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Kenneth Vanhoey

dblp:134/7148 · DBLP profile ↗
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12ranked-venue papers
4as first author
2since 2021 · last 2021
0000-0001-8816-6168ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021

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
4 papers
Visual content generation and editing · 48% Image and video processing · 35% Rendering · 16%
Artificial intelligence
1 paper

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › texture synthesis
neural texture synthesis
0.512021
A Sliced Wasserstein Loss for Neural Texture Synthesis · CVPR 2021
Visual content generation and editing
texture synthesis
0.512021
A Sliced Wasserstein Loss for Neural Texture Synthesis · CVPR 2021
Image and video processing
image enhancement
0.312017
DSLR-Quality Photos on Mobile Devices with Deep Convolutional Networks · ICCV 2017
Image and video processing
image restoration
0.312017
DSLR-Quality Photos on Mobile Devices with Deep Convolutional Networks · ICCV 2017
Image and video processing › image enhancement › perceptual quality enhancement
perceptual image enhancement
0.312017
DSLR-Quality Photos on Mobile Devices with Deep Convolutional Networks · ICCV 2017
Visual content generation and editing › texture synthesis
example-based texture synthesis
0.212014
Local random-phase noise for procedural texturing · ACM Trans. Graph. 2014
Rendering
procedural texture synthesis
0.212014
Local random-phase noise for procedural texturing · ACM Trans. Graph. 2014
Rendering
texture mapping
0.212013
On-the-fly multi-scale infinite texturing from example · ACM Trans. Graph. 2013

