EDBT 2026 Demo / reviewers in the wild / expert
Tuanfeng Y. Wang
dblp:138/3460 · also Tuanfeng Yang Wang
· DBLP profile ↗
25ranked-venue papers
6as first author
18since 2021 · last 2026
0000-0002-8180-4988ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 6 first-author · 17 since 2021Artificial intelligence and machine learning · 11 · 11 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PRISM: A Unified Framework for Photorealistic Reconstruction and Intrinsic Scene Modeling
Alara Dirik, Tuanfeng Y. Wang, Duygu Ceylan, Stefanos Zafeiriou, Anna Frühstück |
ICPR (4) | 2 |
| 2025 | Comprehensive Relighting: Generalizable and Consistent Monocular Human Relighting and HarmonizationabstractThis paper introduces Comprehensive Relighting, the first all-in-one approach that can both control and harmonize the lighting from an image or video of humans with arbitrary body parts from any scene. Building such a generalizable model is extremely challenging due to the lack of dataset, restricting existing image-based relighting models to a specific scenario (e.g., face or static human). To address this challenge, we repurpose a pre-trained diffusion model as a general image prior and jointly model the human relighting and background harmonization in the coarse-to-fine framework. To further enhance the temporal coherence of the relighting, we introduce an unsupervised temporal lighting model that learns the lighting cycle consistency from many real-world videos without any ground truth. In inference time, our temporal lighting module is combined with the diffusion models through the spatio-temporal feature blending algorithms without extra training; and we apply a new guided refinement as a post-processing to pre-serve the high-frequency details from the input image. In the experiments, Comprehensive Relighting shows a strong generalizability and lighting temporal coherence, outperforming existing image-based human relighting and harmonization methods. Xin Sun 0014, Krishna Kumar Singh, Zhixin Shu, He Zhang 0004, Jimei Yang, Nanxuan Zhao, Tuanfeng Y. Wang, Simon S. Chen, Ulrich Neumann, Jae Shin Yoon |
CVPR | 9 |
| 2025 | Can3Tok: Canonical 3D Tokenization and Latent Modeling of Scene-Level 3D Gaussiansabstract3D generation has made significant progress, however, it still largely remains at the object-level. Feedforward 3D scene-level generation has been rarely explored due to the lack of models capable of scaling-up latent representation learning on 3D scene-level data. Unlike object-level generative models, which are trained on well-labeled 3D data in a bounded canonical space, scene-level generations with 3D scenes represented by 3D Gaussian Splatting (3DGS) are unbounded and exhibit scale inconsistency across different scenes, making unified latent representation learning for generative purposes extremely challenging. In this paper, we introduce Can3Tok, the first 3D scene-level variational autoencoder (VAE) capable of encoding a large number of Gaussian primitives into a low-dimensional latent embedding, which effectively captures both semantic and spatial information of the inputs. Beyond model design, we propose a general pipeline for 3D scene data processing to address scale inconsistency issue. We validate our method on the recent scene-level 3D dataset DL3DV-10K, where we found that only Can3Tok successfully generalizes to novel 3D scenes, while compared methods fail to converge on even a few hundred scene inputs during training and exhibit zero generalization ability during inference. Finally, we demonstrate image-to-3DGS and text-to-3DGS generation as our applications to demonstrate its ability to facilitate downstream generation tasks. Quankai Gao, Iliyan Georgiev, Tuanfeng Y. Wang, Krishna Kumar Singh, Ulrich Neumann, Jae Shin Yoon |
ICCV | 3 |
| 2025 | Perm: A Parametric Representation for Multi-Style 3D Hair ModelingabstractWe present Perm, a learned parametric representation of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair structure and local curl patterns, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures, termed guide textures and residual textures, respectively. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair grooming process. We conduct extensive experiments to validate the architecture design of Perm, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as single-view hair reconstruction, hairstyle editing, and hair-conditioned image generation. More details can be found on our project page: https://cs.yale.edu/homes/che/projects/perm/. Chengan He, Xin Sun 0014, Zhixin Shu, Fujun Luan, Sören Pirk, Jorge Alejandro Amador Herrera, Dominik L. Michels, Tuanfeng Y. Wang, Meng Zhang 0043, Holly E. Rushmeier, Yi Zhou 0023 |
ICLR | 8 |
