Ke Xie 0001

dblp:44/2171-1 · DBLP profile ↗
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15ranked-venue papers
2as first author
8since 2021 · last 2025
0000-0001-5974-5224ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 15 · 2 first-author · 8 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Aerial Path Planning for Urban Geometry and Texture Co-Capture
abstract
Recent advances in image acquisition and scene reconstruction have enabled the generation of high-quality structural urban scene geometry, given sufficient site information. However, current capture techniques often overlook the crucial importance of texture quality, resulting in noticeable visual artifacts in the textured models. In this work, we introduce the urban geometry and texture co-capture problem under limited prior knowledge before a site visit. The only inputs are a 2D building contour map of the target area and a safe flying altitude above the buildings. We propose an innovative aerial path planning framework designed to co-capture images for reconstructing both structured geometry and high-fidelity textures. To evaluate and guide view planning, we introduce a comprehensive texture quality assessment system, including two novel metrics tailored for building facades. Firstly, our method generates high-quality vertical dipping views and horizontal planar views to effectively capture both geometric and textural details. A multi-objective optimization strategy is then proposed to jointly maximize texture fidelity, improve geometric accuracy, and minimize the cost associated with aerial views. Furthermore, we present a sequential path planning algorithm that accounts for texture consistency during image capture. Extensive experiments on large-scale synthetic and real-world urban datasets demonstrate that our approach effectively produces image sets suitable for concurrent geometric and texture reconstruction, enabling the creation of realistic, textured scene proxies at low operational cost.
Weidan Xiong, Bochuan Zeng, Jianwei Guo 0003, Ke Xie 0001, Hui Huang 0004
ACM Trans. Graph.5
2023 Where to Render: Studying Renderability for IBR of Large-Scale Scenes
abstract
Image-based rendering (IBR) technique enables presenting real scenes interactively to viewers and hence is a key component for implementing VR telepresence. The quality of IBR results depends on the set of pre-captured views, the rendering algorithm used, and the camera parameters of the novel view to be synthesized. Numerous methods were proposed for optimizing the set of captured images and enhancing the rendering algorithms. However, from which regions IBR methods can synthesize satisfactory results is not yet well studied. In this work, we introduce the concept of renderability, which predicts the quality of IBR results at any given viewpoint and view direction. Consequently, the renderability values evaluated for the 5D camera parameter space form a field, which effectively guides viewpoint/trajectory selection for IBR, especially for challenging large-scale 3D scenes. To demonstrate this capability, we designed 2 VR applications: a path planner that allows users to navigate through sparsely captured scenes with controllable rendering quality and a view selector that provides an overview for a scene from diverse and high quality perspectives. We believe the renderability concept, the proposed evaluation method, and the suggested applications will motivate and facilitate the use of IBR in various interactive settings.
Zimu Yi, Ke Xie 0001, Jiahui Lyu, Minglun Gong, Hui Huang 0004
VR2
2023 PA-Net: Plane Attention Network for real-time urban scene reconstruction
Ruiqi Cui, Ke Xie 0001, Minglun Gong, Hui Huang 0004
Comput. Graph.3
2022 Capturing, Reconstructing, and Simulating: The UrbanScene3D Dataset
Liqiang Lin, Xingguang Yan, Ke Xie 0001, Hui Huang 0004
ECCV (8)5
2022 Learning Reconstructability for Drone Aerial Path Planning
abstract
We introduce the first learning-based reconstructability predictor to improve view and path planning for large-scale 3D urban scene acquisition using unmanned drones. In contrast to previous heuristic approaches, our method learns a model that explicitly predicts how well a 3D urban scene will be reconstructed from a set of viewpoints. To make such a model trainable and simultaneously applicable to drone path planning, we simulate the proxy-based 3D scene reconstruction during training to set up the prediction. Specifically, the neural network we design is trained to predict the scene reconstructability as a function of the proxy geometry , a set of viewpoints, and optionally a series of scene images acquired in flight. To reconstruct a new urban scene, we first build the 3D scene proxy, then rely on the predicted reconstruction quality and uncertainty measures by our network, based off of the proxy geometry, to guide the drone path planning. We demonstrate that our data-driven reconstructability predictions are more closely correlated to the true reconstruction quality than prior heuristic measures. Further, our learned predictor can be easily integrated into existing path planners to yield improvements. Finally, we devise a new iterative view planning framework, based on the learned reconstructability, and show superior performance of the new planner when reconstructing both synthetic and real scenes.
