Li-Yi Wei

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68ranked-venue papers
8as first author
16since 2021 · last 2026
0000-0002-1076-6339ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 49 · 8 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 27 · 3 first-author · 13 since 2021Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2026 MoSound: An Interactive Tool for Generative Sound Design in Motion Graphics
abstract
Motion graphics, which bring logos, text, and other illustrations to life, are greatly enhanced with sound effects. Sound design for motion graphics presents unique challenges due to their short, abstract nature. Sound designers must identify opportunities for adding sound, decide on the sound’s character to match the visual graphics, synchronize sounds with events, and align sonic properties with motions. We introduce MoSound, an interactive system that helps with all steps of this creation process. We designed the interface of MoSound based on formative studies with practitioners and implemented the system as a combination of visual event detection, spatial attribute mapping, and generative sound stylization. We demonstrate MoSound on a variety of examples, showing that it is capable of creating high quality soundtracks while being accessible to novices.
Jialin Huang, Prem Seetharaman, Timothy R. Langlois, Li-Yi Wei, Rubaiat Habib Kazi, Yotam I. Gingold
CHI4
2026 Notational Animating: An Interactive Approach to Creating and Editing Animation Keyframes
abstract
We introduce the concept of notational animating, an interaction paradigm for animation authoring where users sketch high-level notations over static drawings to indicate intended motions, which are then interpreted by automatic methods (e.g., GenAI models) to generate animation keyframes. Sketched notations have long served as cognitive instruments for animators, capturing forces, poses, dynamics, paths, and other animation features. However, such notations are often contextual, ambiguous, and combinational based on our analysis of 135 real-world sketches. To facilitate interpretation, we first formalize these notations into a structured animation representation (i.e., source, path, and target). We then built an animation authoring system that translates high-level notations into the formalized intended animation, provides dynamic UI widgets for fine-grained parameter control, and establishes a closed feedback loop to resolve ambiguity. Finally, through a preliminary study with animators, we assess the usability of notational animating, reflect its affordance, and identify its contexts of use.
Xinyu Shi 0002, Li-Yi Wei, Nanxuan Zhao, Jian Zhao 0010, Rubaiat Habib Kazi
CHI2
2025 Narrative Motion Blocks: Combining Direct Manipulation and Natural Language Interactions for Animation Creation
abstract
Figure 1: AniMate supports the creation of animated sequences through a combination of natural language and direct manipulation controls via narrative motion blocks.Example 1: A) The animator creates a narrative motion block and uses natural language to specify an action (e.g.roll tomato ).The system processes the request and generates a set of custom sliders parametrizing the action.B) If the animator wants to add irregularities in the motion path (e.g. to avoid a rock ), C) they can directly move the points of the tomato's motion path around the rock.Example 2: D) The animator can also draw the motion path directly by moving the visual element (e.g. the butterfly ), which automatically generates a narrative motion block.E) To add specificity, stylization or secondary motion to the animation, the animator can edit the narrative motion block by using natural language input to generate additional controls (e.g.add loops, and align to path ).F) Using the newly generated sliders, the animator can modify the new effects (e.g.change the amplitude of the loops).
Samuelle Bourgault, Li-Yi Wei, Jennifer Jacobs 0001, Rubaiat Habib Kazi
Conference on Designing Interactive Systems2
2025 LogoMotion: Visually-Grounded Code Synthesis for Creating and Editing Animation
Vivian Liu, Rubaiat Habib Kazi, Li-Yi Wei, Matthew Fisher, Timothy R. Langlois, Seth Walker, Lydia B. Chilton
CHI3
2024 Elastica: Adaptive Live Augmented Presentations with Elastic Mappings Across Modalities
abstract
Augmented presentations offer compelling storytelling by combining speech content, gestural performance, and animated graphics in a congruent manner. The expressiveness of these presentations stems from the harmonious coordination of spoken words and graphic elements, complemented by smooth animations aligned with the presenter’s gestures. However, achieving such desired congruence in a live presentation poses significant challenges due to the unpredictability and imprecision inherent in presenters’ real-time actions. Existing methods either leveraged rigid mapping without predefined states or required the presenters to conform to predefined animations. We introduce adaptive presentations that dynamically adjust predefined graphic animations to real-time speech and gestures. Our approach leverages script following and motion warping to establish elastic mappings that generate runtime graphic parameters coordinating speech, gesture, and predefined animation state. Our evaluation demonstrated that the proposed adaptive presentation can effectively mitigate undesired visual artifacts caused by performance deviations and enhance the expressiveness of resulting presentations.
