Zen-Chung Shih

dblp:32/862 · DBLP profile ↗
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23ranked-venue papers
2as first author
1since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 22 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-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
5 papers
Rendering · 86% Image and video processing · 12% Virtual and augmented reality · 3%
Artificial intelligence
1 paper
Segmentation and scene understanding · 44% Video understanding and tracking · 44% 3D vision · 13%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › global illumination
precomputed radiance transfer
0.222012
K-clustered tensor approximation: A sparse multilinear model for real-time rendering · ACM Trans. Graph. 2012
All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation · ACM Trans. Graph. 2006
Rendering
data-driven rendering
0.112012
K-clustered tensor approximation: A sparse multilinear model for real-time rendering · ACM Trans. Graph. 2012
Rendering
tensor approximation
0.112012
K-clustered tensor approximation: A sparse multilinear model for real-time rendering · ACM Trans. Graph. 2012
Rendering
appearance modeling
0.112011
Modeling Bidirectional Texture Functions with Multivariate Spherical Radial Basis Functions · IEEE Trans. Pattern Anal. Mach. Intell. 2011
Rendering › appearance modeling
bidirectional texture function
0.112011
Modeling Bidirectional Texture Functions with Multivariate Spherical Radial Basis Functions · IEEE Trans. Pattern Anal. Mach. Intell. 2011
Computer vision › Video understanding and tracking
background subtraction
0.112007
Background Removal of Multiview Images by Learning Shape Priors · IEEE Trans. Image Process. 2007
Computer vision › Segmentation and scene understanding
image segmentation
0.112007
Background Removal of Multiview Images by Learning Shape Priors · IEEE Trans. Image Process. 2007
Rendering › relighting
all-frequency relighting
0.112006
All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation · ACM Trans. Graph. 2006
Image and video processing
image segmentation
0.112006
Comparison between immersion-based and toboggan-based watershed image segmentation · IEEE Trans. Image Process. 2006
Image and video processing › image segmentation › region-based segmentation
watershed segmentation
0.112006
Comparison between immersion-based and toboggan-based watershed image segmentation · IEEE Trans. Image Process. 2006
Rendering
real-time rendering
0.012011
Modeling Bidirectional Texture Functions with Multivariate Spherical Radial Basis Functions · IEEE Trans. Pattern Anal. Mach. Intell. 2011
Virtual and augmented reality
motion platform
0.012000
Virtual Roller Coaster · VR 2000
Computer vision › 3D vision › 3d reconstruction
image-based 3d reconstruction
0.012007
Background Removal of Multiview Images by Learning Shape Priors · IEEE Trans. Image Process. 2007

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

clustered tensor approximation · 0.2sparse representation · 0.1spherical radial basis functions · 0.1parameterization optimization · 0.1hierarchical fitting · 0.1volumetric graph-cut · 0.1shape prior · 0.1graph-cut segmentation · 0.1discrete medial axis · 0.1toboggan algorithm · 0.1immersion algorithm · 0.1motion control · 0.0hydraulic actuation · 0.0
YearPublicationVenuePosition
2023 Sharing Model Framework for Zero-Shot Sketch-Based Image Retrieval
abstract
Abstract Sketch‐based image retrieval (SBIR) is an emerging task in computer vision. Research interests have arisen in solving this problem under the realistic and challenging setting of zero‐shot learning. Given a sketch as a query, the search goal is to retrieve the corresponding photographs in a zero‐shot scenario. In this paper, we divide the aforementioned challenging work into three tasks and propose a sharing model framework that addresses these problems. First, the weights of the proposed sharing model effectively reduced the modality gap between sketches and photographs. Second, semantic information was used to handle different label spaces during the training and testing stages. The sketch and photograph domains share semantic information. Finally, a memory mechanism is used to reduce the intrinsic variety in sketches, even if they all belong to the same class. Sketches and photographs dominate the embeddings in turn. Because sketches are not limited by language, our ultimate goal is to find a method to replace text searches. We also designed a demonstration program to demonstrate the use of the proposed method in real‐world applications. Our results indicate that the proposed method exhibits considerably higher zero‐shot SBIR performance than do other state‐of‐the‐art methods on the challenging Sketchy, TU‐Berlin, and QuickDraw datasets.
