EDBT 2026 Demo / reviewers in the wild / expert
Lap-Fai Yu
dblp:33/9924 · also Lap-Fai Craig Yu
· DBLP profile ↗
64ranked-venue papers
7as first author
22since 2021 · last 2026
0000-0002-2656-5654ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 44 · 7 first-author · 14 since 2021Human-computer interaction and ubiquitous computing · 20 · 1 first-author · 13 since 2021Artificial intelligence and machine learning · 16 · 2 first-author · 2 since 2021Systems, architecture and hardware · 4 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HieraVisVR: Hierarchical Visual Analytics for Motion-Centric VR PlaytestingabstractPlaytesting is widely used in the game industry to identify design flaws and evaluate player experience, yet little research explores how to effectively visualize and analyze playtesting data. This challenge is particularly pronounced in motion-based VR games, which involve physical movements and interactions tracked through multimodal inputs, resulting in complex multidimensional data. To better understand the challenges designers face, we conducted a formative study with 30 practitioners in the VR domain to characterize playtesting workflows and associated tasks. Based on these findings, we present HieraVisVR, a hierarchical visual analytics framework that incorporates body-motion-related data to help designers identify player behaviors and critical game moments, simplifying their workflow. We demonstrate the applicability of HieraVisVR in three different applications and evaluate our system with playtesting experts through an analysis of motion-based game data. The study results suggest that our system enhances playtesters’ understanding of the gameplay and improves their data analysis workflow. Erdem Murat, Liuchuan Yu, Haikun Huang, Minsoo Choi 0001, Christos Mousas, Lap-Fai Yu |
CHI | 7 |
| 2026 | Role-Aware Virtual Agents for Navigational Interaction guided by a Multimodal Large Language ModelabstractWe present a role-aware virtual agent navigational interaction that generates consistent, role-aligned movement behaviors. Our approach leverages Multimodal Large Language Models (MLLMs) to interpret multimodal inputs including scene information, user state, and high-level language role instruction, producing discrete navigation decisions and stylized planning path. Our approach enables virtual agents to behave consistently with narrative roles and respond to dynamic actions, such as playing a hide-and-seek taking into account the agent's role and the user's possible intention. Our approach demonstrates how MLLMs can go beyond language-based interaction to support embodied, spatial, and role-aware agent behaviors in immersive environments such as augmented reality. ChangYang Li, Cuong Nguyen 0003, Lap-Fai Yu |
ACM Trans. Graph. | 4 |
| 2025 | Crafting Dynamic Virtual Activities with Advanced Multimodal ModelsabstractIn this paper, we investigate the use of multimodal large language models (MLLMs) for generating virtual activities, leveraging the integration of vision-language modalities to enable the interpretation of virtual environments. Our approach recognizes and abstracts key scene elements including scene layouts, semantic contexts, and object identities with MLLMs' multimodal reasoning capabilities. By correlating these abstractions with massive knowledge about human activities, MLLMs are capable of generating adaptive and contextually relevant virtual activities. We propose a structured framework to articulate abstract activity descriptions, emphasizing detailed multi-character interactions within virtual spaces. Utilizing the derived high-level contexts, our approach accurately positions virtual characters and ensures that their interactions and behaviors are realistically and contextually appropriate through strategic optimization. Experiment results demonstrate the effectiveness of our approach, providing a novel direction for enhancing the realism and context-awareness in simulated virtual environments. ChangYang Li, Qingan Yan, Lap-Fai Yu |
ISMAR | 6 |
| 2025 | Exploring Worker-Drone Interaction in Mixed Reality: Balancing Distraction and Situational AwarenessabstractMixed-reality (MR) technology has been widely used to simulate high-risk workplaces in order to minimize safety concerns. However, its use in understanding worker attentional allocation during interactions with drones in future construction environments remains underexplored. This study developed a futuristic bricklaying MR environment, where human-drone interaction was mandatory, to capture participants’ naturalistic behaviors (i.e., attention, productivity, and distraction) across different interaction levels (i.e., no interaction, coexistence, and collaboration). The core research question explored whether workers maintained situational awareness of the drones or were distracted by them. The results confirmed that participants experienced a high sense of presence in the MR environment, driven by the use of environmental modalities, passive haptics, and drones’ sounds and spinning blades. Moreover, the findings demonstrated that participants were distracted by the drones during coexistence, as evidenced by lower productivity and reflections indicating they felt they were over-allocating attention to the drones. Conversely, participants exhibited situational awareness of the drones during collaboration, deliberately allocating attention to ensure safety, despite a reduction in productivity. These findings highlight the value of immersive technology in investigating workers’ naturalistic behaviors in future construction scenarios where workers and robots must function as teammates. Woei-Chyi Chang, Lap-Fai Yu, Sogand Hasanzadeh |
VR | 2 |
| 2024 | Understanding Online Education in Metaverse: Systems and User Experience PerspectivesabstractThanks to recent advances in immersive technologies, virtual reality (VR) is becoming increasingly popular in online education, particularly in light of the rise of the Metaverse. However, there is currently no in-depth investigation of the user experience of VR-based online education and the comparison of it with video-conferencing-based counterparts. To fill these critical gaps, we conduct multiple sessions of two courses in a university with 10 and 37 participants on Mozilla Hubs (Hubs for short), a social VR platform that is deemed as one of the early prototypes of the Metaverse, and let them compare the classroom experience on Hubs with Zoom, a popular video-conferencing application. In addition to employing traditional analytical methods to understand user experience, we benefit from an end-to-end measurement study of Hubs to corroborate our findings and systematically detect its performance bottlenecks. Our study leads to the following key observations. First, the scalability issue of Hubs makes it inadequate for accommodating large courses. Second, compared to Zoom, Hubs can offer a better sense of place presence and social presence to students, thanks to its avatar-based interactions and the hand and head tracking enabled by headsets. Third, even though VR headsets help students concentrate in class, effectively utilizing learning tools through them remains a challenge. Ruizhi Cheng, Erdem Murat, Lap-Fai Yu, Songqing Chen, Bo Han 0001 |
VR | 3 |
| 2023 | Location-Aware Adaptation of Augmented Reality NarrativesabstractThe recent popularity of augmented reality (AR) devices has enabled players to participate in interactive narratives through virtual events and characters populated in a real-world environment, where different actions may lead to different story branches. In this paper, we propose a novel approach to adapt narratives to real spaces for AR experiences. Our optimization-based approach automatically assigns contextually compatible locations to story events, synthesizing a navigation graph to guide players through different story branches while considering their walking experiences. We validated the effectiveness of our approach for adapting AR narratives to different scenes through experiments and user studies. Wanwan Li, ChangYang Li, Haikun Huang, Lap-Fai Yu |
CHI | 5 |
| 2023 | Authoring Next-Generation XR Storytelling Experiences using Real-World Scene Data - From Everyday Environments to the Oceanabstractcourse Share on Authoring Next-Generation XR Storytelling Experiences using Real-World Scene Data - From Everyday Environments to the Ocean Authors: Lap-Fai (Craig) Yu GMU GMUView Profile , Sai-Kit Yeung HKUST HKUSTView Profile Authors Info & Claims SA '23: SIGGRAPH Asia 2023 CoursesDecember 2023Article No.: 3Pages 1–39https://doi.org/10.1145/3610538.3614623Published:06 December 2023Publication History 0citation59DownloadsMetricsTotal Citations0Total Downloads59Last 12 Months59Last 6 weeks21 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Lap-Fai Yu, Sai-Kit Yeung |
