EDBT 2026 Demo / reviewers in the wild / expert
Mingming He
dblp:207/7701
· DBLP profile ↗
22ranked-venue papers
4as first author
16since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 21 · 4 first-author · 15 since 2021Artificial intelligence and machine learning · 8 · 7 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | BodyReLux: Temporally Consistent Full-Body Video RelightingabstractBeing able to relight human performance is a fundamental task for post production and content creation. We present BodyReLux, a subject-specific video diffusion-based framework for relighting full-body human performances in a temporally consistent way. Our model is trained on a hybrid dataset of pixel-aligned video relighting pairs, covering a diverse combination of lighting conditions, performances and viewpoints. To acquire such dataset, we combine traditional static One-Light-at-a-Time (OLAT) capture and a novel dynamic performance capture in which two smoothly varying lighting sequences are rapidly interleaved. Because the lighting operates above the human flicker-fusion threshold, the interleaving does not appears to strobe. We train our video relighting model from a pretrained text-to-video model to fully leverage the generative priors for producing high quality videos. To achieve accurate lighting control, we introduce a new lighting conditioning method that represents each light source as a token. We further condition on sequences of lighting using masked attention to support dynamic lighting control. Together with a carefully designed data augmentation pipeline, we achieve photorealistic, robust, and temporally consistent video relighting of subject-specific human performances. Mingming He, Xueming Yu, David M. George, Ahmet Levent Tasel, Paul E. Debevec, Julien Philip |
ACM Trans. Graph. | 2 |
| 2026 | Chat2Layout: Interactive 3D Furniture Layout With a Multimodal LLMabstractAutomatic furniture layout is long desired for convenient interior design. Leveraging the remarkable visual reasoning capabilities of multimodal large language models (MLLMs), recent methods address layout generation in a static manner, lacking the feedback-driven refinement essential for interactive user engagement. We introduce Chat2Layout, a novel interactive furniture layout generation system that extends the functionality of MLLMs into the realm of interactive layout design. To achieve this, we establish a unified vision-question paradigm for in-context learning, enabling seamless communication with MLLMs to steer their behavior without altering model weights. Within this framework, we present a novel training-free visual prompting mechanism. This involves a visual-text prompting technique that assist MLLMs in reasoning about plausible layout plans, followed by an Offline-to-Online search (O2O-Search) method, which identifies the minimal set of informative references to provide exemplars for visual-text prompting. By employing an agent system with MLLMs as the core controller, we enable bidirectional interaction. The agent not only comprehends the 3D environment and user requirements through linguistic and visual perception but also plans tasks and reasons about actions to generate and arrange furniture within the virtual space. Furthermore, the agent iteratively updates based on visual feedback from execution results. Experimental results demonstrate that our approach facilitates language-interactive generation and arrangement for diverse and complex 3D furniture. Can Wang 0007, Hongliang Zhong, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Go-with-the-Flow: Motion-Controllable Video Diffusion Models Using Real-Time Warped NoiseabstractGenerative modeling aims to transform random noise into structured outputs. In this work, we enhance video diffusion models by allowing motion control via structured latent noise sampling. This is achieved by just a change in data: we pre-process training videos to yield structured noise. Consequently, our method is agnostic to diffusion model design, requiring no changes to model architectures or training pipelines. Specifically, we propose a novel noise warping algorithm, fast enough to run in real time, that replaces random temporal Gaussianity with correlated warped noise derived from optical flow fields, while preserving the spatial Gaussianity. The efficiency of our algorithm enables us to fine-tune modern video diffusion base models using warped noise with minimal overhead, and provide a one-stop solution for a wide range of userfriendly motion control: local object motion control, global camera movement control, and motion transfer. The harmonization between temporal coherence and spatial Gaussianity in our warped noise leads to effective motion control while maintaining per-frame pixel quality. Extensive experiments and user studies demonstrate the advantages of our method, making it a robust and scalable approach for controlling motion in video diffusion models. Please see our project webpage; source code and checkpoints are available on GitHub. Ryan D. Burgert, Yuancheng Xu, Wenqi Xian, Oliver Pilarski, Pascal Clausen, Mingming He, Yitong Deng, Mohsen Mousavi, Michael S. Ryoo, Paul E. Debevec, Ning Yu 0006 |