| 2024 | Generative Rendering: Controllable 4D-Guided Video Generation with 2D Diffusion ModelsabstractTraditional 3D content creation tools empower users to bring their imagination to life by giving them direct control over a scene's geometry, appearance, motion, and camera path. Creating computer-generated videos, however, is a tedious manual process, which can be automated by emerging text-to-video diffusion models. Despite great promise, video diffusion models are difficult to control, hindering a user to apply their own creativity rather than amplifying it. To address this challenge, we present a novel approach that combines the controllability of dynamic 3D meshes with the expressivity and editability of emerging diffusion models. For this purpose, our approach takes an animated, low-fidelity rendered mesh as input and injects the ground truth cor-respondence information obtained from the dynamic mesh into various stages of a pre-trained text-to-image generation model to output high-quality and temporally consistent frames. We demonstrate our approach on various examples where motion can be obtained by animating rigged assets or changing the camera path. Project page: primecai.github.io/ generative. rendering. Shengqu Cai, Duygu Ceylan, Matheus Gadelha, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Gordon Wetzstein |
CVPR | 5 |
| 2024 | Synergistic Global-Space Camera and Human Reconstruction from VideosabstractRemarkable strides have been made in reconstructing static scenes or human bodies from monocular videos. Yet, the two problems have largely been approached independently, without much synergy. Most visual SLAM methods can only reconstruct camera trajectories and scene structures up to scale, while most HMR methods reconstruct human meshes in metric scale but fall short in reasoning with cameras and scenes. This work introduces Synergistic Camera and Human Reconstruction (SynCHMR) to marry the best of both worlds. Specifically, we design Human-aware Metric SLAM to reconstruct metric-scale camera poses and scene point clouds using camera-frame HMR as a strong prior, addressing depth, scale, and dynamic ambiguities. Conditioning on the dense scene recovered, we further learn a Scene-aware SMPL Denoiser to enhance world-frame HMR by incorporating spatio-temporal coherency and dynamic scene constraints. Together, they lead to consistent reconstructions of camera trajectories, human meshes, and dense scene point clouds in a common world frame. Tuanfeng Y. Wang, Bhiksha Raj, Min Xu 0009, Jimei Yang, Chun-Hao Paul Huang |
CVPR | 2 |
| 2024 | Neural Garment Dynamics via Manifold-Aware TransformersabstractAbstract Data driven and learning based solutions for modeling dynamic garments have significantly advanced, especially in the context of digital humans. However, existing approaches often focus on modeling garments with respect to a fixed parametric human body model and are limited to garment geometries that were seen during training. In this work, we take a different approach and model the dynamics of a garment by exploiting its local interactions with the underlying human body. Specifically, as the body moves, we detect local garment‐body collisions, which drive the deformation of the garment. At the core of our approach is a mesh‐agnostic garment representation and a manifold‐aware transformer network design, which together enable our method to generalize to unseen garment and body geometries. We evaluate our approach on a wide variety of garment types and motion sequences and provide competitive qualitative and quantitative results with respect to the state of the art. Peizhuo Li, Tuanfeng Y. Wang, Timur Levent Kesdogan, Duygu Ceylan, Olga Sorkine-Hornung |
Comput. Graph. Forum | 2 |
| 2024 | Pattern Guided UV Recovery for Realistic Video Garment TexturingabstractThe fast growth of E-Commerce creates a global market worth USD 821 billion for online fashion shopping. What unique about fashion presentation is that, the same design can usually be offered with different cloths textures. However, only real video capturing or manual per-frame editing can be used for virtual showcase on the same design with different textures, both of which are heavily labor intensive. In this paper, we present a pattern-based approach for UV and shading recovery from a captured real video so that the garment's texture can be replaced automatically. The core of our approach is a per-pixel UV regression module via blended-weight multilayer perceptrons (MLPs) driven by the detected discrete correspondences from the cloth pattern. We propose a novel loss on the Jacobian of the UV mapping to create pleasant seams around the folding areas and the boundary of occluded regions while avoiding UV distortion. We also adopts the temporal constraint to ensure consistency and accuracy in UV prediction across adjacent frames. We show that our approach is robust to a variety type of clothes, in the wild illuminations and with challenging motions. We show plausible texture replacement results in our experiment, in which the folding and overlapping of the garment can be greatly preserved. We also show clear qualitative and quantitative improvement compared to the baselines as well. With the one-click setup, we look forward to our approach contributing to the growth of fashion E-commerce. Youyi Zhan, Tuanfeng Y. Wang, Tianjia Shao, Kun Zhou 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Blowing in the Wind: CycleNet for Human Cinemagraphs from Still ImagesabstractCinemagraphs are short looping videos created by