometric modeling and processing · 46% Rendering · 30% Computer animation and physical simulation · 13%

Topics — the 16 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › appearance acquisition › facial appearance capture
facial reflectance estimation
0.512021
Single-view facial reflectance inference with a differentiable renderer · Sci. China Inf. Sci. 2021
Geometric modeling and processing › shape modeling
3d hair modeling
0.432013
Dynamic hair manipulation in images and videos · ACM Trans. Graph. 2013
Single-view hair modeling for portrait manipulation · ACM Trans. Graph. 2012
Example-based hair geometry synthesis · ACM Trans. Graph. 2009
Geometric modeling and processing › shape modeling › 3d hair modeling
single-view hair reconstruction
0.322013
Dynamic hair manipulation in images and videos · ACM Trans. Graph. 2013
Single-view hair modeling for portrait manipulation · ACM Trans. Graph. 2012
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
hair capture
0.212014
Dynamic hair capture using spacetime optimization · ACM Trans. Graph. 2014
Computer animation and physical simulation › optimization-based animation
spacetime optimization
0.212014
Dynamic hair capture using spacetime optimization · ACM Trans. Graph. 2014
Computer animation and physical simulation › deformable body simulation
hair simulation
0.212013
Dynamic hair manipulation in images and videos · ACM Trans. Graph. 2013
Rendering
differentiable rendering
0.112021
Single-view facial reflectance inference with a differentiable renderer · Sci. China Inf. Sci. 2021
Visual content generation and editing › image editing › human image editing
hairstyle transfer
0.112012
Single-view hair modeling for portrait manipulation · ACM Trans. Graph. 2012
Geometric modeling and processing › implicit surface
implicit surface modeling
0.112011
Multiscale vector volumes · ACM Trans. Graph. 2011
Geometric modeling and processing › shape representation › volumetric representation
volumetric shape representation
0.112011
Multiscale vector volumes · ACM Trans. Graph. 2011
Rendering
texture mapping
0.112010
Vector solid textures · ACM Trans. Graph. 2010
Image and video processing › texture analysis
texture representation
0.112010
Vector solid textures · ACM Trans. Graph. 2010
Geometric modeling and processing
vector field design
0.112009
Example-based hair geometry synthesis · ACM Trans. Graph. 2009
Rendering
novel view synthesis
0.012012
Single-view hair modeling for portrait manipulation · ACM Trans. Graph. 2012
Rendering
volume rendering
0.012011
Multiscale vector volumes · ACM Trans. Graph. 2011
Geometric modeling and processing › spatial data structures
spatial indexing
0.012010
Vector solid textures · ACM Trans. Graph. 2010