CVPR | 6 |
| 2025 | Lux Post Facto: Learning Portrait Performance Relighting with Conditional Video Diffusion and a Hybrid DatasetabstractVideo portrait relighting remains challenging because the results need to be both photorealistic and temporally stable. This typically requires a strong model design that can capture complex facial reflections as well as intensive training on a high-quality paired video dataset, such as dynamic one-light-at-a-time (OLAT). In this work, we introduce Lux Post Facto, a novel portrait video relighting method that produces both photorealistic and temporally consistent lighting effects. From the model side, we design a new conditional video diffusion model built upon state-of-the-art pre-trained video diffusion model, alongside a new lighting injection mechanism to enable precise control. This way we leverage strong spatial and temporal generative capability to generate plausible solutions to the ill-posed relighting problem. Our technique uses a hybrid dataset consisting of static expression OLAT data and in-the-wild portrait performance videos to jointly learn relighting and temporal modeling. This avoids the need to acquire paired video data in different lighting conditions. Our extensive experiments show that our model produces state-of-the-art results both in terms of photorealism and temporal consistency. Video results can be found on our project page. Yiqun Mei, Mingming He, Julien Philip, Wenqi Xian, David M. George, Xueming Yu, Gabriel Dedic, Ahmet Levent Tasel, Ning Yu 0006, Vishal M. Patel, Paul E. Debevec |
CVPR | 2 |
| 2025 | Virtually Being: Customizing Camera-Controllable Video Diffusion Models with Volumetric Performance CapturesabstractWe introduce a framework that enables both multi-view character consistency and 3D camera control in video diffusion models through a novel customization data pipeline. We train the character consistency component with recorded volumetric capture performances re-rendered with diverse camera trajectories via 4D Gaussian Splatting (4DGS), lighting variability obtained with a video relighting model. We fine-tune state-of-the-art open-source video diffusion models on this data to provide strong multi-view identity preservation, precise camera control, and lighting adaptability. Our framework also supports core capabilities for virtual production, including multi-subject generation using two approaches: joint training and noise blending, the latter enabling efficient composition of independently customized models at inference time; it also achieves scene and real-life video customization as well as control over motion and spatial layout during customization. Extensive experiments show improved video quality, higher personalization accuracy, and enhanced camera control and lighting adaptability, advancing the integration of video generation into virtual production. Yuancheng Xu, Wenqi Xian, Julien Philip, Ahmet Levent Tasel, Ryan D. Burgert, Mingming He, Oliver Hermann, Oliver Pilarski, Rahul Garg 0008, Paul E. Debevec, Ning Yu 0006 |
SIGGRAPH Asia | 8 |
| 2025 | Detail Enhanced Gaussian Splatting for Large-Scale Volumetric CaptureabstractWe present a unique system for large-scale, multi-performer, high resolution 4D volumetric capture providing realistic free-viewpoint video up to and including 4K resolution facial closeups. To achieve this, we employ a novel volumetric capture, reconstruction and rendering pipeline based on Dynamic Gaussian Splatting and Diffusion-based Detail Enhancement. We design our pipeline specifically to meet the demands of high-end media production. We employ two capture rigs: the Scene Rig , which captures multi-actor performances at a resolution which falls short of 4K production quality, and the Face Rig , which records high-fidelity single-actor facial detail to serve as a reference for detail enhancement. We first reconstruct dynamic performances from the Scene Rig using 4D Gaussian Splatting, incorporating new model designs and training strategies to improve reconstruction, dynamic range, and rendering quality. Then to render high-quality images for facial closeups, we