Yining Cao, Rubaiat Habib Kazi, Li-Yi Wei, Deepali Aneja, Haijun Xia
CHI3
2024 iPose: Interactive Human Pose Reconstruction from Video
abstract
Reconstructing 3D human poses from video has wide applications, such as character animation and sports analysis. Automatic 3D pose reconstruction methods have demonstrated promising results, but failure cases can still appear due to the diversity of human actions, capturing conditions, and depth ambiguities. Thus, manual intervention remains indispensable, which can be time-consuming and require professional skills. We thus present iPose, an interactive tool that facilitates intuitive human pose reconstruction from a given video. Our tool incorporates both human perception in specifying pose appearance to achieve controllability, and video frame processing algorithms to achieve precision and automation. A user manipulates the projection of a 3D pose via 2D operations on top of video frames, and the 3D poses are updated correspondingly while satisfying both kinematic and video frame constraints. The pose updates are propagated temporally to reduce user workload. We evaluate the effectiveness of iPose with a user study on the 3DPW dataset and expert interviews.
Li-Yi Wei, Ariel Shamir, Takeo Igarashi
CHI2
2024 Compositional Neural Textures
Peihan Tu, Li-Yi Wei, Matthias Zwicker
SIGGRAPH Asia2
2024 DrawTalking: Building Interactive Worlds by Sketching and Speaking
abstract
We introduce DrawTalking, an approach to building and controlling interactive worlds by sketching and speaking while telling stories. It emphasizes user control and flexibility, and gives programming-like capability without requiring code. An early open-ended study with our prototype shows that the mechanics resonate and are applicable to many creative-exploratory use cases, with the potential to inspire and inform research in future natural interfaces for creative exploration and authoring.
Karl Rosenberg, Rubaiat Habib Kazi, Li-Yi Wei, Haijun Xia, Ken Perlin
UIST3
2024 PoseCoach: A Customizable Analysis and Visualization System for Video-Based Running Coaching
abstract
Videos are an accessible form of media for analyzing sports postures and providing feedback to athletes. Existing sport-specific systems embed bespoke human pose attributes and thus can be hard to scale for new attributes, especially for users without programming experiences. Some systems retain scalability by directly showing the differences between two poses, but they might not clearly visualize the key differences that viewers would like to pursue. Besides, video-based coaching systems often present feedback on the correctness of poses by augmenting videos with visual markers or reference poses. However, previewing and augmenting videos limit the analysis and visualization of human poses due to the fixed viewpoints in videos, which confine the observation of captured human movements and cause ambiguity in the augmented feedback. To address these issues, we study customizable human pose data analysis and visualization in the context of running pose attributes, such as joint angles and step distances. Based on existing literature and a formative study, we have designed and implemented a system, PoseCoach, to provide feedback on running poses for amateurs by comparing the running poses between a novice and an expert. PoseCoach adopts a customizable data analysis model to allow users' controllability in defining pose attributes of their interests through our interface. To avoid the influence of viewpoint differences and provide intuitive feedback, PoseCoach visualizes the pose differences as part-based 3D animations on a human model to imitate the demonstration of a human coach. We conduct a user study to verify our design components and conduct expert interviews to evaluate the usefulness of the system.
Chen Zhu-Tian, Rubaiat Habib Kazi, Li-Yi Wei, Hongbo Fu 0001, Chiew-Lan Tai
IEEE Trans. Vis. Comput. Graph.5
2023 Automated Conversion of Music Videos into Lyric Videos
abstract
Musicians and fans often produce lyric videos, a form of music videos that showcase the song’s lyrics, for their favorite songs. However, making such videos can be challenging and time-consuming as the lyrics need to be added in synchrony and visual harmony with the video. Informed by prior work and close examination of existing lyric videos, we propose a set of design guidelines to help creators make such videos. Our guidelines ensure the readability of the lyric text while maintaining a unified focus of attention. We instantiate these guidelines in a fully automated pipeline that converts an input music video into a lyric video. We demonstrate the robustness of our pipeline by generating lyric videos from a diverse range of input sources. A user study shows that lyric videos generated by our pipeline are effective in maintaining text readability and unifying the focus of attention.
