Charles Han

dblp:44/6159 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 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
4 papers
Visual content generation and editing · 64% Rendering · 23% Geometric modeling and processing · 9%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
texture synthesis
0.222010
Synthesizing structured image hybrids · ACM Trans. Graph. 2010
Multiscale texture synthesis · ACM Trans. Graph. 2008
Visual content generation and editing › image editing › image compositing
image blending
0.112010
Optimizing continuity in multiscale imagery · ACM Trans. Graph. 2010
Visual content generation and editing › texture synthesis
example-based texture synthesis
0.112008
Multiscale texture synthesis · ACM Trans. Graph. 2008
Visual content generation and editing › texture synthesis
multi-scale texture synthesis
0.112008
Multiscale texture synthesis · ACM Trans. Graph. 2008
Geometric modeling and processing › mesh processing › mesh denoising
normal filtering
0.112007
Frequency domain normal map filtering · ACM Trans. Graph. 2007
Rendering › appearance modeling
reflectance filtering
0.112007
Frequency domain normal map filtering · ACM Trans. Graph. 2007
Visual content generation and editing
image generation
0.012010
Synthesizing structured image hybrids · ACM Trans. Graph. 2010
Image and video processing › texture analysis
texture representation
0.012008
Multiscale texture synthesis · ACM Trans. Graph. 2008

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

structure transfer · 0.1multiscale descriptor · 0.1clipped laplacian blending · 0.1appearance-space jitter · 0.1exemplar graph · 0.1GPU implementation · 0.1von mises-fisher distribution · 0.1spherical harmonics · 0.1
YearPublicationVenuePosition
2010 Optimizing continuity in multiscale imagery
abstract
Multiscale imagery often combines several sources with differing appearance. For instance, Internet-based maps contain satellite and aerial photography. Zooming within these maps may reveal jarring transitions. We present a scheme that creates a visually smooth mipmap pyramid from stitched imagery at several scales. The scheme involves two new techniques. The first, structure transfer , is a nonlinear operator that combines the detail of one image with the local appearance of another. We use this operator to inject detail from the fine image into the coarse one while retaining color consistency. The improved structural similarity greatly reduces inter-level ghosting artifacts. The second, clipped Laplacian blending , is an efficient construction to minimize blur when creating intermediate levels. It considers the sum of all inter-level image differences within the pyramid. We demonstrate continuous zooming of map imagery from space to ground level.
Charles Han, Hugues Hoppe
ACM Trans. Graph.1
2010 Synthesizing structured image hybrids
abstract
Example-based texture synthesis algorithms generate novel texture images from example data. A popular hierarchical pixel-based approach uses spatial jitter to introduce diversity, at the risk of breaking coarse structure beyond repair. We propose a multiscale descriptor that enables appearance-space jitter, which retains structure. This idea enables repurposing of existing texture synthesis implementations for a qualitatively different problem statement and class of inputs: generating hybrids of structured images.
Eric Risser, Charles Han, Rozenn Dahyot, Eitan Grinspun
ACM Trans. Graph.2
2008 Multiscale texture synthesis
abstract
Example-based texture synthesis algorithms have gained widespread popularity for their ability to take a single input image and create a perceptually similar non-periodic texture. However, previous methods rely on single input exemplars that can capture only a limited band of spatial scales. For example, synthesizing a continent-like appearance at a variety of zoom levels would require an impractically high input resolution. In this paper, we develop a multiscale texture synthesis algorithm. We propose a novel example-based representation, which we call an exemplar graph, that simply requires a few low-resolution input exemplars at different scales. Moreover, by allowing loops in the graph, we can create infinite zooms and infinitely detailed textures that are impossible with current example-based methods. We also introduce a technique that ameliorates inconsistencies in the user's input, and show that the application of this method yields improved interscale coherence and higher visual quality. We demonstrate optimizations for both CPU and GPU implementations of our method, and use them to produce animations with zooming and panning at multiple scales, as well as static gigapixel-sized images with features spanning many spatial scales.
Charles Han, Eric Risser, Ravi Ramamoorthi, Eitan Grinspun
ACM Trans. Graph.1
2007 Frequency domain normal map filtering
abstract
Filtering is critical for representing detail, such as color textures or normal maps, across a variety of scales. While MIP-mapping texture maps is commonplace, accurate normal map filtering remains a challenging problem because of nonlinearities in shading---we cannot simply average nearby surface normals. In this paper, we show analytically that normal map filtering can be formalized as a spherical convolution of the normal distribution function (NDF) and the BRDF, for a large class of common BRDFs such as Lambertian, microfacet and factored measurements. This theoretical result explains many previous filtering techniques as special cases, and leads to a generalization to a broader class of measured and analytic BRDFs. Our practical algorithms leverage a significant body of work that has studied lighting-BRDF convolution. We show how spherical harmonics can be used to filter the NDF for Lambertian and low-frequency specular BRDFs, while spherical von Mises-Fisher distributions can be used for high-frequency materials.
Charles Han, Ravi Ramamoorthi, Eitan Grinspun
ACM Trans. Graph.1