Yi-Hsuan Ho, Der-Lor Way, Zen-Chung Shih
Comput. Graph. Forum3
2016 An Efficient Structure-Aware Bilateral Texture Filtering for Image Smoothing
abstract
Abstract Photos contain well‐structured and plentiful visual information. Edges are active and expressive stimuli for human visual perception. However, it is hard to separate structure from details because edge strength and object scale are entirely different concepts. This paper proposes a structure‐aware bilateral texture algorithm to remove texture patterns and preserve structures. Our proposed method is simple and fast, as well as effective in removing textures. Instead of patch shift, smaller patches represent pixels located at structure edges, and original patches represent the texture regions. Specifically, this paper also improves joint bilateral filter to preserve small structures. Moreover, a windowed inherent variation is adapted to distinguish textures and structures for detecting structure edges. Finally, the proposed method produces excellent experimental results. These results are compared to some results of previous studies. Besides, structure‐preserving filtering is a critical operation in many image processing applications. Our proposed filter is also demonstrated in many attractive applications, such as seam carving, detail enhancement, artistic rendering, etc.
Ting-Hao Lin, Der-Lor Way, Zen-Chung Shih, Wen-Kai Tai, Chin-Chen Chang 0002
Comput. Graph. Forum3
2016 Inner engraving for the creation of a balanced LEGO sculpture
Jhen-Yao Hong, Der-Lor Way, Zen-Chung Shih, Wen-Kai Tai, Chin-Chen Chang 0002
Vis. Comput.3
2013 Adaptive sampling approach for volumetric shadows in dynamic scenes
abstract
Ray marching is an important technique to generate volumetric lighting effects. However, it is very expensive for each pixel on the screen, especially in dynamic scenes. The authors propose an adaptive approach to reduce samples for volumetric shadows in the time domain. In dynamic scenes, shadow volumes of moving objects are created and are rasterised to decide pixels that cannot be reused. The authors use a stencil buffer to maintain the information of screen pixels by recomputing or just using the previous information. Experimental results show that the proposed approach is simple to implement. Moreover, compared to the previous method, the proposed approach achieves a specific speedup and maintains similar visual quality.
H.-Y. Lin, Chin-Chen Chang 0002, Yu-Ting Tsai, Der-Lor Way, Zen-Chung Shih
IET Image Process.5
2012 K-clustered tensor approximation: A sparse multilinear model for real-time rendering
abstract
With the increasing demands for photo-realistic image synthesis in real time, we propose a sparse multilinear model, which is named K-Clustered Tensor Approximation (K-CTA), to efficiently analyze and approximate large-scale multidimensional visual datasets, so that both storage space and rendering time are substantially reduced. K-CTA not only extends previous work on Clustered Tensor Approximation (CTA) to exploit inter-cluster coherence, but also allows a compact and sparse representation for high-dimensional datasets with just a few low-order factors and reduced multidimensional cluster core tensors. Thus, K-CTA can be regarded as a sparse extension of CTA and a multilinear generalization of sparse representation. Experimental results demonstrate that K-CTA can accurately approximate spatially varying visual datasets, such as bidirectional texture functions, view-dependent occlusion texture functions, and biscale radiance transfer functions for efficient rendering in real-time applications.
Yu-Ting Tsai, Zen-Chung Shih
ACM Trans. Graph.2
2011 Comic character animation using Bayesian estimation
abstract
The motion of comic characters includes different types of movements, such as walking or running. In a comic, a movement may be described by a series of non-continuous poses in a sequence of contiguous frames. Each pose exists in a frame. We synthesize an animation according to still comic frames. In this paper, we propose a model to analyze time series of a character's motion using the non-parametric Bayesian approach. Then we can automatically generate a sequence of motions by using the estimated time series. Experimental results show that the built time series model best matches the given frames. Furthermore, unnatural distortions of the results are minimized. Copyright © 2011 John Wiley & Sons, Ltd.