Liqiang Lin, Ke Xie 0001, Chi-Wing Fu, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.4
2021 VGF-Net: Visual-Geometric fusion learning for simultaneous drone navigation and height mapping
Ke Xie 0001, Hui Huang 0004
Graph. Model.2
2021 Aerial path planning for online real-time exploration and offline high-quality reconstruction of large-scale urban scenes
abstract
Existing approaches have shown that, through carefully planning flight trajectories, images captured by Unmanned Aerial Vehicles (UAVs) can be used to reconstruct high-quality 3D models for real environments. These approaches greatly simplify and cut the cost of large-scale urban scene reconstruction. However, to properly capture height discontinuities in urban scenes, all state-of-the-art methods require prior knowledge on scene geometry and hence, additional prepossessing steps are needed before performing the actual image acquisition flights. To address this limitation and to make urban modeling techniques even more accessible, we present a real-time explore-and-reconstruct planning algorithm that does not require any prior knowledge for the scenes. Using only captured 2D images, we estimate 3D bounding boxes for buildings on-the-fly and use them to guide online path planning for both scene exploration and building observation. Experimental results demonstrate that the aerial paths planned by our algorithm in realtime for unknown environments support reconstructing 3D models with comparable qualities and lead to shorter flight air time.
Ruiqi Cui, Ke Xie 0001, Minglun Gong, Hui Huang 0004
ACM Trans. Graph.3
2021 Continuous aerial path planning for 3D urban scene reconstruction
abstract
We introduce the first path-oriented drone trajectory planning algorithm, which performs continuous (i.e., dense ) image acquisition along an aerial path and explicitly factors path quality into an optimization along with scene reconstruction quality. Specifically, our method takes as input a rough 3D scene proxy and produces a drone trajectory and image capturing setup, which efficiently yields a high-quality reconstruction of the 3D scene based on three optimization objectives: one to maximize the amount of 3D scene information that can be acquired along the entirety of the trajectory, another to optimize the scene capturing efficiency by maximizing the scene information that can be acquired per unit length along the aerial path, and the last one to minimize the total turning angles along the aerial path, so as to reduce the number of sharp turns. Our search scheme is based on the rapidly-exploring random tree framework, resulting in a final trajectory as a single path through the search tree. Unlike state-of-the-art works, our joint optimization for view selection and path planning is performed in a single step. We comprehensively evaluate our method not only on benchmark virtual datasets as in existing works but also on several large-scale real urban scenes. We demonstrate that the continuous paths optimized by our method can effectively reduce onsite acquisition cost using drones, while achieving high-fidelity 3D reconstruction, compared to existing planning methods and oblique photography, a mature and popular industry solution.
Han Zhang 0063, Yucong Yao, Ke Xie 0001, Chi-Wing Fu, Hao (Richard) Zhang, Hui Huang 0004
ACM Trans. Graph.3
2020 Offsite aerial path planning for efficient urban scene reconstruction
abstract
With rapid development in UAV technologies, it is now possible to reconstruct large-scale outdoor scenes using only images captured by low-cost drones. The problem, however, becomes how to plan the aerial path for a drone to capture images so that two conflicting goals are optimized: maximizing the reconstruction quality and minimizing mid-air image acquisition effort. Existing approaches either resort to pre-defined dense and thus inefficient view sampling strategy, or plan the path adaptively but require two onsite flight passes and intensive computation in-between. Hence, using these methods to capture and reconstruct large-scale scenes can be tedious. In this paper, we present an adaptive aerial path planning algorithm that can be done before the site visit. Using only a 2D map and a satellite image of the to-be-reconstructed area, we first compute a coarse 2.5D model for the scene based on the relationship between buildings and their shadows. A novel Max-Min optimization is then proposed to select a minimal set of viewpoints that maximizes the reconstructability under the the same number of viewpoints. Experimental results on benchmark show that our planning approach can effectively reduce the number of viewpoints needed than the previous state-of-the-art method, while maintaining comparable reconstruction quality. Since no field computation or a second visit is needed, and the view number is also minimized, our approach significantly reduces the time required in the field as well as the off-line computation cost for multi-view stereo reconstruction, making it possible to reconstruct a large-scale urban scene in a short time with moderate effort.