SIGGRAPH ASIA Courses | 1 |
| 2023 | PoseVEC: Authoring Adaptive Pose-aware Effects using Visual Programming and DemonstrationsabstractPose-aware visual effects where graphics assets and animations are rendered reactively to the human pose have become increasingly popular, appearing on mobile devices, the web, or even head-mounted displays like AR glasses. Yet, creating such effects still remains difficult for novices. In a traditional video editing workflow, a creator could utilize keyframes to create expressive but non-adaptive results which cannot be reused for other videos. Alternatively, programming-based approaches allow users to develop interactive effects, but are cumbersome for users to quickly express their creative intents. In this work, we propose a lightweight visual programming workflow for authoring adaptive and expressive pose effects. By combining a programming by demonstration paradigm with visual programming, we simplify three key tasks in the authoring process: creating pose triggers, designing animation parameters, and rendering. We evaluated our system with a qualitative user study and a replicated example study, finding that all participants can create effects efficiently. Cuong Nguyen 0003, Rubaiat Habib Kazi, Lap-Fai Yu |
UIST | 4 |
| 2023 | WARPY: Sketching Environment-Aware 3D Curves in Mobile Augmented RealityabstractThree-dimensional curve drawing in Augmented Reality (AR) enables users to create 3D curves that fit within the real-world scene. It has applications in 3D design, sculpting, and animation. However, the task complexity increases when the desirable path for the curve is obstructed by the physical environment or by what the camera can see. For example, it is difficult to draw a curve that wraps around an object or scales to out-of-reach places. We propose WARPY, an environment-aware 3D curve drawing tool for mobile AR. Our system enables users to draw freeform curves from a distance in AR by combining 2D-to-3D sketch inference with geometric proxies. Geometric Proxies can be obtained via 3D scanning or from a list of pre-defined primitives. WARPY also provides a multi-view mode to enable users to sketch a curve from multiple viewpoints, which is useful if the target curve cannot fit within the camera's field of view. We conducted two user studies and found that WARPY can be a viable tool to help users create complex and large curves in AR. Rawan Alghofaili, Cuong Nguyen 0003, Vojtech Krs, Nathan Carr 0001, Radomír Mech, Lap-Fai Yu |
VR | 6 |
| 2023 | Optimizing Product Placement for Virtual StoresabstractThe recent popularity of consumer-grade virtual reality devices has enabled users to experience immersive shopping in virtual environments. As in a real-world store, the placement of products in a virtual store should appeal to shoppers, which could be time-consuming, tedious, and non-trivial to create manually. Thus, this work introduces a novel approach for automatically optimizing product placement in virtual stores. Our approach considers product exposure and spatial constraints, applying an optimizer to search for optimal product placement solutions. We conducted qualitative scene rationality and quantitative product exposure experiments to validate our approach with users. The results show that the proposed approach can synthesize reasonable product placements and increase product exposures for different virtual stores. Wei Liang 0008, Luhui Wang, Xinzhe Yu, ChangYang Li, Rawan Alghofaili, Yining Lang, Lap-Fai Yu |
VR | 7 |
| 2023 | Augmenting Conversations With Comic-Style Word BalloonsabstractWe propose a novel approach for enabling comic-style conversation in mixed reality to assist face-to-face conversation on-site or remotely. Our approach brings word balloons of comic-style conversation to the real world. The word balloons can adapt to mixed reality scenes, such as the 3-D head motion of the speaker, the comic styles, and the speech. During the conversation, our approach updates the word balloons continuously in the object space and discretely in the image space, guided by a field learned from comics. Quantitative experiments and perceptual studies were conducted to evaluate and compare our approach with alternatives. The results from the user study and ablation study demonstrated that our approach turns out to be practical for assisting face-to-face conversation. Heng Zhang 0030, Lifeng Zhu, Qingdi Chen, Aiguo Song, Lap-Fai Yu |
IEEE Trans. Hum. Mach. Syst. | 5 |
| 2023 | Generating Activity Snippets by Learning Human-Scene InteractionsabstractWe present an approach to generate virtual activity snippets, which comprise sequenced keyframes of multi-character, multi-object interaction scenarios in 3D environments, by learning from recordings of human-scene interactions. The generation consists of two stages. First, we use a sequential deep graph generative model with a temporal module to iteratively generate keyframe descriptions, which represent abstract interactions using graphs, while preserving spatial-temporal relations through the activities. Second, we devise an optimization framework to instantiate the activity snippets in virtual 3D environments guided by the generated keyframe descriptions. Our approach optimizes the poses of character and object instances encoded by the graph nodes to satisfy the relations and constraints encoded by the graph edges. The instantiation process includes a coarse 2D optimization followed by a fine 3D optimization to effectively explore the complex solution space for placing and posing the instances. Through experiments and a perceptual study, we applied our approach to generate plausible activity snippets under different settings. ChangYang Li, Lap-Fai Yu |
ACM Trans. Graph. | 2 |
| 2022 | WFH-VR: Teleoperating a Robot Arm to set a Dining Table across the Globe via Virtual RealityabstractThis paper presents an easy-to-deploy, virtual reality-based teleoperation system for controlling a robot arm. The proposed system is based on a consumer-grade virtual reality device (Oculus Quest 2) with a low-cost robot arm (a LoCoBot) to allow easy replication and set up. The proposed Work-from-Home Virtual Reality (WFH-VR) system allows the user to feel an intimate connection with the real remote robot arm. Virtual representations of the robot and objects to be manipulated in the real-world are presented in VR by streaming data pertaining to orientation and poses. The user studies suggest that 1) the proposed telerobotic system is effective under conditions both with and without network latency, whereas a method that simply streams video does not. This design enables the system implemented at an arbitrary distance from the actual work site. 2) The proposed system allows novices to perform manipulation tasks requiring higher dexterity than traditional keyboard controls can support, such as setting tableware. All results, hardware settings, and questionnaire feedback can be obtained at https://arg-nctu.github.io/projects/vr-robot-arm.html. Lai Sum Yim, Quang T. N. Vo, Ching-I Huang, Chi-Ruei Wang, Wren McQueary, Hsueh-Cheng Wang, Haikun Huang, Lap-Fai Yu |
IROS | 8 |
| 2022 | Interactive augmented reality storytelling guided by scene semanticsabstractWe present a novel interactive augmented reality (AR) storytelling approach guided by indoor scene semantics. Our approach automatically populates virtual contents in real-world environments to deliver AR stories, which match both the story plots and scene semantics. During the storytelling process, a player can participate as a character in the story. Meanwhile, the behaviors of the virtual characters and the placement of the virtual items adapt to the player's actions. An input raw story is represented as a sequence of events, which contain high-level descriptions of the characters' states, and is converted into a graph representation with automatically supplemented low-level spatial details. Our hierarchical story sampling approach samples realistic character behaviors that fit the story contexts through optimizations; and an animator, which estimates and prioritizes the player's actions, animates the virtual characters to tell the story in AR. Through experiments and a user study, we validated the effectiveness of our approach for AR storytelling in different environments. ChangYang Li, Wanwan Li, Haikun Huang, Lap-Fai Yu |
ACM Trans. Graph. | 4 |