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

sliced wasserstein distance · 1.0convolutional neural network · 1.0residual convolutional neural network · 0.3perceptual loss · 0.3adversarial loss · 0.3spectral sampling · 0.2random phase noise · 0.2gabor noise · 0.2local self-similarity descriptor · 0.2GPU implementation · 0.2
YearPublicationVenuePosition
2021 A Sliced Wasserstein Loss for Neural Texture Synthesis
abstract
We address the problem of computing a textural loss based on the statistics extracted from the feature activations of a convolutional neural network optimized for object recognition (e.g. VGG-19). The underlying mathematical problem is the measure of the distance between two distributions in feature space. The Gram-matrix loss is the ubiquitous approximation for this problem but it is subject to several shortcomings. Our goal is to promote the Sliced Wasserstein Distance as a replacement for it. It is theoretically proven, practical, simple to implement, and achieves results that are visually superior for texture synthesis by optimization or training generative neural networks.
Eric Heitz, Kenneth Vanhoey, Thomas Chambon, Laurent Belcour
CVPR2
2021 A Halfedge Refinement Rule for Parallel Catmull-Clark Subdivision
abstract
Abstract We show that Catmull‐Clark subdivision induces an invariant one‐to‐four refinement rule for halfedges that reduces to simple algebraic expressions. This has two important consequences. First, it allows to refine the halfedges of the input mesh, which completely describe its topology, concurrently in breadth‐first order. Second, it makes the computation of the vertex points straightforward as the halfedges provide all the information that is needed. We leverage these results to derive a novel parallel implementation of Catmull‐Clark subdivision suitable for the GPU. Our implementation supports non‐quad faces, extraordinary vertices, boundaries and semi‐sharp creases seamlessly. Moreover, we show that its speed scales linearly with the number of processors, and yields state‐of‐the‐art performances on modern GPUs.
Jonathan Dupuy, Kenneth Vanhoey
Comput. Graph. Forum2
2018 DARN: A Deep Adversarial Residual Network for Intrinsic Image Decomposition
abstract
We present a new deep supervised learning method for intrinsic decomposition of a single image into its albedo and shading components. Our contributions are based on a new fully convolutional neural network that estimates absolute albedo and shading jointly. Our solution relies on a single end-to-end deep sequence of residual blocks and a perceptually-motivated metric formed by two adversarially trained discriminators. As opposed to classical intrinsic image decomposition work, it is fully data-driven, hence does not require any physical priors like shading smoothness or albedo sparsity, nor does it rely on geometric information such as depth. Compared to recent deep learning techniques, we simplify the architecture, making it easier to build and train, and constrain it to generate a valid and reversible decomposition. We rediscuss and augment the set of quantitative metrics so as to account for the more challenging recovery of non scale-invariant quantities. We train and demonstrate our architecture on the publicly available MPI Sintel dataset and its intrinsic image decomposition, show attenuated overfitting issues and discuss generalizability to other data. Results show that our work outperforms the state of the art deep algorithms both on the qualitative and quantitative aspect.
Louis Lettry, Kenneth Vanhoey, Luc Van Gool
WACV2
2018 Unsupervised Deep Single-Image Intrinsic Decomposition using Illumination-Varying Image Sequences
abstract
Abstract Machine learning based Single Image Intrinsic Decomposition (SIID) methods decompose a captured scene into its albedo and shading images by using the knowledge of a large set of known and realistic ground truth decompositions. Collecting and annotating such a dataset is an approach that cannot scale to sufficient variety and realism. We free ourselves from this limitation by training on unannotated images. Our method leverages the observation that two images of the same scene but with different lighting provide useful information on their intrinsic properties: by definition, albedo is invariant to lighting conditions, and cross‐combining the estimated albedo of a first image with the estimated shading of a second one should lead back to the second one's input image. We transcribe this relationship into a siamese training scheme for a deep convolutional neural network that decomposes a single image into albedo and shading. The siamese setting allows us to introduce a new loss function including such cross‐combinations, and to train solely on (time‐lapse) images, discarding the need for any ground truth annotations. As a result, our method has the good properties of i) taking advantage of the time‐varying information of image sequences in the (pre‐computed) training step, ii) not requiring ground truth data to train on, and iii) being able to decompose single images of unseen scenes at runtime. To demonstrate and evaluate our work, we additionally propose a new rendered dataset containing illumination‐varying scenes and a set of quantitative metrics to evaluate SIID algorithms. Despite its unsupervised nature, our results compete with state of the art methods, including supervised and non data‐driven methods.
Louis Lettry, Kenneth Vanhoey, Luc Van Gool
Comput. Graph. Forum2
2017 DSLR-Quality Photos on Mobile Devices with Deep Convolutional Networks
abstract
Despite a rapid rise in the quality of built-in smartphone cameras, their physical limitations - small sensor size, compact lenses and the lack of specific hardware, - impede them to achieve the quality results of DSLR cameras. In this work we present an end-to-end deep learning approach that bridges this gap by translating ordinary photos into DSLR-quality images. We propose learning the translation function using a residual convolutional neural network that improves both color rendition and image sharpness. Since the standard mean squared loss is not well suited for measuring perceptual image quality, we introduce a composite perceptual error function that combines content, color and texture losses. The first two losses are defined analytically, while the texture loss is learned in an adversarial fashion. We also present DPED, a large-scale dataset that consists of real photos captured from three different phones and one high-end reflex camera. Our quantitative and qualitative assessments reveal that the enhanced image quality is comparable to that of DSLR-taken photos, while the methodology is generalized to any type of digital camera.
Andrey Ignatov, Nikolay Kobyshev, Radu Timofte, Kenneth Vanhoey, Luc Van Gool
ICCV4
2017 Repeated Pattern Detection Using CNN Activations
abstract
We propose a new approach for detecting repeated patterns on a grid in a single image. To do so, we detect repetitions in the space of pre-trained deep CNN filter responses at all layer levels. These encode features at several conceptual levels (from low-level patches to high-level semantics) as well as scales (from local to global). As a result, our repeated pattern detector is robust to challenging cases where repeated tiles show strong variation in visual appearance due to occlusions, lighting or background clutter. Our method contrasts with previous approaches that rely on keypoint extraction, description and clustering or on patch correlation. These generally only detect low-level feature clusters that do not handle variations in visual appearance of the patterns very well. Our method is simpler, yet incorporates high level features implicitly. As such, we can demonstrate detections of repetitions with strong appearance variations, organized on a nearly-regular axis-aligned grid Results show robustness and consistency throughout a varied database of more than 150 images.