adding subtle motions to a static image. This kind of media is popular and engaging. However, automatic generation of cinemagraphs is an underexplored area and current solutions require tedious low-level manual authoring by artists. In this paper, we present an automatic method that allows generating human cinemagraphs from single RGB images. We investigate the problem in the context of dressed humans under the wind. At the core of our method is a novel cyclic neural network that produces looping cinemagraphs for the target loop duration. To circumvent the problem of collecting real data, we demonstrate that it is possible, by working in the image normal space, to learn garment motion dynamics on synthetic data and generalize to real data. We evaluate our method on both synthetic and real data and demonstrate that it is possible to create compelling and plausible cinemagraphs from single RGB images. Hugo Bertiche, Niloy J. Mitra, Kuldeep Kulkarni, Chun-Hao Paul Huang, Tuanfeng Y. Wang, Meysam Madadi, Sergio Escalera, Duygu Ceylan |
CVPR | 5 |
| 2023 | Normal-guided Garment UV Prediction for Human Re-texturingabstractClothes undergo complex geometric deformations, which lead to appearance changes. To edit human videos in a physically plausible way, a texture map must take into account not only the garment transformation induced by the body movements and clothes fitting, but also its 3D fine-grained surface geometry. This poses, however, a new challenge of 3D reconstruction of dynamic clothes from an image or a video. In this paper, we show that it is possible to edit dressed human images and videos without 3D reconstruction. We estimate a geometry aware texture map between the garment region in an image and the texture space, a.k.a, UV map. Our UV map is designed to preserve isometry with respect to the underlying 3D surface by making use of the 3D surface normals predicted from the image. Our approach captures the underlying geometry of the garment in a self-supervised way, requiring no ground truth annotation of UV maps and can be readily extended to predict temporally coherent UV maps. We demonstrate that our method outperforms the state-of-the-art human UV map estimation approaches on both real and synthetic data. Yasamin Jafarian, Tuanfeng Y. Wang, Duygu Ceylan, Jimei Yang, Nathan Carr 0001, Yi Zhou 0023, Hyun Soo Park |
CVPR | 2 |
| 2023 | Complete 3D Human Reconstruction from a Single Incomplete ImageabstractThis paper presents a method to reconstruct a complete human geometry and texture from an image of a person with only partial body observed, e.g., a torso. The core challenge arises from the occlusion: there exists no pixel to reconstruct where many existing single-view human reconstruction methods are not designed to handle such invisible parts, leading to missing data in 3D. To address this challenge, we introduce a novel coarse-to-fine human reconstruction framework. For coarse reconstruction, explicit volumetric features are learned to generate a complete human geometry with 3D convolutional neural networks conditioned by a 3D body model and the style features from visible parts. An implicit network combines the learned 3D features with the high-quality surface normals enhanced from multiviews to produce fine local details, e.g., high-frequency wrinkles. Finally, we perform progressive texture inpainting to reconstruct a complete appearance of the person in a view-consistent way, which is not possible without the reconstruction of a complete geometry. In experiments, we demonstrate that our method can reconstruct high-quality 3D humans, which is robust to occlusion. Jae Shin Yoon, Tuanfeng Y. Wang, Krishna Kumar Singh, Ulrich Neumann |
CVPR | 3 |
| 2023 | Neural 3D face rendering conditioned on 2D appearance via GAN disentanglement method
Ruizhao Chen, Ran Yi 0002, Tuanfeng Y. Wang, Lizhuang Ma |
Comput. Graph. | 3 |
| 2022 | Garment Ideation: Iterative View-Aware Sketch-Based Garment ModelingabstractDesigning real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realistically dressed digital humans for various applications. However, traditionally designing real and virtual garments has been time-consuming. Sketch based modeling aims to bring the ease and immediacy of drawing to the 3D world thereby motivating faster iterations. We propose a novel sketch-based garment modeling framework that is specifically targeted to synchronize with the iterative process of garment ideation, e.g., adding or removing details from different views in each iteration. At the core of our learning based approach is a view-aware feature aggregation module that fuses the features from the latest sketch with the thus far aggregated features to effective refine the generated 3D shape. We evaluate our approach on a wide variety of garment types and iterative refinement scenarios. We also provide comparisons to alternative feature aggregation methods and demonstrate favorable results. The code is available at https://github.com/pinakinathc/multiviewsketch-garment. Pinaki Nath Chowdhury, Tuanfeng Y. Wang, Duygu Ceylan, Yi-Zhe Song, Yulia Gryaditskaya |
3DV | 2 |