Ke Xie 0001, Yang Zhou 0007, Minglun Gong, Hui Huang 0004
ACM Trans. Graph.2
2018 Uncut Aerial Video via a Single Sketch
abstract
Abstract Nowadays UAV filming is getting popular, more and more stunning aerial videos appearing online. Nonetheless, making a good uncut aerial video with only one‐long‐shot for the large‐scale outdoor scenes is still quite challenging, no many eye‐catching pieces available yet. It requires users to have both consummate drone controlling skill and good perception of filming aesthetics. If totally manual, the user has to simultaneously adjust the drone position and the mounted camera orientation during the whole flyby while trying to keep all operation changes executed smoothly. Recent research has proposed a number of planning tools for automatic or semi‐automatic aerial videography, however, most requires rather complex user inputs and heavy computations. In this paper, we propose a user‐friendly system designed to simplify the input and automatically generate continuous camera moves to capture compelling aerial videos that users prefer to see without any post cutting or editing. Assume a rough 2.5D scene model that includes all the regions of interest are available, users are only required to casually draw a single sketch on the 2D map. Our system will analyze this rough sketch input, compute the corresponding quality views in 3D safe flying zone, and then create a globally optimal camera trajectory passing through regions of user interest via solving a combinatorial problem. At end, we optimize the drone flying speed locally to make the resulting aerial videos more visually pleasing.
Ke Xie 0001, Shengqiu Huang, Hui Huang 0004
Comput. Graph. Forum2
2018 Appearance Modeling via Proxy-to-Image Alignment
abstract
Endowing 3D objects with realistic surface appearance is a challenging and time-demanding task, as real-world surfaces typically exhibit a plethora of spatially variant geometric and photometric detail. Not surprisingly, computer artists commonly use images of real-world objects as an inspiration and a reference for their digital creations. However, despite two decades of research on image-based modeling, there are still no tools available for automatically extracting the detailed appearance (microgeometry and texture) of a 3D surface from a single image. In this article, we present a novel user-assisted approach for quickly and easily extracting a nonparametric appearance model from a single photograph of a reference object. The extraction process requires a user-provided proxy, whose geometry roughly approximates that of the object in the image. Since the proxy is just a rough approximation, it is necessary to align and deform it so as to match the reference object. The main contribution of this work is a novel technique to perform such an alignment, which enables accurate joint recovery of geometric detail and reflectance. The correlations between the recovered geometry at various scales and the spatially varying reflectance constitute a nonparametric appearance model. Once extracted, the appearance model may then be applied to various 3D shapes, whose large-scale geometry may differ considerably from that of the original reference object. Thus, our approach makes it possible to construct an appearance library, allowing users to easily enrich detail-less 3D shapes with realistic geometric detail and surface texture.