Jiaju Ma, Anyi Rao, Li-Yi Wei, Rubaiat Habib Kazi, Hijung Shin, Maneesh Agrawala
UIST3
2022 A Layered Authoring Tool for Stylized 3D animations
abstract
Guided by the 12 principles of animation, stylization is a core 2D animation feature but has been utilized mainly by experienced animators. Although there are tools for stylizing 2D animations, creating stylized 3D animations remains a challenging problem due to the additional spatial dimension and the need for responsive actions like contact and collision. We propose a system that helps users create stylized casual 3D animations. A layered authoring interface is employed to balance between ease of use and expressiveness. Our surface level UI is a timeline sequencer that lets users add preset stylization effects such as squash and stretch and follow through to plain motions. Users can adjust spatial and temporal parameters to fine-tune these stylizations. These edits are propagated to our node-graph-based second level UI, in which the users can create custom stylizations after they are comfortable with the surface level UI. Our system also enables the stylization of interactions among multiple objects like force, energy, and collision. A pilot user study has shown that our fluid layered UI design allows for both ease of use and expressiveness better than existing tools.
Jiaju Ma, Li-Yi Wei, Rubaiat Habib Kazi
CHI2
2022 Clustered vector textures
abstract
Repetitive vector patterns are common in a variety of applications but can be challenging and tedious to create. Existing automatic synthesis methods target relatively simple, unstructured patterns such as discrete elements and continuous Bézier curves. This paper proposes an algorithm for generating vector patterns with diverse shapes and structured local interactions via a sample-based representation. Our main idea is adding explicit clustering as part of neighborhood similarity and iterative sample optimization for more robust sample synthesis and pattern reconstruction. The results indicate that our method can outperform existing methods on synthesizing a variety of structured vector textures. Our project page is available at https://phtu-cs.github.io/cvt-sig22/.
Peihan Tu, Li-Yi Wei, Matthias Zwicker
ACM Trans. Graph.2
2022 Instant Reality: Gaze-Contingent Perceptual Optimization for 3D Virtual Reality Streaming
abstract
Media streaming, with an edge-cloud setting, has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed passively, virtual reality applications require 3D assets stored on the edge to facilitate frequent edge-side interactions such as object manipulation and viewpoint movement. Compared to audio and video streaming, 3D asset streaming often requires larger data sizes and yet lower latency to ensure sufficient rendering quality, resolution, and latency for perceptual comfort. Thus, streaming 3D assets faces remarkably additional than streaming audios/videos, and existing solutions often suffer from long loading time or limited quality. To address this challenge, we propose a perceptually-optimized progressive 3D streaming method for spatial quality and temporal consistency in immersive interactions. On the cloud-side, our main idea is to estimate perceptual importance in 2D image space based on user gaze behaviors, including where they are looking and how their eyes move. The estimated importance is then mapped to 3D object space for scheduling the streaming priorities for edge-side rendering. Since this computational pipeline could be heavy, we also develop a simple neural network to accelerate the cloud-side scheduling process. We evaluate our method via subjective studies and objective analysis under varying network conditions (from 3G to 5G) and edge devices (HMD and traditional displays), and demonstrate better visual quality and temporal consistency than alternative solutions.