| 2022 | Synthesizing Personalized Construction Safety Training Scenarios for VR TrainingabstractConstruction industry has the largest number of preventable fatal injuries, providing effective safety training practices can play a significant role in reducing the number of fatalities. Building on recent advancements in virtual reality-based training, we devised a novel approach to synthesize construction safety training scenarios to train users on how to proficiently inspect the potential hazards on construction sites in virtual reality. Given the training specifications such as individual training preferences and target training time, we synthesize personalized VR training scenarios through an optimization approach. We validated our approach by conducting user studies where users went through our personalized guidance VR training, free exploration VR training, or slides training. Results suggest that personalized guidance VR training approach can more effectively improve users' construction hazard inspection skills. Wanwan Li, Haikun Huang, Tomay Solomon, Behzad Esmaeili, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2022 | Mood-Driven Colorization of Virtual Indoor ScenesabstractOne of the challenging tasks in virtual scene design for Virtual Reality (VR) is causing it to invoke a particular mood in viewers. The subjective nature of moods brings uncertainty to the purpose. We propose a novel approach to automatic adjustment of the colors of textures for objects in a virtual indoor scene, enabling it to match a target mood. A dataset of 25,000 images, including building/home interiors, was used to train a classifier with the features extracted via deep learning. It contributes to an optimization process that colorizes virtual scenes automatically according to the target mood. Our approach was tested on four different indoor scenes, and we conducted a user study demonstrating its efficacy through statistical analysis with the focus on the impact of the scenes experienced with a VR headset. Michael Solah, Haikun Huang, Jiachuan Sheng, Tian Feng 0001, Marc Pomplun, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2021 | Scene-Aware Behavior Synthesis for Virtual Pets in Mixed RealityabstractVirtual pets are an alternative to real pets, providing a substitute for people with allergies or preparing people for adopting a real pet. Recent advancements in mixed reality pave the way for virtual pets to provide a more natural and seamless experience for users. However, one key challenge is embedding environmental awareness into the virtual pet (e.g., identifying the food bowl’s location) so that they can behave naturally in the real world. Wei Liang 0008, Xinzhe Yu, Rawan Alghofaili, Yining Lang, Lap-Fai Yu |
CHI | 5 |
| 2021 | Toward Automatic Audio Description Generation for Accessible VideosabstractVideo accessibility is essential for people with visual impairments. Audio descriptions describe what is happening on-screen, e.g., physical actions, facial expressions, and scene changes. Generating high-quality audio descriptions requires a lot of manual description generation [50]. To address this accessibility obstacle, we built a system that analyzes the audiovisual contents of a video and generates the audio descriptions. The system consisted of three modules: AD insertion time prediction, AD generation, and AD optimization. We evaluated the quality of our system on five types of videos by conducting qualitative studies with 20 sighted users and 12 users who were blind or visually impaired. Our findings revealed how audio description preferences varied with user types and video types. Based on our study’s analysis, we provided recommendations for the development of future audio description generation technologies. Wei Liang 0008, Haikun Huang, Dingzeyu Li, Lap-Fai Yu |
CHI | 6 |
| 2021 | Exploring Sketch-based Character Design Guided by Automatic ColorizationabstractCharacter design is a lengthy process, requiring artists to iteratively alter their characters' features and colorization schemes according to feedback from creative directors or peers. Artists experiment with multiple colorization schemes before deciding on the right color palette. This process may necessitate several tedious manual re-colorizations of the character. Any substantial changes to the character's appearance may also require manual re-colorization. Such complications motivate a computational approach for visualizing characters and drafting solutions. We propose a character exploration tool that automatically colors a sketch based on a selected style. The tool employs a Generative Adversarial Network trained to automatically color sketches. The tool also allows a selection of faces to be used as a template for the character's design. We validated our tool by comparing it with using Photoshop for character exploration in our pilot study. Finally, we conducted a study to evaluate our tool's efficacy within the design pipeline. Rawan Alghofaili, Matthew Fisher, Richard Zhang 0001, Michal Lukác, Lap-Fai Yu |
Graphics Interface | 5 |
| 2021 | Catalyzing the Agility, Accessibility, and Predictability of the Manufacturing-Entrepreneurship Ecosystem through Design Environments and Markets for Virtual Things
Alexander Brodsky 0001, Yotam I. Gingold, Thomas D. LaToza, Lap-Fai Yu |
ICORES | 4 |
| 2021 | Synthesizing scene-aware virtual reality teleport graphsabstractWe present a novel approach for synthesizing scene-aware virtual reality teleport graphs, which facilitate navigation in indoor virtual environments by suggesting desirable teleport positions. Our approach analyzes panoramic views at candidate teleport positions by extracting scene perception graphs, which encode scene perception relationships between the observer and the surrounding objects, and predict how desirable the views at these positions are. We train a graph convolutional model to predict the scene perception scores of different teleport positions. Based on such predictions, we apply an optimization approach to sample a set of desirable teleport positions while considering other navigation properties such as coverage and connectivity to synthesize a teleport graph. Using teleport graphs, users can navigate virtual environments efficaciously. We demonstrate our approach for synthesizing teleport graphs for common indoor scenes. By conducting a user study, we validate the efficacy and desirability of navigating virtual environments via the synthesized teleport graphs. We also extend our approach to cope with different constraints, user preferences, and practical scenarios. ChangYang Li, Haikun Huang, Jyh-Ming Lien, Lap-Fai Yu |
ACM Trans. Graph. | 4 |
| 2021 | Joint computational design of workspaces and workplansabstractHumans assume different production roles in a workspace. On one hand, humans design workplans to complete tasks as efficiently as possible in order to improve productivity. On the other hand, a nice workspace is essential to facilitate teamwork. In this way, workspace design and workplan design complement each other. Inspired by such observations, we propose an automatic approach to jointly design a workspace and a workplan. Taking staff properties, a space, and work equipment as input, our approach jointly optimizes a workspace and a workplan, considering performance factors such as time efficiency and congestion avoidance, as well as workload factors such as walk effort, turn effort, and workload balances. To enable exploration of design trade-offs, our approach generates a set of Pareto-optimal design solutions with strengths on different objectives, which can be adopted for different work scenarios. We apply our approach to synthesize workspaces and workplans for different workplaces such as a fast food kitchen and a supermarket. We also extend our approach to incorporate other common work considerations such as dynamic work demands and accommodating staff members with different physical capabilities. Evaluation experiments with simulations validate the efficacy of our approach for synthesizing effective workspaces and workplans. Haikun Huang, Erion Plaku, Lap-Fai Yu |
ACM Trans. Graph. | 4 |