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

differentiable rendering · 0.5spatial indexing · 0.2signed distance function · 0.2spacetime optimization · 0.2multi-view reconstruction · 0.2motion-path analysis · 0.2iterative hair generation · 0.23d vector field solving · 0.2optimization · 0.12d strand tracing · 0.1
YearPublicationVenuePosition
2022 Speech-driven facial animation with spectral gathering and temporal attention
Yujin Chai, Yanlin Weng, Lvdi Wang, Kun Zhou 0001
Frontiers Comput. Sci.3
2021 Single-view facial reflectance inference with a differentiable renderer
Jiahao Geng, Yanlin Weng, Lvdi Wang, Kun Zhou 0001
Sci. China Inf. Sci.3
2014 Dynamic hair capture using spacetime optimization
abstract
Dynamic hair strands have complex structures and experience intricate collisions and occlusion, posing significant challenges for high-quality reconstruction of their motions. We present a comprehensive dynamic hair capture system for reconstructing realistic hair motions from multiple synchronized video sequences. To recover hair strands' temporal correspondence, we propose a motion-path analysis algorithm that can robustly track local hair motions in input videos. To ensure the spatial and temporal coherence of the dynamic capture, we formulate the global hair reconstruction as a spacetime optimization problem solved iteratively. Demonstrated using a range of real-world hairstyles driven by different wind conditions and head motions, our approach is able to reconstruct complex hair dynamics matching closely with video recordings both in terms of geometry and motion details.
Zexiang Xu, Hsiang-Tao Wu, Lvdi Wang, Changxi Zheng, Xin Tong 0001
ACM Trans. Graph.3
2013 Hair Interpolation for Portrait Morphing
abstract
Abstract In this paper we study the problem of hair interpolation: given two 3D hair models, we want to generate a sequence of intermediate hair models that transform from one input to another both smoothly and aesthetically pleasing. We propose an automatic method that efficiently calculates a many‐to‐many strand correspondence between two or more given hair models, taking into account the multi‐scale clustering structure of hair. Experiments demonstrate that hair interpolation can be used for producing more vivid portrait morphing effects and enabling a novel example‐based hair styling methodology, where a user can interactively create new hairstyles by continuously exploring a “style space” spanning multiple input hair models.
Yanlin Weng, Lvdi Wang, Menglei Chai, Kun Zhou 0001
Comput. Graph. Forum2
2013 Dynamic hair manipulation in images and videos
abstract
This paper presents a single-view hair modeling technique for generating visually and physically plausible 3D hair models with modest user interaction. By solving an unambiguous 3D vector field explicitly from the image and adopting an iterative hair generation algorithm, we can create hair models that not only visually match the original input very well but also possess physical plausibility (e.g., having strand roots fixed on the scalp and preserving the length and continuity of real strands in the image as much as possible). The latter property enables us to manipulate hair in many new ways that were previously very difficult with a single image, such as dynamic simulation or interactive hair shape editing. We further extend the modeling approach to handle simple video input, and generate dynamic 3D hair models. This allows users to manipulate hair in a video or transfer styles from images to videos.
Menglei Chai, Lvdi Wang, Yanlin Weng, Xiaogang Jin 0001, Kun Zhou 0001
ACM Trans. Graph.2
2012 Single-view hair modeling for portrait manipulation
abstract
Human hair is known to be very difficult to model or reconstruct. In this paper, we focus on applications related to portrait manipulation and take an application-driven approach to hair modeling. To enable an average user to achieve interesting portrait manipulation results, we develop a single-view hair modeling technique with modest user interaction to meet the unique requirements set by portrait manipulation. Our method relies on heuristics to generate a plausible high-resolution strand-based 3D hair model. This is made possible by an effective high-precision 2D strand tracing algorithm, which explicitly models uncertainty and local layering during tracing. The depth of the traced strands is solved through an optimization, which simultaneously considers depth constraints, layering constraints as well as regularization terms. Our single-view hair modeling enables a number of interesting applications that were previously challenging, including transferring the hairstyle of one subject to another in a potentially different pose, rendering the original portrait in a novel view and image-space hair editing.
Menglei Chai, Lvdi Wang, Yanlin Weng, Yizhou Yu, Baining Guo, Kun Zhou 0001
ACM Trans. Graph.2
2011 Multiscale vector volumes
abstract
We introduce multiscale vector volumes , a compact vector representation for volumetric objects with complex internal structures spanning a wide range of scales. With our representation, an object is decomposed into components and each component is modeled as an SDF tree , a novel data structure that uses multiple signed distance functions (SDFs) to further decompose the volumetric component into regions. Multiple signed distance functions collectively can represent non-manifold surfaces and deliver a powerful vector representation for complex volumetric features. We use multiscale embedding to combine object components at different scales into one complex volumetric object. As a result, regions with dramatically different scales and complexities can co-exist in an object. To facilitate volumetric object authoring and editing, we have also developed a scripting language and a GUI prototype. With the help of a recursively defined spatial indexing structure, our vector representation supports fast random access, and arbitrary cross sections of complex volumetric objects can be visualized in real time.
Lvdi Wang, Yizhou Yu, Kun Zhou 0001, Baining Guo
ACM Trans. Graph.1
2010 Vector solid textures
abstract
In this paper, we introduce a compact random-access vector representation for solid textures made of intermixed regions with relatively smooth internal color variations. It is feature-preserving and resolution-independent. In this representation, a texture volume is divided into multiple regions. Region boundaries are implicitly defined using a signed distance function. Color variations within the regions are represented using compactly supported radial basis functions (RBFs). With a spatial indexing structure, such RBFs enable efficient color evaluation during real-time solid texture mapping. Effective techniques have been developed for generating such a vector representation from bitmap solid textures. Data structures and techniques have also been developed to compactly store region labels and distance values for efficient random access during boundary and color evaluation.
Lvdi Wang, Kun Zhou 0001, Yizhou Yu, Baining Guo
ACM Trans. Graph.1
2009 Example-based hair geometry synthesis
abstract
We present an example-based approach to hair modeling because creating hairstyles either manually or through image-based acquisition is a costly and time-consuming process. We introduce a hierarchical hair synthesis framework that views a hairstyle both as a 3D vector field and a 2D arrangement of hair strands on the scalp. Since hair forms wisps, a hierarchical hair clustering algorithm has been developed for detecting wisps in example hairstyles. The coarsest level of the output hairstyle is synthesized using traditional 2D texture synthesis techniques. Synthesizing finer levels of the hierarchy is based on cluster oriented detail transfer. Finally, we compute a discrete tangent vector field from the synthesized hair at every level of the hierarchy to remove undesired inconsistencies among hair trajectories. Improved hair trajectories can be extracted from the vector field. Based on our automatic hair synthesis method, we have also developed simple user-controlled synthesis and editing techniques including feature-preserving combing as well as detail transfer between different hairstyles.
Lvdi Wang, Yizhou Yu, Kun Zhou 0001, Baining Guo
ACM Trans. Graph.1
2007 High Dynamic Range Image Hallucination
Lvdi Wang, Li-Yi Wei, Kun Zhou 0001, Baining Guo, Harry Shum
Rendering Techniques1
2007 Rendering from compressed high dynamic range textures on programmable graphics hardware
abstract
High dynamic range (HDR) images are increasingly employed in games and interactive applications for accurate rendering and illumination. One disadvantage of HDR images is their large data size; unfortunately, even though solutions have been proposed for future hardware, commodity graphics hardware today does not provide any native compression for HDR textures.
Lvdi Wang, Peter-Pike J. Sloan, Li-Yi Wei, Xin Tong 0001, Baining Guo
SI3D1