Louis Lettry, Michal Perdoch, Kenneth Vanhoey, Luc Van Gool
WACV3
2017 Visual Quality Assessment of 3D Models: On the Influence of Light-Material Interaction
abstract
Geometric modifications of three-dimensional (3D) digital models are commonplace for the purpose of efficient rendering or compact storage. Modifications imply visual distortions that are hard to measure numerically. They depend not only on the model itself but also on how the model is visualized. We hypothesize that the model’s light environment and the way it reflects incoming light strongly influences perceived quality. Hence, we conduct a perceptual study demonstrating that the same modifications can be masked, or conversely highlighted, by different light-matter interactions. Additionally, we propose a new metric that predicts the perceived distortion of 3D modifications for a known interaction. It operates in the space of 3D meshes with the object’s appearance, that is, the light emitted by its surface in any direction given a known incoming light. Despite its simplicity, this metric outperforms 3D mesh metrics and competes with sophisticated perceptual image-based metrics in terms of correlation to subjective measurements. Unlike image-based methods, it has the advantage of being computable prior to the costly rendering steps of image projection and rasterization of the scene for given camera parameters.
Kenneth Vanhoey, Basile Sauvage, Pierre Kraemer, Guillaume Lavoué
ACM Trans. Appl. Percept.1
2015 Unifying Color and Texture Transfer for Predictive Appearance Manipulation
abstract
Abstract Recent color transfer methods use local information to learn the transformation from a source to an exemplar image, and then transfer this appearance change to a target image. These solutions achieve very successful results for general mood changes, e.g., changing the appearance of an image from “sunny” to “overcast”. However, such methods have a hard time creating new image content, such as leaves on a bare tree. Texture transfer, on the other hand, can synthesize such content but tends to destroy image structure. We propose the first algorithm that unifies color and texture transfer, outperforming both by leveraging their respective strengths. A key novelty in our approach resides in teasing apart appearance changes that can be modeled simply as changes in color versus those that require new image content to be generated. Our method starts with an analysis phase which evaluates the success of color transfer by comparing the exemplar with the source. This analysis then drives a selective, iterative texture transfer algorithm that simultaneously predicts the success of color transfer on the target and synthesizes new content where needed. We demonstrate our unified algorithm by transferring large temporal changes between photographs, such as change of season – e.g., leaves on bare trees or piles of snow on a street – and flooding.
Fumio Okura, Kenneth Vanhoey, Adrien Bousseau, Alexei A. Efros, George Drettakis
Comput. Graph. Forum2
2015 Simplification of meshes with digitized radiance
Kenneth Vanhoey, Basile Sauvage, Pierre Kraemer, Frédéric Larue, Jean-Michel Dischler
Vis. Comput.1
2014 Local random-phase noise for procedural texturing
abstract
Local random-phase noise is a noise model for procedural texturing. It is defined on a regular spatial grid by local noises, which are sums of cosines with random phase. Our model is versatile thanks to separate sampling in the spatial and spectral domains. Therefore, it encompasses Gabor noise and noise by Fourier series. A stratified spectral sampling allows for a faithful yet compact and efficient reproduction of an arbitrary power spectrum. Noise by example is therefore obtained faster than state-of-the-art techniques. As a second contribution we address texture by example and generate not only Gaussian patterns but also structured features present in the input. This is achieved by fixing the phase on some part of the spectrum. Generated textures are continuous and non-repetitive. Results show unprecedented framerates and a flexible visual result: users can control with one parameter the blending between noise by example and structured texture synthesis.
Guillaume Gilet, Basile Sauvage, Kenneth Vanhoey, Jean-Michel Dischler, Djamchid Ghazanfarpour
ACM Trans. Graph.3
2013 Robust Fitting on Poorly Sampled Data for Surface Light Field Rendering and Image Relighting
abstract
Abstract Two‐dimensional (2D) parametric colour functions are widely used in Image‐Based Rendering and Image Relighting. They make it possible to express the colour of a point depending on a continuous directional parameter: the viewing or the incident light direction. Producing such functions from acquired data is promising but difficult. Indeed, an intensive acquisition process resulting in dense and uniform sampling is not always possible. Conversely, a simpler acquisition process results in sparse, scattered and noisy data on which parametric functions can hardly be fitted without introducing artefacts. Within this context, we present two contributions. The first one is a robust least‐squares‐based method for fitting 2D parametric colour functions on sparse and scattered data. Our method works for any amount and distribution of acquired data, as well as for any function expressed as a linear combination of basis functions. We tested our fitting for both image‐based rendering (surface light fields) and image relighting using polynomials and spherical harmonics. The second one is a statistical analysis to measure the robustness of any fitting method. This measure assesses a trade‐off between precision of the fitting and stability with respect to input sampling conditions. This analysis along with visual results confirm that our fitting method is robust and reduces reconstruction artefacts for poorly sampled data while preserving the precision for a dense and uniform sampling.
Kenneth Vanhoey, Basile Sauvage, Olivier Génevaux, Frédéric Larue, Jean-Michel Dischler
Comput. Graph. Forum1
2013 On-the-fly multi-scale infinite texturing from example
abstract
In computer graphics, rendering visually detailed scenes is often achieved through texturing. We propose a method for on-the-fly non-periodic infinite texturing of surfaces based on a single image. Pattern repetition is avoided by defining patches within each texture whose content can be changed at runtime. In addition, we consistently manage multi-scale using one input image per represented scale. Undersampling artifacts are avoided by accounting for fine-scale features while colors are transferred between scales. Eventually, we allow for relief-enhanced rendering and provide a tool for intuitive creation of height maps. This is done using an ad-hoc local descriptor that measures feature self-similarity in order to propagate height values provided by the user for a few selected texels only. Thanks to the patch-based system, manipulated data are compact and our texturing approach is easy to implement on GPU. The multi-scale extension is capable of rendering finely detailed textures in real-time.
Kenneth Vanhoey, Basile Sauvage, Frédéric Larue, Jean-Michel Dischler
ACM Trans. Graph.1