| 2020 | Scene-Aware Background Music SynthesisabstractIn this paper, we introduce an interactive background music synthesis algorithm guided by visual content. We leverage a cascading strategy to synthesize background music in two stages: Scene Visual Analysis and Background Music Synthesis. First, seeking a deep learning-based solution, we leverage neural networks to analyze the sentiment of the input scene. Second, real-time background music is synthesized by optimizing a cost function that guides the selection and transition of music clips to maximize the emotion consistency between visual and auditory criteria, and music continuity. In our experiments, we demonstrate the proposed approach can synthesize dynamic background music for different types of scenarios. We also conducted quantitative and qualitative analysis on the synthesized results of multiple example scenes to validate the efficacy of our approach. Wei Liang 0008, Wanwan Li, Dingzeyu Li, Lap-Fai Yu |
ACM Multimedia | 5 |
| 2020 | Automatic Synthesis of Virtual Wheelchair Training ScenariosabstractIn this paper, we propose an optimization-based approach for automatically generating virtual scenarios for wheelchair training in virtual reality. To generate a virtual training scenario, our approach automatically generates a realistic furniture layout for a scene as well as a training path that the user needs to go through by controlling a simulated wheelchair. The training properties of the path, namely, its desired length, the extent of rotation, and narrowness, are optimized so as to deliver the desired training effects. We conducted an evaluation to validate the efficacy of the proposed virtual reality training approach. Users showed improvement in wheelchair control skills in terms of proficiency and precision after receiving the proposed virtual reality training. Wanwan Li, Javier Talavera, Amilcar Gomez Samayoa, Jyh-Ming Lien, Lap-Fai Yu |
VR | 5 |
| 2020 | Exertion-aware path generationabstractWe propose a novel approach for generating paths with desired exertion properties, which can be used for delivering highly realistic and immersive virtual reality applications that help users achieve exertion goals. Given a terrain as input, our optimization-based approach automatically generates feasible paths on the terrain which users can bike to perform body training in virtual reality. The approach considers exertion properties such as the total work and the perceived level of path difficulty in generating the paths. To verify our approach, we applied it to generate paths on a variety of terrains with different exertion targets and constraints. To conduct our user studies, we built an exercise bike whose force feedback was controlled by the elevation angle of the generated path over the terrain. Our user study results showed that users found exercising with our generated paths in virtual reality more enjoyable compared to traditional exercising approaches. Their energy expenditure in biking the generated paths also matched with the specified targets, validating the efficacy of our approach. Wanwan Li, Biao Xie, Walter Meiss, Haikun Huang, Lap-Fai Yu |
ACM Trans. Graph. | 6 |
| 2020 | Scene mover: automatic move planning for scene arrangement by deep reinforcement learningabstractWe propose a novel approach for automatically generating a move plan for scene arrangement. 1 Given a scene like an apartment with many furniture objects, to transform its layout into another layout, one would need to determine a collision-free move plan. It could be challenging to design this plan manually because the furniture objects may block the way of each other if not moved properly; and there is a large complex search space of move action sequences that grow exponentially with the number of objects. To tackle this challenge, we propose a learning-based approach to generate a move plan automatically. At the core of our approach is a Monte Carlo tree that encodes possible states of the layout, based on which a search is performed to move a furniture object appropriately in the current layout. We trained a policy neural network embedded with a LSTM module for estimating the best actions to take in the expansion step and simulation step of the Monte Carlo tree search process. Leveraging the power of deep reinforcement learning, the network learned how to make such estimations through millions of trials of moving objects. We demonstrated our approach for moving objects under different scenarios and constraints. We also evaluated our approach on synthetic and real-world layouts, comparing its performance with that of humans and other baseline approaches. Hanqing Wang 0001, Wei Liang 0008, Lap-Fai Yu |
ACM Trans. Graph. | 3 |
| 2019 | 3D Face Synthesis Driven by Personality ImpressionabstractSynthesizing 3D faces that give certain personality impressions is commonly needed in computer games, animations, and virtual world applications for producing realistic virtual characters. In this paper, we propose a novel approach to synthesize 3D faces based on personality impression for creating virtual characters. Our approach consists of two major steps. In the first step, we train classifiers using deep convolutional neural networks on a dataset of images with personality impression annotations, which are capable of predicting the personality impression of a face. In the second step, given a 3D face and a desired personality impression type as user inputs, our approach optimizes the facial details against the trained classifiers, so as to synthesize a face which gives the desired personality impression. We demonstrate our approach for synthesizing 3D faces giving desired personality impressions on a variety of 3D face models. Perceptual studies show that the perceived personality impressions of the synthesized faces agree with the target personality impressions specified for synthesizing the faces. Yining Lang, Wei Liang 0008, Lap-Fai Yu |
AAAI | 4 |
| 2019 | Lost in Style: Gaze-driven Adaptive Aid for VR NavigationabstractA key challenge for virtual reality level designers is striking a balance between maintaining the immersiveness of VR and providing users with on-screen aids after designing a virtual experience. These aids are often necessary for wayfinding in virtual environments with complex paths. We introduce a novel adaptive aid that maintains the effectiveness of traditional aids, while equipping designers and users with the controls of how often help is displayed. Our adaptive aid uses gaze patterns in predicting user's need for navigation aid in VR and displays mini-maps or arrows accordingly. Using a dataset of gaze angle sequences of users navigating a VR environment and markers of when users requested aid, we trained an LSTM to classify user's gaze sequences as needing navigation help and display an aid. We validated the efficacy of the adaptive aid for wayfinding compared to other commonly-used wayfinding aids. Rawan Alghofaili, Yasuhito Sawahata, Haikun Huang, Hsueh-Cheng Wang, Takaaki Shiratori, Lap-Fai Yu |
CHI | 6 |
| 2019 | Audible Panorama: Automatic Spatial Audio Generation for Panorama ImageryabstractAs 360 deg cameras and virtual reality headsets become more popular, panorama images have become increasingly ubiquitous. While sounds are essential in delivering immersive and interactive user experiences, most panorama images, however, do not come with native audio. In this paper, we propose an automatic algorithm to augment static panorama images through realistic audio assignment. We accomplish this goal through object detection, scene classification, object depth estimation, and audio source placement. We built an audio file database composed of over $500$ audio files to facilitate this process. We designed and conducted a user study to verify the efficacy of various components in our pipeline. We run our method on a large variety of panorama images of indoor and outdoor scenes. By analyzing the statistics, we learned the relative importance of these components, which can be used in prioritizing for power-sensitive time-critical tasks like mobile augmented reality (AR) applications. Haikun Huang, Michael Solah, Dingzeyu Li, Lap-Fai Yu |
CHI | 4 |
| 2019 | Pose-Guided Level DesignabstractPlayer's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is difficult and tedious, as it is typically done manually by level designers on a trial-and-error basis. In this paper, we propose a novel approach for automatically synthesizing levels for motion-based games that can achieve desired physical movement goals. By formulating the level design problem as a trans-dimensional optimization problem which is solved by a reversible-jump Markov chain Monte Carlo technique, we show that our approach can automatically synthesize a variety of game levels, each carrying the desired physical movement properties. To demonstrate the generality of our approach, we synthesize game levels for two different types of motion-based games and conduct a user study to validate the effectiveness of our approach. Biao Xie, Haikun Huang, Elisa Ogawa, Tongjian You, Lap-Fai Yu |