Yun-Feng Chou, Zen-Chung Shih
Comput. Animat. Virtual Worlds2
2011 Modeling Bidirectional Texture Functions with Multivariate Spherical Radial Basis Functions
abstract
This paper presents a novel parametric representation for bidirectional texture functions. Our method mainly relies on two original techniques, namely, multivariate spherical radial basis functions (SRBFs) and optimized parameterization. First, since the surface appearance of a real-world object is frequently a mixed effect of different physical factors, the proposed sum-of-products model based on multivariate SRBFs especially provides an intrinsic and efficient representation for heterogenous materials. Second, optimized parameterization particularly aims at overcoming the major disadvantage of traditional fixed parameterization. By using a parametric model to account for variable transformations, the parameterization process can be tightly integrated with multivariate SRBFs into a unified framework. Finally, a hierarchical fitting algorithm for bidirectional texture functions is developed to exploit spatial coherence and reduce computational cost. Our experimental results further reveal that the proposed representation can easily achieve high-quality approximation and real-time rendering performance.
Yu-Ting Tsai, Kuei-Li Fang, Wen-Chieh Lin, Zen-Chung Shih
IEEE Trans. Pattern Anal. Mach. Intell.4
2010 A nonparametric regression model for virtual humans generation
Yun-Feng Chou, Zen-Chung Shih
Multim. Tools Appl.2
2007 Background Removal of Multiview Images by Learning Shape Priors
abstract
Image-based rendering has been successfully used to display 3-D objects for many applications. A well-known example is the object movie, which is an image-based 3-D object composed of a collection of 2-D images taken from many different viewpoints of a 3-D object. In order to integrate image-based 3-D objects into a chosen scene (e.g., a panorama), one has to meet a hard challenge--to efficiently and effectively remove the background from the foreground object. This problem is referred to as multiview images (MVIs) segmentation. Another task requires MVI segmentation is image-based 3-D reconstruction using multiview images. In this paper, we propose a new method for segmenting MVI, which integrates some useful algorithms, including the well-known graph-cut image segmentation and volumetric graph-cut. The main idea is to incorporate the shape prior into the image segmentation process. The shape prior introduced into every image of the MVI is extracted from the 3-D model reconstructed by using the volumetric graph cuts algorithm. Here, the constraint obtained from the discrete medial axis is adopted to improve the reconstruction algorithm. The proposed MVI segmentation process requires only a small amount of user intervention, which is to select a subset of acceptable segmentations of the MVI after the initial segmentation process. According to our experiments, the proposed method can provide not only good MVI segmentation, but also provide acceptable 3-D reconstructed models for certain less-demanding applications.
Yu-Pao Tsai, Cheng-Hung Ko, Yi-Ping Hung, Zen-Chung Shih
IEEE Trans. Image Process.4
2006 Automatic Geometric and Photometric Calibration for Tiling Multiple Projectors with a Pan-Tilt-Zoom Camera
abstract
Research on creating a large, high-resolution, low-cost display system has become increasingly important due to the growing desire in many fields for bigger and better displays. The goal of this research is to build a seamless large-scale display system by tiling multiple projectors with the help of a pan-tilt-zoom camera. In order to achieve this goal, we took two tasks into consideration: geometric calibration and photometric calibration. Compared to the previous work, our method for geometric calibration is more accurate, thanks to the much higher resolution images acquired by combining several zoom-in images and doing lens correction for the camera at first. For photometric calibration, we achieve color uniformity among projectors by utilizing the same PTZ camera, which is calibrated once with a colorimeter in a factory. Furthermore, we adopted the technique of producing a high dynamic range image from several images of different exposures to increase the measurement accuracy of the camera. In our experiments, the average error of photometric measurement achieved by our method is less than the mean perceptibility tolerance. Our method has great potential for many applications that require large and high-resolution displays