introduce a diffusion-based detail enhancement model. This model is fine-tuned with high-fidelity data from the same actors recorded in the Face Rig. We train on paired data generated from low- and high-quality Gaussian Splatting (GS) models, using the low-quality input to match the quality of the Scene Rig , with the high-quality GS as ground truth. Our results demonstrate the effectiveness of this pipeline in bridging the gap between the scalable performance capture of a large-scale rig and the high-resolution standards required for film and media production. Julien Philip, Pascal Clausen, Wenqi Xian, Ahmet Levent Tasel, Mingming He, Xueming Yu, David M. George, Ning Yu 0006, Oliver Pilarski, Paul E. Debevec |
ACM Trans. Graph. | 6 |
| 2024 | DifFRelight: Diffusion-Based Facial Performance RelightingabstractWe present a novel framework for free-viewpoint facial performance relighting using diffusion-based image-to-image translation. Leveraging a subject-specific dataset containing diverse facial expressions captured under various lighting conditions, including flat-lit and one-light-at-a-time (OLAT) scenarios, we train a diffusion model for precise lighting control, enabling high-fidelity relit facial images from flat-lit inputs. Our framework includes spatially-aligned conditioning of flat-lit captures and random noise, along with integrated lighting information for global control, utilizing prior knowledge from the pre-trained Stable Diffusion model. This model is then applied to dynamic facial performances captured in a consistent flat-lit environment and reconstructed for novel-view synthesis using a scalable dynamic 3D Gaussian Splatting method to maintain quality and consistency in the relit results. In addition, we introduce unified lighting control by integrating a novel area lighting representation with directional lighting, allowing for joint adjustments in light size and direction. We also enable high dynamic range imaging (HDRI) composition using multiple directional lights to produce dynamic sequences under complex lighting conditions. Our evaluations demonstrate the models efficiency in achieving precise lighting control and generalizing across various facial expressions while preserving detailed features such as skintexture andhair. The model accurately reproduces complex lighting effects like eye reflections, subsurface scattering, self-shadowing, and translucency, advancing photorealism within our framework. Mingming He, Pascal Clausen, Ahmet Levent Tasel, Oliver Pilarski, Wenqi Xian, Laszlo Rikker, Xueming Yu, Ryan D. Burgert, Ning Yu 0006, Paul E. Debevec |
SIGGRAPH Asia | 1 |
| 2024 | NeRF-Art: Text-Driven Neural Radiance Fields StylizationabstractAs a powerful representation of 3D scenes, the neural radiance field (NeRF) enables high-quality novel view synthesis from multi-view images. Stylizing NeRF, however, remains challenging, especially in simulating a text-guided style with both the appearance and the geometry altered simultaneously. In this paper, we present NeRF-Art, a text-guided NeRF stylization approach that manipulates the style of a pre-trained NeRF model with a simple text prompt. Unlike previous approaches that either lack sufficient geometry deformations and texture details or require meshes to guide the stylization, our method can shift a 3D scene to the target style characterized by desired geometry and appearance variations without any mesh guidance. This is achieved by introducing a novel global-local contrastive learning strategy, combined with the directional constraint to simultaneously control both the trajectory and the strength of the target style. Moreover, we adopt a weight regularization method to effectively suppress cloudy artifacts and geometry noises which arise easily when the density field is transformed during geometry stylization. Through extensive experiments on various styles, we demonstrate that our method is effective and robust regarding both single-view stylization quality and cross-view consistency. Can Wang 0007, Ruixiang Jiang, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | AvatarCraft: Transforming Text into Neural Human Avatars with Parameterized Shape and Pose ControlabstractNeural implicit fields are powerful for representing 3D scenes and generating high-quality novel views, but it remains challenging to use such implicit representations for creating a 3D human avatar with a specific identity and artistic style that can be easily animated. Our proposed method, AvatarCraft, addresses this challenge by using diffusion models to guide the learning of geometry and texture for a neural avatar based on a single text prompt. We