CHI | 6 |
| 2019 | Force-based Heterogeneous Traffic Simulation for Autonomous Vehicle TestingabstractRecent failures in real-world self-driving tests have suggested a paradigm shift from directly learning in real-world roads to building a high-fidelity driving simulator as an alternative, effective, and safe tool to handle intricate traffic environments in urban areas. To date, traffic simulation can construct virtual urban environments with various weather conditions, day and night, and traffic control for autonomous vehicle testing. However, mutual interactions between autonomous vehicles and pedestrians are rarely modeled in existing simulators. Besides vehicles and pedestrians, the usage of personal mobility devices is increasing in congested cities as an alternative to the traditional transport system. A simulator that considers all potential road-users in a realistic urban environment is urgently desired. In this work, we propose a novel, extensible, and microscopic method to build heterogenous traffic simulation using the force-based concept. This force-based approach can accurately replicate the sophisticated behaviors of various road users and their interactions through a simple and unified way. Furthermore, we validate our approach through simulation experiments and comparisons to the popular simulators currently used for research and development of autonomous vehicles. Qianwen Chao, Xiaogang Jin 0001, Hen-Wei Huang, Shaohui Foong, Lap-Fai Yu, Sai-Kit Yeung |
ICRA | 5 |
| 2019 | Pose-Aware Placement of Objects with Semantic Labels - Brandname-based Affordance Prediction and Cooperative Dual-Arm Active ManipulationabstractThe Amazon Picking Challenge and the Amazon Robotics Challenge have shown significant progress in object picking from a cluttered scene, yet object placement remains challenging. It is useful to have pose-aware placement based on human and machine readable pieces on an object. For example, the brandname of an object placed on a shelf should be facing the human customers. The robotic vision challenges in the object placement task: a) the semantics and geometry of the object to be placed need to be analysed jointly; b) and the occlusions among objects in a cluttered scene could make it hard for proper understanding and manipulation. To overcome these challenges, we develop a pose-aware placement approach by spotting the semantic labels (e.g., brandnames) of objects in a cluttered tote and then carrying out a sequence of actions to place the objects on a shelf or on a conveyor with desired poses. Our major contributions include 1) providing an open benchmark dataset of objects and brandnames with multi-view segmentation for training and evaluations; 2) carrying out comprehensive evaluations for our brandname-based fully convolutional network (FCN) that can predict the affordance and grasp to achieve pose-aware placement, whose success rates decrease along with clutters; 3) showing that active manipulation with two cooperative manipulators and grippers can effectively handle the occlusion of brandnames. We analyzed the success rates and discussed the failure cases to provide insights for future applications. All data and benchmarks are available at https://text-pick-n-place.github.io/TextPNP/. Yung-Shan Su, Lap-Fai Yu, Hsueh-Cheng Wang, Shao-Huang Lu, Po-Sheng Ser, Wei-Ting Hsu, Wei-Cheng Lai, Biao Xie, Hong-Ming Huang, Teng-Yok Lee, Hung-Wen Chen |
IROS | 2 |
| 2019 | Optimizing Visual Element Placement via Visual Attention AnalysisabstractEye-tracking enables researchers to conduct complex analysis on human behavior. With the recent introduction of eye-tracking into consumer-grade virtual reality headsets, the barrier of entry to visual attention analysis in virtual environments has been lowered significantly. Whether for arranging artwork in a virtual museum, posting banners for virtual events or placing advertisements in virtual worlds, analyzing visual attention patterns provides a powerful means for guiding visual element placement. In this work, we propose a novel data-driven optimization approach for automatically analyzing visual attention and placing visual elements in 3D virtual environments. Using an eye-tracking virtual reality headset, we collect eye-tracking data which we use to train a regression model for predicting gaze duration. We then use the predicted gaze duration output of our regressors to optimize the placement of visual elements with respect to certain visual attention and design goals. Through experiments in several virtual environments, we demonstrate the effectiveness of our optimization approach for predicting gaze duration and for placing visual elements in different practical scenarios. Our approach is implemented as a useful plug-in that level designers can use to automatically populate visual elements in 3D virtual environments. Rawan Alghofaili, Michael Solah, Haikun Huang, Yasuhito Sawahata, Marc Pomplun, Lap-Fai Yu |
VR | 6 |
| 2019 | Virtual Agent Positioning Driven by Scene Semantics in Mixed RealityabstractWhen a user interacts with a virtual agent via a mixed reality device, such as a Hololens or a Magic Leap headset, it is important to consider the semantics of the real-world scene in positioning the virtual agent, so that it interacts with the user and the objects in the real world naturally. Mixed reality aims to blend the virtual world with the real world seamlessly. In line with this goal, in this paper, we propose a novel approach to use scene semantics to guide the positioning of a virtual agent. Such considerations can avoid unnatural interaction experiences, e.g., interacting with a virtual human floating in the air. To obtain the semantics of a scene, we first reconstruct the 3D model of the scene by using the RGB-D cameras mounted on the mixed reality device (e.g., a Hololens). Then, we employ the Mask R-CNN object detector to detect objects relevant to the interactions within the scene context. To evaluate the positions and orientations for placing a virtual agent in the scene, we define a cost function based on the scene semantics, which comprises a visibility term and a spatial term. We then apply a Markov chain Monte Carlo optimization technique to search for an optimized solution for placing the virtual agent. We carried out user study experiments to evaluate the results generated by our approach. The results show that our approach achieved a higher user evaluation score than that of the alternative approaches. Yining Lang, Wei Liang 0008, Lap-Fai Yu |
VR | 3 |
| 2019 | Cartonist: Automatic Synthesis and Interactive Exploration of Nonstandard Carton Design
Lifeng Zhu, Benyi Xie, Yongjie Jessica Zhang, Lap-Fai Yu |
Comput. Aided Des. | 4 |
| 2019 | A deep Coarse-to-Fine network for head pose estimation from synthetic data
Wei Liang 0008, Jianbing Shen, Yunde Jia, Lap-Fai Yu |
Pattern Recognit. | 5 |
| 2019 | Comic-guided speech synthesisabstractWe introduce a novel approach for synthesizing realistic speeches for comics. Using a comic page as input, our approach synthesizes speeches for each comic character following the reading flow. It adopts a cascading strategy to synthesize speeches in two stages: Comic Visual Analysis and Comic Speech Synthesis. In the first stage, the input comic page is analyzed to identify the gender and age of the characters, as well as texts each character speaks and corresponding emotion. Guided by this analysis, in the second stage, our approach synthesizes realistic speeches for each character, which are consistent with the visual observations. Our experiments show that the proposed approach can synthesize realistic and lively speeches for different types of comics. Perceptual studies performed on the synthesis results of multiple sample comics validate the efficacy of our approach. Wenguan Wang, Wei Liang 0008, Lap-Fai Yu |
ACM Trans. Graph. | 4 |
