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Yi-Xiao Li

dblp:295/8510 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 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
3 papers
Visual content generation and editing · 43% Geometric modeling and processing · 34% Computational photography and imaging · 22%
Artificial intelligence
1 paper
Generative modeling · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
font generation
0.712023
Learning Implicit Glyph Shape Representation · IEEE Trans. Vis. Comput. Graph. 2023
Geometric modeling and processing › shape representation
implicit representation
0.712023
Learning Implicit Glyph Shape Representation · IEEE Trans. Vis. Comput. Graph. 2023
Geometric modeling and processing
shape representation
0.712023
Learning Implicit Glyph Shape Representation · IEEE Trans. Vis. Comput. Graph. 2023
Visual content generation and editing
3d scene generation
0.512021
MageAdd: Real-Time Interaction Simulation for Scene Synthesis · ACM Multimedia 2021
Visual content generation and editing › scene synthesis
interactive scene synthesis
0.512021
MageAdd: Real-Time Interaction Simulation for Scene Synthesis · ACM Multimedia 2021
Machine learning › Generative modeling
style transfer
0.212023
Learning Implicit Glyph Shape Representation · IEEE Trans. Vis. Comput. Graph. 2023
Computational photography and imaging
camera localization
0.212023
SceneViewer: Automating Residential Photography in Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2023

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

implicit neural representation · 1.3convolutional network · 1.3rule-based view selection · 0.7interior photography rules · 0.7user interaction simulation · 0.5prior learning · 0.5
YearPublicationVenuePosition
2024 AdaPIP: Adaptive picture-in-picture guidance for 360° film watching
abstract
360° videos enable viewers to watch freely from different directions but inevitably prevent them from perceiving all the helpful information. To mitigate this problem, picture-in-picture (PIP) guidance was proposed using preview windows to show regions of interest (ROIs) outside the current view range. We identify several drawbacks of this representation and propose a new method for 360° film watching called AdaPIP. AdaPIP enhances traditional PIP by adaptively arranging preview windows with changeable view ranges and sizes. In addition, AdaPIP incorporates the advantage of arrow-based guidance by presenting circular windows with arrows attached to them to help users locate the corresponding ROIs more efficiently. We also adapted AdaPIP and Outside-In to HMD-based immersive virtual reality environments to demonstrate the usability of PIP-guided approaches beyond 2D screens. Comprehensive user experiments on 2D screens, as well as in VR environments, indicate that AdaPIP is superior to alternative methods in terms of visual experiences while maintaining a comparable degree of immersion.
Yi-Xiao Li, Guan Luo, Yi-Ke Xu, Yu He 0001, Song-Hai Zhang
Comput. Vis. Media1
2023 Learning Implicit Glyph Shape Representation
abstract
Automatic generation of fonts can greatly facilitate the font design process, and provide prototypes where designers can draw inspiration from. Existing generation methods are mainly built upon rasterized glyph images to utilize the successful convolutional architecture, but ignore the vector nature of glyph shapes. We present an implicit representation, modeling each glyph as shape primitives enclosed by several quadratic curves. This structured implicit representation is shown to be better suited for glyph modeling, and enables rendering glyph images at arbitrary high resolutions. Our representation gives high-quality glyph reconstruction and interpolation results, and performs well on the challenging one-shot font style transfer task comparing to other alternatives both qualitatively and quantitatively.
Ying-Tian Liu, Yi-Xiao Li, Chen Wang 0049, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.3
2023 SceneViewer: Automating Residential Photography in Virtual Environments
abstract
Selecting views is one of the most common but overlooked procedures in topics related to 3D scenes. Typically, existing applications and researchers manually select views through a trial-and-error process or "preset" a direction, such as the top-down views. For example, literature for scene synthesis requires views for visualizing scenes. Research on panorama and VR also require initial placements for cameras, etc. This article presents SceneViewer, an integrated system for automatic view selections. Our system is achieved by applying rules of interior photography, which guides potential views and seeks better views. Through experiments and applications, we show the potentiality and novelty of the proposed method.
Shao-Kui Zhang, Hou Tam, Yi-Xiao Li, Tai-Jiang Mu, Song-Hai Zhang
IEEE Trans. Vis. Comput. Graph.3
2021 MageAdd: Real-Time Interaction Simulation for Scene Synthesis
abstract
While recent researches on computational 3D scene synthesis have achieved impressive results, automatically synthesized scenes do not guarantee satisfaction of end users. On the other hand, manual scene modelling can always ensure high quality, but requires a cumbersome trial-and-error process. In this paper, we bridge the above gap by presenting a data-driven 3D scene synthesis framework that can intelligently infer objects to the scene by incorporating and simulating user preferences with minimum input. While the cursor is moved and clicked in the scene, our framework automatically selects and transforms suitable objects into scenes in real time. This is based on priors learnt from the dataset for placing different types of objects, and updated according to the current scene context. Through extensive experiments we demonstrate that our framework outperforms the state-of-the-art on result aesthetics, and enables effective and efficient user interactions.
Shao-Kui Zhang, Yi-Xiao Li, Yu He 0001, Yongliang Yang 0002, Song-Hai Zhang
ACM Multimedia2