Yu-Pao Tsai, Yen-nien Wu, Shou-Chun Liao, Zen-Chung Shih, Yi-Ping Hung
ICME4
2006 Comparison between immersion-based and toboggan-based watershed image segmentation
abstract
Watershed segmentation has recently become a popular tool for image segmentation. There are two approaches to implementing watershed segmentation: immersion approach and toboggan simulation. Conceptually, the immersion approach can be viewed as an approach that starts from low altitude to high altitude and the toboggan approach as an approach that starts from high altitude to low altitude. The former seemed to be more popular recently (e.g., Vincent and Soille), but the latter had its own supporters (e.g., Mortensen and Barrett). It was not clear whether the two approaches could lead to exactly the same segmentation result and which approach was more efficient. In this paper, we present two "order-invariant" algorithms for watershed segmentation, one based on the immersion approach and the other on the toboggan approach. By introducing a special RIDGE label to achieve the property of order-invariance, we find that the two conceptually opposite approaches can indeed obtain the same segmentation result. When running on a Pentium-III PC, both of our algorithms require only less than 1/30 s for a 256 x 256 image and 1/5 s for a 512 x 512 image, on average. What is more surprising is that the toboggan algorithm, which is less well known in the computer vision community, turns out to run faster than the immersion algorithm for almost all the test images we have used, especially when the image is large, say, 512 x 512 or larger. This paper also gives some explanation as to why the toboggan algorithm can be more efficient in most cases.
Yung-Chieh Lin, Yu-Pao Tsai, Yi-Ping Hung, Zen-Chung Shih
IEEE Trans. Image Process.4
2006 All-frequency precomputed radiance transfer using spherical radial basis functions and clustered tensor approximation
abstract
This paper introduces a new data representation and compression technique for precomputed radiance transfer (PRT). The light transfer functions and light sources are modeled with spherical radial basis functions (SRBFs). A SRBF is a rotation-invariant function that depends on the geodesic distance between two points on the unit sphere. Rotating functions in SRBF representation is as straightforward as rotating the centers of SRBFs. Moreover, high-frequency signals are handled by adjusting the bandwidth parameters of SRBFs. To exploit inter-vertex coherence, the light transfer functions are further classified iteratively into disjoint clusters, and tensor approximation is applied within each cluster. Compared with previous methods, the proposed approach enables real-time rendering with comparable quality under high-frequency lighting environments. The data storage is also more compact than previous all-frequency PRT algorithms.
Yu-Ting Tsai, Zen-Chung Shih
ACM Trans. Graph.2
2005 A Bayesian approach to video object segmentation via merging 3-D watershed volumes
Yu-Pao Tsai, Chih-Chuan Lai, Yi-Ping Hung, Zen-Chung Shih
IEEE Trans. Circuits Syst. Video Technol.4
2003 The synthesis of rust in seawater
Yao-Xun Chang, Zen-Chung Shih
Vis. Comput.2
2001 The Synthesis of Rock Textures in Chinese Landscape Painting
abstract
In Chinese landscape painting, rock textures portray the orientation of mountains and contribute to the atmosphere. Many landscape-painting skills are required according to the type of rock. Landscape painting is the major theme of Chinese painting. Over the centuries, masters of Chinese landscape painting developed various texture strokes. Hemp-fiber and axe-cut are two major types of texture strokes. A slightly sinuous and seemingly broken line, the hemp-fiber stroke is used for describing the gentle slopes of rock formations whereas the axe-cut stroke best depicts hard, rocky surfaces. This paper presents a novel method of synthesizing rock textures in Chinese landscape painting, useful not only to artists who want to paint interactively, but also in automated rendering of natural scenes. The method proposed underwrites the complete painting process after users have specified only the contour and parameters.