| 2019 | Functional Workspace Optimization via Learning Personal Preferences from Virtual ExperiencesabstractThe functionality of a workspace is one of the most important considerations in both virtual world design and interior design. To offer appropriate functionality to the user, designers usually take some general rules into account, e.g., general workflow and average stature of users, which are summarized from the population statistics. Yet, such general rules cannot reflect the personal preferences of a single individual, which vary from person to person. In this paper, we intend to optimize a functional workspace according to the personal preferences of the specific individual who will use it. We come up with an approach to learn the individual's personal preferences from his activities while using a virtual version of the workspace via virtual reality devices. Then, we construct a cost function, which incorporates personal preferences, spatial constraints, pose assessments, and visual field. At last, the cost function is optimized to achieve an optimal layout. To evaluate the approach, we experimented with different settings. The results of the user study show that the workspaces updated in this way better fit the users. Wei Liang 0008, Yining Lang, Bing Ning, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2019 | Fast and Scalable Position-Based Layout SynthesisabstractThe arrangement of objects into a layout can be challenging for non-experts, as is affirmed by the existence of interior design professionals. Recent research into the automation of this task has yielded methods that can synthesize layouts of objects respecting aesthetic and functional constraints that are non-linear and competing. These methods usually adopt a stochastic optimization scheme, which samples from different layout configurations, a process that is slow and inefficient. We introduce an physics-motivated, continuous layout synthesis technique, which results in a significant gain in speed and is readily scalable. We demonstrate our method on a variety of examples and show that it achieves results similar to conventional layout synthesis based on Markov chain Monte Carlo (McMC) state-search, but is faster by at least an order of magnitude and can handle layouts of unprecedented size as well as tightly-packed layouts that can overwhelm McMC. Tomer Weiss 0001, Alan Litteneker, Noah Duncan, Masaki Nakada, Chenfanfu Jiang, Lap-Fai Yu, Demetri Terzopoulos |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2018 | Urban Zoning Using Higher-Order Markov Random Fields on Multi-View Imagery Data
Tian Feng 0001, Quang-Trung Truong, Duc Thanh Nguyen, Jing Yu Koh, Lap-Fai Yu, Alexander Binder, Sai-Kit Yeung |
ECCV (8) | 5 |
| 2018 | Deep Trail-Following Robotic Guide Dog in Pedestrian Environments for People who are Blind and Visually Impaired - Learning from Virtual and Real WorldsabstractNavigation in pedestrian environments is critical to enabling independent mobility for the blind and visually impaired (BVI) in their daily lives. White canes have been commonly used to obtain contact feedback for following walls, curbs, or man-made trails, whereas guide dogs can assist in avoiding physical contact with obstacles or other pedestrians. However, the infrastructures of tactile trails or guide dogs are expensive to maintain. Inspired by the autonomous lane following of self-driving cars, we wished to combine the capabilities of existing navigation solutions for BVI users. We proposed an autonomous, trail-following robotic guide dog that would be robust to variances of background textures, illuminations, and interclass trail variations. A deep convolutional neural network (CNN) is trained from both the virtual and realworld environments. Our work included major contributions: 1) conducting experiments to verify that the performance of our models trained in virtual worlds was comparable to that of models trained in the real world; 2) conducting user studies with 10 blind users to verify that the proposed robotic guide dog could effectively assist them in reliably following man-made trails. Tzu-Kuan Chuang, Ni-Ching Lin, Jih-Shi Chen, Chen-Hao Hung, Yi-Wei Huang, Chunchih Tengl, Haikun Huang, Lap-Fai Yu, Laura Giarré, Hsueh-Cheng Wang |
ICRA | 8 |
| 2018 | Synthesizing Personalized Training Programs for Improving Driving Habits via Virtual RealityabstractThe recent popularity of consumer-grade virtual reality devices, such as Oculus Rift, HTC Vive, and Fove virtual reality headset, has enabled household users to experience highly immersive virtual environments. We take advantage of the commercial availability of these devices to provide a novel virtual reality-based driving training approach designed to help individuals improve their driving habits in common scenarios. Our approach first identifies improper driving habits of a user when he drives in a virtual city. Then it synthesizes a pertinent training program to help improve the users driving skills based on the discovered improper habits of the user. To apply our approach, a user first goes through a pre-evaluation test from which his driving habits are analyzed. The analysis results are used to drive optimization for synthesizing a training program. This training program is a personalized route which includes different traffic events. When the user drives along this route via a driving controller and an eye-tracking virtual reality headset, the traffic events he encounters will help him to improve his driving habits. To validate the effectiveness of our approach, we conducted a user study to compare our virtual reality-based driving training with other training methods. The user study results show that the participants trained by our approach perform better on average than those trained by other methods in terms of evaluation score and response time and their improvement is more persistent. Yining Lang, Yibiao Zhao, Lap-Fai Yu |
VR | 5 |
| 2018 | Configurable 3D Scene Synthesis and 2D Image Rendering with Per-pixel Ground Truth Using Stochastic Grammars
Chenfanfu Jiang, Siyuan Qi, Yixin Zhu 0001, Siyuan Huang 0001, Jenny Lin, Lap-Fai Yu, Demetri Terzopoulos, Song-Chun Zhu |
Int. J. Comput. Vis. | 6 |
| 2018 | Automatic Optimization of Wayfinding DesignabstractWayfinding signs play an important role in guiding users to navigate in a virtual environment and in helping pedestrians to find their ways in a real-world architectural site. Conventionally, the wayfinding design of a virtual environment is created manually, so as the wayfinding design of a real-world architectural site. The many possible navigation scenarios, as well as the interplay between signs and human navigation, can make the manual design process overwhelming and non-trivial. As a result, creating a wayfinding design for a typical layout can take months to several years. In this paper, we introduce the Way to Go! approach for automatically generating a wayfinding design for a given layout. The designer simply has to specify some navigation scenarios; our approach will automatically generate an optimized wayfinding design with signs properly placed considering human agents' visibility and possibility of making mistakes during a navigation. We demonstrate the effectiveness of our approach in generating wayfinding designs for different layouts such as a train station, a downtown and a canyon. We evaluate our results by comparing different wayfinding designs and show that our optimized wayfinding design can guide pedestrians to their destinations effectively and efficiently. Our approach can also help the designer visualize the accessibility of a destination from different locations, and correct any "blind zone" with additional signs. Haikun Huang, Ni-Ching Lin, Lorenzo Barrett, Darian Springer, Hsueh-Cheng Wang, Marc Pomplun, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2018 | A Robust 3D-2D Interactive Tool for Scene Segmentation and AnnotationabstractRecent advances of 3D acquisition devices have enabled large-scale acquisition of 3D scene data. Such data, if completely and well annotated, can serve as useful ingredients for a wide spectrum of computer vision and graphics works such as data-driven modeling and scene understanding, object detection and recognition. However, annotating a vast amount of 3D scene data remains challenging due to the lack of an effective tool and/or the complexity of 3D scenes (e.g. clutter, varying illumination conditions). This paper aims to build a robust annotation tool that effectively and conveniently enables the segmentation and annotation of massive 3D data. Our tool works by coupling 2D and 3D information via an interactive framework, through which users can provide high-level semantic annotation for objects. We have experimented our tool and found that a typical indoor scene could be well segmented and annotated in less than 30 minutes by using the tool, as opposed to a few hours if done manually. Along with the tool, we created a dataset of over a hundred 3D scenes associated with complete annotations using our tool. Both the tool and dataset will be available at http://scenenn.net. Duc Thanh Nguyen, Binh-Son Hua, Lap-Fai Yu, Sai-Kit Yeung |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2018 | Exercise Intensity-Driven Level