carefully design the optimization framework of neural implicit fields, including a coarse-to-fine multi-bounding box training strategy, shape regularization, and diffusion-based constraints, to produce high-quality geometry and texture. Additionally, we make the human avatar animatable by deforming the neural implicit field with an explicit warping field that maps the target human mesh to a template human mesh, both represented using parametric human models. This simplifies animation and reshaping of the generated avatar by controlling pose and shape parameters. Extensive experiments on various text descriptions show that AvatarCraft is effective and robust in creating human avatars and rendering novel views, poses, and shapes. Our project page is: https://avatar-craft.github.io/. Ruixiang Jiang, Can Wang 0007, Jingbo Zhang 0002, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
ICCV | 5 |
| 2023 | Exemplar-Based 3D Portrait StylizationabstractExemplar-based portrait stylization is widely attractive and highly desired. Despite recent successes, it remains challenging, especially when considering both texture and geometric styles. In this article, we present the first framework for one-shot 3D portrait style transfer, which can generate 3D face models with both the geometry exaggerated and the texture stylized while preserving the identity from the original content. It requires only one arbitrary style image instead of a large set of training examples for a particular style, provides geometry and texture outputs that are fully parameterized and disentangled, and enables further graphics applications with the 3D representations. The framework consists of two stages. In the first geometric style transfer stage, we use facial landmark translation to capture the coarse geometry style and guide the deformation of the dense 3D face geometry. In the second texture style transfer stage, we focus on performing style transfer on the canonical texture by adopting a differentiable renderer to optimize the texture in a multi-view framework. Experiments show that our method achieves robustly good results on different artistic styles and outperforms existing methods. We also demonstrate the advantages of our method via various 2D and 3D graphics applications. Fangzhou Han, Shuquan Ye, Mingming He, Menglei Chai, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Cross-Domain and Disentangled Face Manipulation With 3D GuidanceabstractFace image manipulation via three-dimensional guidance has been widely applied in various interactive scenarios due to its semantically-meaningful understanding and user-friendly controllability. However, existing 3D-morphable-model-based manipulation methods are not directly applicable to out-of-domain faces, such as non-photorealistic paintings, cartoon portraits, or even animals, mainly due to the formidable difficulties in building the model for each specific face domain. To overcome this challenge, we propose, as far as we know, the first method to manipulate faces in arbitrary domains using human 3DMM. This is achieved through two major steps: 1) disentangled mapping from 3DMM parameters to the latent space embedding of a pre-trained StyleGAN2 [1] that guarantees disentangled and precise controls for each semantic attribute; and 2) cross-domain adaptation that bridges domain discrepancies and makes human 3DMM applicable to out-of-domain faces by enforcing a consistent latent space embedding. Experiments and comparisons demonstrate the superiority of our high-quality semantic manipulation method on a variety of face domains with all major 3D facial attributes controllable - pose, expression, shape, albedo, and illumination. Moreover, we develop an intuitive editing interface to support user-friendly control and instant feedback. Our project page is https://cassiepython.github.io/cddfm3d/index.html. Can Wang 0007, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | CLIP-NeRF: Text-and-Image Driven Manipulation of Neural Radiance FieldsabstractWe present CLIP-NeRF, a multi-modal 3D object manipulation method for neural radiance fields (NeRF). By leveraging the joint language-image embedding space of the recent Contrastive Language-Image Pre-Training (CLIP) model, we propose a unified framework that allows manip-ulating NeRF in a user-friendly way, using either a short text prompt or an exemplar image. Specifically, to combine the novel view synthesis capability of NeRF and the controllable manipulation ability of latent representations from generative models, we introduce a disentangled conditional NeRF architecture that allows individual control over both shape and appearance. This is