Hui Huang 0004, Ke Xie 0001, Dani Lischinski, Minglun Gong, Xin Tong 0001, Daniel Cohen-Or
ACM Trans. Graph.2
2018 Creating and chaining camera moves for quadrotor videography
abstract
Capturing aerial videos with a quadrotor-mounted camera is a challenging creative task, as it requires the simultaneous control of the quadrotor's motion and the mounted camera's orientation. Letting the drone follow a pre-planned trajectory is a much more appealing option, and recent research has proposed a number of tools designed to automate the generation of feasible camera motion plans; however, these tools typically require the user to specify and edit the camera path, for example by providing a complete and ordered sequence of key viewpoints. In this paper, we propose a higher level tool designed to enable even novice users to easily capture compelling aerial videos of large-scale outdoor scenes. Using a coarse 2.5D model of a scene, the user is only expected to specify starting and ending viewpoints and designate a set of landmarks, with or without a particular order. Our system automatically generates a diverse set of candidate local camera moves for observing each landmark, which are collision-free, smooth, and adapted to the shape of the landmark. These moves are guided by a landmark-centric view quality field, which combines visual interest and frame composition. An optimal global camera trajectory is then constructed that chains together a sequence of local camera moves, by choosing one move for each landmark and connecting them with suitable transition trajectories. This task is formulated and solved as an instance of the Set Traveling Salesman Problem.
Ke Xie 0001, Shengqiu Huang, Dani Lischinski, Marc Christie, Kai Xu 0004, Minglun Gong, Daniel Cohen-Or, Hui Huang 0004
ACM Trans. Graph.1
2016 Tree Modeling with Real Tree-Parts Examples
abstract
We introduce a 3D tree modeling technique that utilizes examples of real trees to enhance tree creation with realistic structures and fine-level details. In contrast to previous works that use smooth generalized cylinders to represent tree branches, our method generates realistic looking tree models with complex branching geometry by employing an exemplar database consisting of real-life trees reconstructed from scanned data. These trees are sliced into representative parts (denoted as tree-cuts), representing trunk logs and branching structures. In the modeling process, tree-cuts are positioned in space in an intuitive manner, serving as efficient proxies that guide the creation of the complete tree. Allometry rules are taken into account to ensure reasonable relations between adjacent branches. Realism is further enhanced by automatically transferring geometric textures from our database onto tree branches as well as by guided growing of foliage. Our results demonstrate the complexity and variety of trees that can be generated with our method within few minutes. We carry a user study to test the effectiveness of our modeling technique.
Ke Xie 0001, Feilong Yan, Andrei Sharf, Oliver Deussen, Hui Huang 0004, Baoquan Chen
IEEE Trans. Vis. Comput. Graph.1
2012 A search-classify approach for cluttered indoor scene understanding
abstract
We present an algorithm for recognition and reconstruction of scanned 3D indoor scenes. 3D indoor reconstruction is particularly challenging due to object interferences, occlusions and overlapping which yield incomplete yet very complex scene arrangements. Since it is hard to assemble scanned segments into complete models, traditional methods for object recognition and reconstruction would be inefficient. We present a search-classify approach which interleaves segmentation and classification in an iterative manner. Using a robust classifier we traverse the scene and gradually propagate classification information. We reinforce classification by a template fitting step which yields a scene reconstruction. We deform-to-fit templates to classified objects to resolve classification ambiguities. The resulting reconstruction is an approximation which captures the general scene arrangement. Our results demonstrate successful classification and reconstruction of cluttered indoor scenes, captured in just few minutes.
Liangliang Nan, Ke Xie 0001, Andrei Sharf
ACM Trans. Graph.2
2011 Conjoining Gestalt rules for abstraction of architectural drawings
abstract
We present a method for structural summarization and abstraction of complex spatial arrangements found in architectural drawings. The method is based on the well-known Gestalt rules, which summarize how forms, patterns, and semantics are perceived by humans from bits and pieces of geometric information. Although defining a computational model for each rule alone has been extensively studied, modeling a conjoint of Gestalt rules remains a challenge. In this work, we develop a computational framework which models Gestalt rules and more importantly, their complex interactions. We apply conjoining rules to line drawings, to detect groups of objects and repetitions that conform to Gestalt principles. We summarize and abstract such groups in ways that maintain structural semantics by displaying only a reduced number of repeated elements, or by replacing them with simpler shapes. We show an application of our method to line drawings of architectural models of various styles, and the potential of extending the technique to other computer-generated illustrations, and three-dimensional models.
Liangliang Nan, Andrei Sharf, Ke Xie 0001, Tien-Tsin Wong, Oliver Deussen, Daniel Cohen-Or, Baoquan Chen
ACM Trans. Graph.3