DesignabstractGames and experiences designed for virtual or augmented reality usually require the player to move physically to play. This poses substantial challenge for level designers because the player's physical experience in a level will need to be considered, otherwise the level may turn out to be too exhausting or not challenging enough. This paper presents a novel approach to optimize level designs by considering the physical challenge imposed upon the player in completing a level of motion-based games. A game level is represented as an assembly of chunks characterized by the exercise intensity levels they impose on players. We formulate game level synthesis as an optimization problem, where the chunks are assembled in a way to achieve an optimized level of intensity. To allow the synthesis of game levels of varying lengths, we solve the trans-dimensional optimization problem with a Reversible-jump Markov chain Monte Carlo technique. We demonstrate that our approach can be applied to generate game levels for s of motion-based virtual reality games. A user evaluation validates the effectiveness of our approach in generating levels with the desired amount of physical challenge. Biao Xie, Haikun Huang, Elisa Ogawa, Tongjian You, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2017 | Perception Meets Examination: Studying Deceptive Behaviors in VR
Carla Aravena, Mark Vo, Tao Gao 0004, Takaaki Shiratori, Lap-Fai Yu |
CogSci | 5 |
| 2017 | Transferring Objects: Joint Inference of Container and Human PoseabstractTransferring objects from one place to another place is a common task performed by human in daily life. During this process, it is usually intuitive for humans to choose an object as a proper container and to use an efficient pose to carry objects; yet, it is non-trivial for current computer vision and machine learning algorithms. In this paper, we propose an approach to jointly infer container and human pose for transferring objects by minimizing the costs associated both object and pose candidates. Our approach predicts which object to choose as a container while reasoning about how humans interact with physical surroundings to accomplish the task of transferring objects given visual input. In the learning phase, the presented method learns how humans make rational choices of containers and poses for transferring different objects, as well as the physical quantities required by the transfer task (e.g., compatibility between container and containee, energy cost of carrying pose) via a structured learning approach. In the inference phase, given a scanned 3D scene with different object candidates and a dictionary of human poses, our approach infers the best object as a container together with human pose for transferring a given object. Hanqing Wang 0001, Wei Liang 0008, Lap-Fai Yu |
ICCV | 3 |
| 2017 | Face inpainting based on high-level facial attributes
Mahdi Jampour, Chen Li 0031, Lap-Fai Yu, Kun Zhou 0001, Stephen Lin 0001, Horst Bischof |
Comput. Vis. Image Underst. | 3 |
| 2017 | Approximate dissectionsabstractA geometric dissection is a set of pieces which can be assembled in different ways to form distinct shapes. Dissections are used as recreational puzzles because it is striking when a single set of pieces can construct highly different forms. Existing techniques for creating dissections find pieces that reconstruct two input shapes exactly. Unfortunately, these methods only support simple, abstract shapes because an excessive number of pieces may be needed to reconstruct more complex, naturalistic shapes. We introduce a dissection design technique that supports such shapes by requiring that the pieces reconstruct the shapes only approximately. We find that, in most cases, a small number of pieces suffices to tightly approximate the input shapes. We frame the search for a viable dissection as a combinatorial optimization problem, where the goal is to search for the best approximation to the input shapes using a given number of pieces. We find a lower bound on the tightness of the approximation for a partial dissection solution, which allows us to prune the search space and makes the problem tractable. We demonstrate our approach on several challenging examples, showing that it can create dissections between shapes of significantly greater complexity than those supported by previous techniques. Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos |
ACM Trans. Graph. | 2 |
| 2017 | Earthquake Safety Training through Virtual DrillsabstractRecent popularity of consumer-grade virtual reality devices, such as the Oculus Rift and the HTC Vive, has enabled household users to experience highly immersive virtual environments. We take advantage of the commercial availability of these devices to provide an immersive and novel virtual reality training approach, designed to teach individuals how to survive earthquakes, in common indoor environments. Our approach makes use of virtual environments realistically populated with furniture objects for training. During a training, a virtual earthquake is simulated. The user navigates in, and manipulates with, the virtual environments to avoid getting hurt, while learning the observation and self-protection skills to survive an earthquake. We demonstrated our approach for common scene types such as offices, living rooms and dining rooms. To test the effectiveness of our approach, we conducted an evaluation by asking users to train in several rooms of a given scene type and then test in a new room of the same type. Evaluation results show that our virtual reality training approach is effective, with the participants who are trained by our approach performing better, on average, than those trained by alternative approaches in terms of the capabilities to avoid physical damage and to detect potentially dangerous objects. ChangYang Li, Wei Liang 0008, Chris Quigley, Yibiao Zhao, Lap-Fai Yu |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2016 | SceneNN: A Scene Meshes Dataset with aNNotationsabstractSeveral RGB-D datasets have been publicized over the past few years for facilitating research in computer vision and robotics. However, the lack of comprehensive and fine-grained annotation in these RGB-D datasets has posed challenges to their widespread usage. In this paper, we introduce SceneNN, an RGB-D scene dataset consisting of 100 scenes. All scenes are reconstructed into triangle meshes and have per-vertex and per-pixel annotation. We further enriched the dataset with fine-grained information such as axis-aligned bounding boxes, oriented bounding boxes, and object poses. We used the dataset as a benchmark to evaluate the state-of-the-art methods on relevant research problems such as intrinsic decomposition and shape completion. Our dataset and annotation tools are available at http://www.scenenn.net. Binh-Son Hua, Quang-Hieu Pham, Duc Thanh Nguyen, Minh-Khoi Tran, Lap-Fai Yu, Sai-Kit Yeung |
3DV | 5 |
| 2016 | Proposal of the Second Workshop on Physical and Social Scene Understanding
Tao Gao 0004, Chenfanfu Jiang, Yixin Zhu 0001, Yibiao Zhao, Lap-Fai Yu |
CogSci | 5 |
| 2016 | Interchangeable components for hands-on assembly based modellingabstractInterchangeable components allow an object to be easily reconfigured, but usually reveal that the object is composed of parts. In this work, we present a computational approach for the design of components which are interchangeable, but also form objects with a coherent appearance which conceals their composition from parts. These components allow a physical realization of Assembly Based Modelling, a popular virtual modelling paradigm in which new models are constructed from the parts of existing ones. Given a collection of 3D models and a segmentation that specifies the component connectivity, our approach generates the components by jointly deforming and partitioning the models. We determine the component boundaries by evolving a set of closed contours on the input models to maximize the contours' geometric similarity. Next, we efficiently deform the input models to enforce both C0 and C1 continuity between components while minimizing deviation from their original appearance. The user can guide our deformation scheme to preserve desired features. We demonstrate our approach on several challenging examples, showing that our components can be physically reconfigured to assemble a large variety of coherent shapes. Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung |
ACM Trans. Graph. | 2 |