Der-Lor Way, Zen-Chung Shih
Comput. Graph. Forum2
2000 Virtual Roller Coaster
abstract
Roller coasters are an attractive, adventurous and exciting form of entertainment. In this paper, we present a virtual roller coaster system, which includes roller coaster simulation software, a motion platform and a motion control unit. We investigate the track structure of the roller coaster and propose a methodology to generate the track automatically. We also simulate the forces exerted on the running carriage to give the user the impression he/she is riding a real roller coaster. A motion platform with two degrees of freedom is constructed using hydraulic cylinders for its actuators. An electronic circuit is designed to allow the motion platform to communicate with the host computer. We also provide flexibility for changing the track type and the surrounding scenery, in order to give the rider a variety of exciting experiences. This system also considers safety concerns in the design of the motion platform.
Zen-Chung Shih, Yuh-Sen Jaw, Mei-Ling Hsu
VR1
2000 Physically-Based Patination for Underground Objects
abstract
Although current photorealistic rendering techniques can produce very impressive images, the rendered objects are often too clean and shiny. Thus, the resulting images look unnatural. This paper proposes a physically‐based model to simulate the appearance of patinas on ancient Chinese bronzes. Buried in the soil for thousands of years, many patinas are found on the surface of ancient bronzes as a result of the aging process and the physical and chemical conditions of the soil environment. The development of patinas is modulated herein by L‐systems according to tendencies based on the environmental factors and object geometry. The tendencies are employed to represent the accumulative effect of all factors on patination. The proposed model can be extended to simulate a variety of metallic patinas including the ancient Chinese bronzes discovered at San‐hsing‐tui, Sichuan, China.
Yao-Xun Chang, Zen-Chung Shih
Comput. Graph. Forum2
2000 An improved rendering technique for ray tracing Bézier and B-spline surfaces
abstract
Both numerical and subdivision methods are widely used approaches for ray tracing parametric surfaces. However, the expense of finding the ray–surface intersection points is a major drawback. Thus, simpler and less memory-intensive strategies are needed to improve these methods without further complicating them. This work presents an efficient algorithm for enhancing the performance of both numerical and subdivision methods. The proposed technique can be extended to most applications based on these two methods. The computational time of both approaches is improved by 16–40%. Copyright © 2000 John Wiley & Sons, Ltd.
Shyue-Wu Wang, Zen-Chung Shih, Ruei-Chuan Chang
Comput. Animat. Virtual Worlds2
1998 An accuracy enhancement algorithm for hierarchical radiosity
Chin-Chen Chang 0002, Zen-Chung Shih
Comput. Graph.2
1998 Tighter error bounds and weighted error metrics for hierarchical radiosity
abstract
In this paper we first derive a tighter error bound on form factors as a subdivision criterion for the hierarchical radiosity algorithm. Such an error bound can reduce more unnecessary links and improve the performance of the hierarchical radiosity algorithm to meet a user-specified error tolerance. We then propose a weighted error metric in form factor computation such that more effort is automatically applied to shadow boundaries. Evaluating form factors along shadow boundaries with a higher degree of precision should enhance the quality of human perception. Using the proposed tighter error bound on the weighted error metric, we not only improve the performance but also increase the accuracy of the hierarchical radiosity algorithm. © 1998 John Wiley & Sons, Ltd.
Chin-Chen Chang 0002, Zen-Chung Shih
Comput. Animat. Virtual Worlds2
1995 Synthesizing Feather Textures in Galliformes
abstract
Abstract The texture of feather is one of the most fascinating, complicated, and beautiful texture patterns in nature. In this paper, we propose a new and effective texture generation approach that uses the traits of iteration behavior to synthesize the textures of Galliformes feathers realistically. We also propose an interactive feather modeling approach which provides a close connection between the user's intuition and the resulting branching pattern. In texturing the feather structure, we use an object‐space mapping technique. Experimental results are presented to show the effectiveness of our method.
Wen-Kai Dai, Zen-Chung Shih, Ruei-Chuan Chang
Comput. Graph. Forum2
1995 Fractal pattern for a butterfly wing
Wen-Kai Dai, Ruei-Chuan Chang, Zen-Chung Shih
Vis. Comput.3
1989 A systolic algorithm for extracting regions from a planar graph
Zen-Chung Shih, Richard C. T. Lee, S. N. Yang
Comput. Vis. Graph. Image Process.1