achieved by performing the shape conditioning via applying a learned deformation field to the positional encoding and deferring color conditioning to the volumetric rendering stage. To bridge this disentangled latent representation to the CLIP embedding, we design two code mappers that take a CLIP embedding as input and update the latent codes to reflect the targeted editing. The mappers are trained with a CLIP-based matching loss to ensure the manipulation accuracy. Furthermore, we propose an inverse optimization method that accurately projects an input image to the latent codes for manipulation to enable editing on real images. We evaluate our approach by extensive experiments on a variety of text prompts and exemplar images and also provide an intuitive interface for interactive editing. Can Wang 0007, Menglei Chai, Mingming He, Dongdong Chen 0001, Jing Liao 0001 |
CVPR | 3 |
| 2022 | DenseGAP: Graph-Structured Dense Correspondence Learning with Anchor PointsabstractEstablishing dense correspondence between two images is a fundamental computer vision problem, which is typically tackled by matching local feature descriptors. However, without global awareness, such local features are often insufficient for disambiguating similar regions. And computing the pairwise feature correlation across images is both computation-expensive and memory-intensive. To make the local features aware of the global context and improve their matching accuracy, we introduce DenseGAP, a new solution for efficient Dense correspondence learning with a Graph-structured neural network conditioned on Anchor Points. Specifically, we first propose a graph structure that utilizes anchor points to provide sparse but reliable prior on inter- and intra-image context and propagates them to all image points via directed edges. We also design a graph-structured network to broadcast multi-level contexts via light-weighted message-passing layers and generate high-resolution feature maps at low memory cost. Finally, based on the predicted feature maps, we introduce a coarse-to-fine framework for accurate correspondence prediction using cycle consistency. Our feature descriptors capture both local and global information, thus enabling a continuous feature field for querying arbitrary points at high resolution. Through comprehensive ablative experiments and evaluations on large-scale indoor and outdoor datasets, we demonstrate that our method advances the state-of-the-art of correspondence learning on most benchmarks. Zhengfei Kuang, Jiaman Li, Mingming He |
ICPR | 3 |
| 2022 | Water Simulation and Rendering from a Still PhotographabstractWe propose an approach to simulate and render realistic water animation from a single still input photograph. We first segment the water surface, estimate rendering parameters, and compute water reflection textures with a combination of neural networks and traditional optimization techniques. Then we propose an image-based screen space local reflection model to render the water surface overlaid on the input image and generate real-time water animation. Our approach creates realistic results with no user intervention for a wide variety of natural scenes containing large bodies of water with different lighting and water surface conditions. Since our method provides a 3D representation of the water surface, it naturally enables direct editing of water parameters and also supports interactive applications like adding synthetic objects to the scene. Ryusuke Sugimoto, Mingming He, Jing Liao 0001, Pedro V. Sander |
SIGGRAPH Asia | 2 |
| 2022 | Efficient Semantic Image Synthesis via Class-Adaptive NormalizationabstractSpatially-adaptive normalization (SPADE) is remarkably successful recently in conditional semantic image synthesis in T. Park et al. 2019 which modulates the normalized activation with spatially-varying transformations learned from semantic layouts, to prevent the semantic information from being washed away. Despite its impressive performance, a more thorough understanding of the advantages inside the box is still highly demanded to help reduce the significant computation and parameter overhead introduced by this novel structure. In this paper, from a return-on-investment point of view, we conduct an in-depth analysis of the effectiveness of this spatially-adaptive normalization and observe that its modulation parameters benefit more from semantic-awareness rather than spatial-adaptiveness, especially for high-resolution input masks. Inspired by this observation, we propose class-adaptive normalization (CLADE), a lightweight but equally-effective variant that is only adaptive to semantic class. In order to