| 2016 | Crowd-driven mid-scale layout designabstractWe propose a novel approach for designing mid-scale layouts by optimizing with respect to human crowd properties. Given an input layout domain such as the boundary of a shopping mall, our approach synthesizes the paths and sites by optimizing three metrics that measure crowd flow properties: mobility, accessibility, and coziness. While these metrics are straightforward to evaluate by a full agent-based crowd simulation, optimizing a layout usually requires hundreds of evaluations, which would require a long time to compute even using the latest crowd simulation techniques. To overcome this challenge, we propose a novel data-driven approach where nonlinear regressors are trained to capture the relationship between the agent-based metrics, and the geometrical and topological features of a layout. We demonstrate that by using the trained regressors, our approach can synthesize crowd-aware layouts and improve existing layouts with better crowd flow properties. Tian Feng 0001, Lap-Fai Yu, Sai-Kit Yeung, KangKang Yin, Kun Zhou 0001 |
ACM Trans. Graph. | 2 |
| 2016 | The Clutterpalette: An Interactive Tool for Detailing Indoor ScenesabstractWe introduce the Clutterpalette, an interactive tool for detailing indoor scenes with small-scale items. When the user points to a location in the scene, the Clutterpalette suggests detail items for that location. In order to present appropriate suggestions, the Clutterpalette is trained on a dataset of images of real-world scenes, annotated with support relations. Our experiments demonstrate that the adaptive suggestions presented by the Clutterpalette increase modeling speed and enhance the realism of indoor scenes. Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | Continuous Symmetric Stereo with Adaptive Outlier HandlingabstractWe present a method for symmetric stereo matching in which outliers from occlusions, texture-less regions, and repeated patterns are handled in a soft and adaptive manner. Rather than making binary outlier decisions, our model incorporates continuous-valued confidence weights that account for outlier likelihood, to promote robustness in disparity estimation. In contrast to previous outlier labeling techniques that fix the labels at the start of optimization, our method iteratively updates our outlier confidence weights as the matching results are gradually refined. By doing this, errors in an initial labeling can be rectified in the matching process. Our model is optimized in an Expectation-Maximization framework that efficiently produces continuous disparity estimates. This approach provides a good combination of accuracy and speed. Experiments show that our method compares favorably to prior outlier labeling techniques on the Middlebury benchmark, and that it can generate high-quality reconstruction for outdoor images with much more complex occlusions. Chen Li 0031, Lap-Fai Yu, Zhichao Lu, Yasuyuki Matsushita, Kun Zhou 0001, Stephen Lin 0001 |
3DV | 2 |
| 2015 | Physical and Social Scene Understanding
Tao Gao 0004, Yibiao Zhao, Lap-Fai Yu |
CogSci | 3 |
| 2015 | Fill and Transfer: A Simple Physics-Based Approach for Containability ReasoningabstractThe visual perception of object affordances has emerged as a useful ingredient for building powerful computer vision and robotic applications. In this paper we introduce a novel approach to reason about liquid containability - the affordance of containing liquid. Our approach analyzes container objects based on two simple physical processes: the Fill and Transfer of liquid. First, it reasons about whether a given 3D object is a liquid container and its best filling direction. Second, it proposes directions to transfer its contained liquid to the outside while avoiding spillage. We compare our simplified model with a common fluid dynamics simulation and demonstrate that our algorithm makes human-like choices about the best directions to fill containers and transfer liquid from them. We apply our approach to reason about the containability of several real-world objects acquired using a consumer-grade depth camera. Lap-Fai Yu, Noah Duncan, Sai-Kit Yeung |
ICCV | 1 |
| 2015 | Zoomorphic designabstractZoomorphic shapes are man-made shapes that possess the form or appearance of an animal. They have desirable aesthetic properties, but are difficult to create using conventional modeling tools. We present a method for creating zoomorphic shapes by merging a man-made shape and an animal shape. To identify a pair of shapes that are suitable for merging, we use an efficient graph kernel based technique. We formulate the merging process as a continuous optimization problem where the two shapes are deformed jointly to minimize an energy function combining several design factors. The modeler can adjust the weighting between these factors to attain high-level control over the final shape produced. A novel technique ensures that the zoomorphic shape does not violate the design restrictions of the man-made shape. We demonstrate the versatility and effectiveness of our approach by generating a wide variety of zoomorphic shapes. Noah Duncan, Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos |
ACM Trans. Graph. | 2 |
| 2013 | Shading-Based Shape Refinement of RGB-D ImagesabstractWe present a shading-based shape refinement algorithm which uses a noisy, incomplete depth map from Kinect to help resolve ambiguities in shape-from-shading. In our framework, the partial depth information is used to overcome bas-relief ambiguity in normals estimation, as well as to assist in recovering relative albedos, which are needed to reliably estimate the lighting environment and to separate shading from albedo. This refinement of surface normals using a noisy depth map leads to high-quality 3D surfaces. The effectiveness of our algorithm is demonstrated through several challenging real-world examples. Lap-Fai Yu, Sai-Kit Yeung, Yu-Wing Tai, Stephen Lin 0001 |
CVPR | 1 |
| 2013 | Outdoor photometric stereoabstractWe introduce a framework for outdoor photometric stereo utilizing natural environmental illumination. Our framework extends beyond existing photometric stereo methods intended for laboratory environments to encompass robust outdoor operation in the real world. In this paper, we motivate our framework, describe the components of its processing pipeline, and assess its performance in synthetic experiments as well as in natural experiments including objects in outdoor environments with complex real-world illuminations. Lap-Fai Yu, Sai-Kit Yeung, Yu-Wing Tai, Demetri Terzopoulos, Tony F. Chan |
ICCP | 1 |
| 2012 | DressUp!: outfit synthesis through automatic optimizationabstractWe present an automatic optimization approach to outfit synthesis. Given the hair color, eye color, and skin color of the input body, plus a wardrobe of clothing items, our outfit synthesis system suggests a set of outfits subject to a particular dress code. We introduce a probabilistic framework for modeling and applying dress codes that exploits a Bayesian network trained on example images of real-world outfits. Suitable outfits are then obtained by optimizing a cost function that guides the selection of clothing items to maximize the color compatibility and dress code suitability. We demonstrate our approach on the four most common dress codes:Casual, Sportswear, Business-Casual, andBusiness. A perceptual study validated on multiple resultant outfits demonstrates the efficacy of our framework. Lap-Fai Yu, Sai-Kit Yeung, Demetri Terzopoulos, Tony F. Chan |
ACM Trans. Graph. | 1 |
| 2011 | Make it home: automatic optimization of furniture arrangementabstractWe present a system that automatically synthesizes indoor scenes realistically populated by a variety of furniture objects. Given examples of sensibly furnished indoor scenes, our system extracts, in advance, hierarchical and spatial relationships for various furniture objects, encoding them into priors associated with ergonomic factors, such as visibility and accessibility, which are assembled into a cost function whose optimization yields realistic furniture arrangements. To deal with the prohibitively large search space, the cost function is optimized by simulated annealing using a Metropolis-Hastings state search step. We demonstrate that our system can synthesize multiple realistic furniture arrangements and, through a perceptual study, investigate whether there is a significant difference in the perceived functionality of the automatically synthesized results relative to furniture arrangements produced by human designers. Lap-Fai Yu, Sai-Kit Yeung, Chi-Keung Tang, Demetri Terzopoulos, Tony F. Chan, Stanley J. Osher |
ACM Trans. Graph. | 1 |