| 2022 | Learning Motion-Dependent Appearance for High-Fidelity Rendering of Dynamic Humans from a Single CameraabstractAppearance 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 |
CVPR | 3 |
| 2022 | A Repulsive Force Unit for Garment Collision Handling in Neural Networks
Qingyang Tan, Yi Zhou 0023, Tuanfeng Y. Wang, Duygu Ceylan, Xin Sun 0014, Dinesh Manocha |
ECCV (3) | 3 |
| 2021 | Dance In the Wild: Monocular Human Animation with Neural Dynamic Appearance SynthesisabstractSynthesizing dynamic appearances of humans in motion plays a central role in applications such as ARWR and video editing. While many recent methods have been proposed to tackle this problem, handling loose garments with complex textures and high dynamic motion still remains challenging. In this paper, we propose a video based appearance synthesis method that tackles such challenges and demonstrates high quality results for in-the-wild videos that have not been shown before. Specifically, we adopt a StyleGAN based architecture to the task of person specific video based motion retargeting. We introduce a novel motion signature that is used to modulate the generator weights to capture dynamic appearance changes as well as regularizing the single frame based pose estimates to improve temporal coherency. We evaluate our method on a set of challenging videos and show that our approach achieves state-of-the-art performance both qualitatively and quantitatively. Tuanfeng Y. Wang, Duygu Ceylan, Krishna Kumar Singh, Niloy J. Mitra |
3DV | 1 |
| 2021 | Deep Detail Enhancement for Any GarmentabstractAbstract Creating fine garment details requires significant efforts and huge computational resources. In contrast, a coarse shape may be easy to acquire in many scenarios (e.g., via low‐resolution physically‐based simulation, linear blend skinning driven by skeletal motion, portable scanners). In this paper, we show how to enhance, in a data‐driven manner, rich yet plausible details starting from a coarse garment geometry. Once the parameterization of the garment is given, we formulate the task as a style transfer problem over the space of associated normal maps. In order to facilitate generalization across garment types and character motions, we introduce a patch‐based formulation, that produces high‐resolution details by matching a Gram matrix based style loss, to hallucinate geometric details (i.e., wrinkle density and shape). We extensively evaluate our method on a variety of production scenarios and show that our method is simple, light‐weight, efficient, and generalizes across underlying garment types, sewing patterns, and body motion. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DeepDetailEnhance/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
Comput. Graph. Forum | 2 |
| 2021 | Dynamic neural garmentsabstractA vital task of the wider digital human effort is the creation of realistic garments on digital avatars, both in the form of characteristic fold patterns and wrinkles in static frames as well as richness of garment dynamics under avatars' motion. Existing workflow of modeling, simulation, and rendering closely replicates the physics behind real garments, but is tedious and requires repeating most of the workflow under changes to characters' motion, camera angle, or garment resizing. Although data-driven solutions exist, they either focus on static scenarios or only handle dynamics of tight garments. We present a solution that, at test time, takes in body joint motion to directly produce realistic dynamic garment image sequences. Specifically, given the target joint motion sequence of an avatar, we propose dynamic neural garments to synthesize plausible dynamic garment appearance from a desired viewpoint. Technically, our solution generates a coarse garment proxy sequence, learns deep dynamic features attached to this template, and neurally renders the features to produce appearance changes such as folds, wrinkles, and silhouettes. We demonstrate generalization behavior to both unseen motion and unseen camera views. Further, our network can be fine-tuned to adopt to new body shape and/or background images. We demonstrate our method on a wide range of real and synthetic garments. We also provide comparisons against existing neural rendering and image sequence translation approaches, and report clear quantitative and qualitative improvements. Project page: http://geometry.cs.ucl.ac.uk/projects/2021/DynamicNeuralGarments/ Meng Zhang 0043, Tuanfeng Y. Wang, Duygu Ceylan, Niloy J. Mitra |
ACM Trans. Graph. | 2 |