further improve spatial-adaptiveness, we introduce intra-class positional map encoding calculated from semantic layouts to modulate the normalization parameters of CLADE and propose a truly spatially-adaptive variant of CLADE, namely CLADE-ICPE. Through extensive experiments on multiple challenging datasets, we demonstrate that the proposed CLADE can be generalized to different SPADE-based methods while achieving comparable generation quality compared to SPADE, but it is much more efficient with fewer extra parameters and lower computational cost. The code and pretrained models are available at https://github.com/tzt101/CLADE.git. Zhentao Tan, Dongdong Chen 0001, Qi Chu 0001, Menglei Chai, Jing Liao 0001, Mingming He, Lu Yuan 0001, Gang Hua 0001, Nenghai Yu |
IEEE Trans. Pattern Anal. Mach. Intell. | 6 |
| 2021 | DisUnknown: Distilling Unknown Factors for Disentanglement LearningabstractDisentangling data into interpretable and independent factors is critical for controllable generation tasks. With the availability of labeled data, supervision can help enforce the separation of specific factors as expected. However, it is often expensive or even impossible to label every single factor to achieve fully-supervised disentanglement. In this paper, we adopt a general setting where all factors that are hard to label or identify are encapsulated as a single unknown factor. Under this setting, we propose a flexible weakly-supervised multi-factor disentanglement framework DisUnknown, which Distills Unknown factors for enabling multi-conditional generation regarding both labeled and unknown factors. Specifically, a two-stage training approach is adopted to first disentangle the unknown factor with an effective and robust training method, and then train the final generator with the proper disentanglement of all labeled factors utilizing the unknown distillation. To demonstrate the generalization capacity and scalability of our method, we evaluate it on multiple benchmark datasets qualitatively and quantitatively and further apply it to various real-world applications on complicated datasets. Sitao Xiang, Yuming Gu, Pengda Xiang, Menglei Chai, Hao Li 0015, Mingming He |
ICCV | 7 |
| 2020 | Dynamic facial asset and rig generation from a single scanabstractThe creation of high-fidelity computer-generated (CG) characters for films and games is tied with intensive manual labor, which involves the creation of comprehensive facial assets that are often captured using complex hardware. To simplify and accelerate this digitization process, we propose a framework for the automatic generation of high-quality dynamic facial models, including rigs which can be readily deployed for artists to polish. Our framework takes a single scan as input to generate a set of personalized blendshapes, dynamic textures, as well as secondary facial components ( e.g. , teeth and eyeballs). Based on a facial database with over 4, 000 scans with pore-level details, varying expressions and identities, we adopt a self-supervised neural network to learn personalized blendshapes from a set of template expressions. We also model the joint distribution between identities and expressions, enabling the inference of a full set of personalized blendshapes with dynamic appearances from a single neutral input scan. Our generated personalized face rig assets are seamlessly compatible with professional production pipelines for facial animation and rendering. We demonstrate a highly robust and effective framework on a wide range of subjects, and showcase high-fidelity facial animations with automatically generated personalized dynamic textures. Jiaman Li, Zhengfei Kuang, Mingming He, Karl Bladin, Hao Li 0015 |
ACM Trans. Graph. | 4 |
| 2019 | Deep Exemplar-Based Video ColorizationabstractThis paper presents the first end-to-end network for exemplar-based video colorization. The main challenge is to achieve temporal consistency while remaining faithful to the reference style. To address this issue, we introduce a recurrent framework that unifies the semantic correspondence and color propagation steps. Both steps allow a provided reference image to guide the colorization of every frame, thus reducing accumulated propagation errors. Video frames are colorized in sequence based on the colorization history, and its coherency is further enforced by the temporal consistency loss. All of these components, learned end-to-end, help produce realistic videos with good temporal stability. Experiments show our result is superior to the state-of-the-art methods both quantitatively and qualitatively. Bo Zhang 0025, Mingming He, Jing Liao 0001, Pedro V. Sander, Lu Yuan 0001, Amine Bermak, Dong Chen 0003 |