| 2019 | Learning an intrinsic garment space for interactive authoring of garment animationabstractAuthoring dynamic garment shapes for character animation on body motion is one of the fundamental steps in the CG industry. Established workflows are either time and labor consuming (i.e., manual editing on dense frames with controllers), or lack keyframe-level control (i.e., physically-based simulation). Not surprisingly, garment authoring remains a bottleneck in many production pipelines. Instead, we present a deep-learning-based approach for semi-automatic authoring of garment animation, wherein the user provides the desired garment shape in a selection of keyframes, while our system infers a latent representation for its motion-independent intrinsic parameters (e.g., gravity, cloth materials, etc.). Given new character motions, the latent representation allows to automatically generate a plausible garment animation at interactive rates. Having factored out character motion, the learned intrinsic garment space enables smooth transition between keyframes on a new motion sequence. Technically, we learn an intrinsic garment space with an motion-driven autoencoder network, where the encoder maps the garment shapes to the intrinsic space under the condition of body motions, while the decoder acts as a differentiable simulator to generate garment shapes according to changes in character body motion and intrinsic parameters. We evaluate our approach qualitatively and quantitatively on common garment types. Experiments demonstrate our system can significantly improve current garment authoring workflows via an interactive user interface. Compared with the standard CG pipeline, our system significantly reduces the ratio of required keyframes from 20% to 1 -- 2%. Tuanfeng Y. Wang, Tianjia Shao, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2018 | Joint Material and Illumination Estimation from Photo Sets in the WildabstractFaithful manipulation of shape, material, and illumination in 2D Internet images would greatly benefit from a reliable factorization of appearance into material (i.e. diffuse and specular) and illumination (i.e. environment maps). On the one hand, current methods that produce very high fidelity results, typically require controlled settings, expensive devices, or significant manual effort. To the other hand, methods that are automatic and work on 'in the wild' Internet images, often extract only low-frequency lighting or diffuse materials. In this work, we propose to make use of a set of photographs in order to jointly estimate the non-diffuse materials and sharp lighting in an uncontrolled setting. Our key observation is that seeing multiple instances of the same material under different illumination (i.e. environment), and different materials under the same illumination provide valuable constraints that can be exploited to yield a high-quality solution (i.e. specular materials and environment illumination) for all the observed materials and environments. Similar constraints also arise when observing multiple materials in a single environment, or a single material across multiple environments. Technically, we enable this by a novel scalable formulation using parametric mixture models that allows for simultaneous estimation of all materials and illumination directly from a set of (uncontrolled) Internet images. The core of this approach is an optimization procedure that uses two neural networks that are trained on synthetic images to predict good gradients in parametric space given observation of reflected light. We evaluate our method on a range of synthetic and real examples to generate high-quality estimates, qualitatively compare our results against state-of-the-art alternatives via a user study, and demonstrate photo-consistent image manipulation that is otherwise very challenging to achieve. Tuanfeng Y. Wang, Tobias Ritschel 0001, Niloy J. Mitra |
3DV | 1 |
| 2018 | Learning a shared shape space for multimodal garment designabstractDesigning real and virtual garments is becoming extremely demanding with rapidly changing fashion trends and increasing need for synthesizing realisticly dressed digital humans for various applications. This necessitates creating simple and effective workflows to facilitate authoring sewing patterns customized to garment and target body shapes to achieve desired looks. Traditional workflow involves a trial-and-error procedure wherein a mannequin is draped to judge the resultant folds and the sewing pattern iteratively adjusted until the desired look is achieved. This requires time and experience. Instead, we present a data-driven approach wherein the user directly indicates desired fold patterns simply by sketching while our system estimates corresponding garment and body shape parameters at interactive rates. The recovered parameters can then be further edited and the updated draped garment previewed. Technically, we achieve this via a novel shared shape space that allows the user to seamlessly specify desired characteristics across multimodal input without requiring to run garment simulation at design time. We evaluate our approach qualitatively via a user study and quantitatively against test datasets, and demonstrate how our system can generate a rich quality of on-body garments targeted for a range of body shapes while achieving desired fold characteristics. Code and data are available at our project webpage. Tuanfeng Y. Wang, Duygu Ceylan, Jovan Popovic, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2016 | Unsupervised texture transfer from images to model collectionsabstractLarge 3D model repositories of common objects are now ubiquitous and are increasingly being used in computer graphics and computer vision for both analysis and synthesis tasks. However, images of objects in the real world have a richness of appearance that these repositories do not capture, largely because most existing 3D models are untextured. In this work we develop an automated pipeline capable of transporting texture information from images of real objects to 3D models of similar objects. This is a challenging problem, as an object's texture as seen in a photograph is distorted by many factors, including pose, geometry, and illumination. These geometric and photometric distortions must be undone in order to transfer the pure underlying texture to a new object --- the 3D model. Instead of using problematic dense correspondences, we factorize the problem into the reconstruction of a set of base textures (materials) and an illumination model for the object in the image. By exploiting the geometry of the similar 3D model, we reconstruct certain reliable texture regions and correct for the illumination, from which a full texture map can be recovered and applied to the model. Our method allows for large-scale unsupervised production of richly textured 3D models directly from image data, providing high quality virtual objects for 3D scene design or photo editing applications, as well as a wealth of data for training machine learning algorithms for various inference tasks in graphics and vision. Tuanfeng Y. Wang, Hao Su 0001, Qixing Huang, Jingwei Huang 0001, Leonidas J. Guibas, Niloy J. Mitra |
ACM Trans. Graph. | 1 |
| 2015 | Dynamic SfM: Detecting Scene Changes from Image PairsabstractAbstract Detecting changes in scenes is important in many scene understanding tasks. In this paper, we pursue this goal simply from a pair of image recordings. Specifically, our goal is to infer what the objects are, how they are structured, and how they moved between the images. The problem is challenging as large changes make point‐level correspondence establishment difficult, which in turn breaks the assumptions of standard Structure‐from‐Motion (SfM). We propose a novel algorithm for dynamic SfM wherein we first generate a pool of potential corresponding points by hypothesizing over possible movements, and then use a continuous optimization formulation to obtain a low complexity solution that best explains the scene recordings, i.e., the input image pairs. We test the algorithm on a variety of examples to recover the multiple object structures and their changes. Tuanfeng Y. Wang, Pushmeet Kohli, Niloy J. Mitra |
Comput. Graph. Forum | 1 |
| 2015 | Fast Wavefront Propagation (FWP) for Computing Exact Geodesic Distances on MeshesabstractComputing geodesic distances on triangle meshes is a fundamental problem in computational geometry and computer graphics. To date, two notable classes of algorithms, the Mitchell-Mount-Papadimitriou (MMP) algorithm and the Chen-Han (CH) algorithm, have been proposed. Although these algorithms can compute exact geodesic distances if numerical computation is exact, they are computationally expensive, which diminishes their usefulness for large-scale models and/or time-critical applications. In this paper, we propose the fast wavefront propagation (FWP) framework for improving the performance of both the MMP and CH algorithms. Unlike the original algorithms that propagate only a single window (a data structure locally encodes geodesic information) at each iteration, our method organizes windows with a bucket data structure so that it can process a large number of windows simultaneously without compromising wavefront quality. Thanks to its macro nature, the FWP method is less sensitive to mesh triangulation than the MMP and CH algorithms. We evaluate our FWP-based MMP and CH algorithms on a wide range of large-scale real-world models. Computational results show that our method can improve the speed by a factor of 3-10. Chunxu Xu, Tuanfeng Y. Wang, Yong-Jin Liu 0001, Ligang Liu 0001, Ying He 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Cost-effective printing of 3D objects with skin-frame structuresabstract3D printers have become popular in recent years and enable fabrication of custom objects for home users. However, the cost of the material used in printing remains high. In this paper, we present an automatic solution to design a skin-frame structure for the purpose of reducing the material cost in printing a given 3D object. The frame structure is designed by an optimization scheme which significantly reduces material volume and is guaranteed to be physically stable, geometrically approximate, and printable. Furthermore, the number of struts is minimized by solving an l 0 sparsity optimization. We formulate it as a multi-objective programming problem and an iterative extension of the preemptive algorithm is developed to find a compromise solution. We demonstrate the applicability and practicability of our solution by printing various objects using both powder-type and extrusion-type 3D printers. Our method is shown to be more cost-effective than previous works. Weiming Wang 0003, Tuanfeng Y. Wang, Zhouwang Yang, Ligang Liu 0001, Xin Tong 0001, Weihua Tong, Jiansong Deng, Falai Chen, Xiuping Liu |
ACM Trans. Graph. | 2 |