CVPR | 2 |
| 2019 | Gated Context Aggregation Network for Image Dehazing and DerainingabstractImage dehazing aims to recover the uncorrupted content from a hazy image. Instead of leveraging traditional low-level or handcrafted image priors as the restoration constraints, e.g., dark channels and increased contrast, we propose an end-to-end gated context aggregation network to directly restore the final haze-free image. In this network, we adopt the latest smoothed dilation technique to help remove the gridding artifacts caused by the widely-used dilated convolution with negligible extra parameters, and leverage a gated sub-network to fuse the features from different levels. Extensive experiments demonstrate that our method can surpass previous state-of-the-art methods by a large margin both quantitatively and qualitatively. In addition, to demonstrate the generality of the proposed method, we further apply it to the image deraining task, which also achieves the state-of-the-art performance. Dongdong Chen 0001, Mingming He, Qingnan Fan, Jing Liao 0001, Liheng Zhang, Dongdong Hou, Lu Yuan 0001, Gang Hua 0001 |
WACV | 2 |
| 2019 | Progressive Color Transfer With Dense Semantic CorrespondencesabstractWe propose a new algorithm for color transfer between images that have perceptually similar semantic structures. We aim to achieve a more accurate color transfer that leverages semantically meaningful dense correspondence between images. To accomplish this, our algorithm uses neural representations for matching. Additionally, the color transfer should be spatially variant and globally coherent. Therefore, our algorithm optimizes a local linear model for color transfer satisfying both local and global constraints. Our proposed approach jointly optimizes matching and color transfer, adopting a coarse-to-fine strategy. The proposed method can be successfully extended from one-to-one to one-to-many color transfer. The latter further addresses the problem of mismatching elements of the input image. We validate our proposed method by testing it on a large variety of image content. Mingming He, Jing Liao 0001, Dongdong Chen 0001, Lu Yuan 0001, Pedro V. Sander |
ACM Trans. Graph. | 1 |
| 2018 | Deep exemplar-based colorizationabstractWe propose the first deep learning approach for exemplar-based local colorization. Given a reference color image, our convolutional neural network directly maps a grayscale image to an output colorized image. Rather than using hand-crafted rules as in traditional exemplar-based methods, our end-to-end colorization network learns how to select, propagate , and predict colors from the large-scale data. The approach performs robustly and generalizes well even when using reference images that are unrelated to the input grayscale image. More importantly, as opposed to other learning-based colorization methods, our network allows the user to achieve customizable results by simply feeding different references. In order to further reduce manual effort in selecting the references, the system automatically recommends references with our proposed image retrieval algorithm, which considers both semantic and luminance information. The colorization can be performed fully automatically by simply picking the top reference suggestion. Our approach is validated through a user study and favorable quantitative comparisons to the-state-of-the-art methods. Furthermore, our approach can be naturally extended to video colorization. Our code and models are freely available for public use. Mingming He, Dongdong Chen 0001, Jing Liao 0001, Pedro V. Sander, Lu Yuan 0001 |
ACM Trans. Graph. | 1 |
| 2018 | Gigapixel Panorama Video LoopsabstractWe present the first technique to create wide-angle, high-resolution looping panoramic videos. Starting with a 2D grid of registered videos acquired on a robotic mount, we formulate a combinatorial optimization to determine for each output pixel the source video and looping parameters that jointly maximize spatiotemporal consistency. This optimization is accelerated by reducing the set of source labels using a graph-coloring scheme. We parallelize the computation and implement it out-of-core by partitioning the domain along low-importance paths. The merged panorama is assembled using gradient-domain blending and stored as a hierarchy of video tiles. Finally, an interactive viewer adaptively preloads these tiles for responsive browsing and allows the user to interactively edit and improve local regions. We demonstrate these techniques on gigapixel-sized looping panoramas. Mingming He, Jing Liao 0001, Pedro V. Sander, Hugues Hoppe |
ACM Trans. Graph. | 1 |