Shaoyu Chen, Budmonde Duinkharjav, Xin Sun 0014, Li-Yi Wei, Stefano Petrangeli, Jose Echevarria, Cláudio T. Silva, Qi Sun 0003
IEEE Trans. Vis. Comput. Graph.4
2021 Beyond Show of Hands: Engaging Viewers via Expressive and Scalable Visual Communication in Live Streaming
abstract
Live streaming is gaining popularity across diverse application domains in recent years. A core part of the experience is streamer-viewer interaction, which has been mainly text-based. Recent systems explored extending viewer interaction to include visual elements with richer expression and increased engagement. However, understanding expressive visual inputs becomes challenging with many viewers, primarily due to the relative lack of structure in visual input. On the other hand, adding rigid structures can limit viewer interactions to narrow use cases or decrease the expressiveness of viewer inputs. To facilitate the sensemaking of many visual inputs while retaining the expressiveness or versatility of viewer interactions, we introduce a visual input management framework (VIMF) and a system, VisPoll, that help streamers specify, aggregate, and visualize many visual inputs. A pilot evaluation indicated that VisPoll can expand the types of viewer interactions. Our framework provides insights for designing scalable and expressive visual communication for live streaming.
John Joon Young Chung, Hijung Shin, Haijun Xia, Li-Yi Wei, Rubaiat Habib Kazi
CHI4
2021 Constructing Embodied Algebra by Sketching
abstract
Mathematical models and expressions traditionally evolved as symbolic representations, with cognitively arbitrary rules of symbol manipulation. The embodied mathematics philosophy posits that abstract math concepts are layers of metaphors grounded in our intuitive arithmetic capabilities, such as categorizing objects and part-whole analysis. We introduce a design framework that facilitates the construction and exploration of embodied representations for algebraic expressions, using interactions inspired by innate arithmetic capabilities. We instantiated our design in a sketch interface that enables construction of visually interpretable compositions that are directly mappable to algebraic expressions and explorable through a ladder of abstraction [47]. The emphasis is on bottom-up construction, with the user sketching pictures while the system generates corresponding algebra. We present diverse examples created by our prototype system. A coverage of the US Common Core curriculum and playtesting studies with children point to the future direction and potential for a sketch-based design paradigm for mathematics.
Rubaiat Habib Kazi, Li-Yi Wei, Gloria Mark, Deb Roy
CHI3
2021 StreamSketch: Exploring Multi-Modal Interactions in Creative Live Streams
abstract
Creative live streams, where artists or designers demonstrate their creative process, have emerged as a unique and popular genre of live streams due to the real-time interactivity they afford. However, streamer-viewer interactions on most live streaming platforms only enable users to utilize text and emojis to communicate, which limits what viewers can convey and share in real time. To investigate the design space of potential visual and non-textual modalities within creative live streams, we first analyzed existing Twitch extensions and conducted a formative study with streamers who share creative activities to uncover key challenges that these streamers face. We then designed and implemented a prototype system, StreamSketch, which enables viewers and streamers to interact during live streams using multiple modalities, including freeform sketches and text. The prototype was evaluated by two professional artist streamers and their viewers during six streaming sessions. Overall, streamers and viewers found that StreamSketch provided increased engagement and new affordances compared to the traditional text-only modality, and highlighted how efficiency, moderation, and tool integration were continued challenges.
Zhicong Lu, Rubaiat Habib Kazi, Li-Yi Wei, Mira Dontcheva, Karrie Karahalios
Proc. ACM Hum. Comput. Interact.3
2020 Autocomplete Element Fields
abstract
Aggregate elements are ubiquitous in natural and man-made objects. Interactively authoring these elements with varying anisotropy and deformability can require high artistic skills and manual labor. To reduce input workload and enhance output quality, we present an autocomplete system that can help users distribute and align such elements over different domains. Through a brushing interface, users can place and mix a few elements, and let our system automatically populate more elements for the remaining output. Furthermore, aggregate elements often require proper direction/scalar fields for proper arrangements, but fully specifying such fields across entire domains can be difficult or inconvenient for ordinary users. To address this usability challenge, we formulate element fields that can smoothly orient all the elements based on partial user specifications without requiring full input fields in any step. We validate our prototype system with a pilot user study and show applications in design, collage, and modeling.
Chen-Yuan Hsu, Li-Yi Wei, Lihua You, Jian J. Zhang 0001
CHI2
2020 Autocomplete Animated Sculpting
abstract
Keyframe-based sculpting provides unprecedented freedom to author animated organic models, which can be difficult to create with other methods such as simulation, scripting, and rigging. However, sculpting animated objects can require significant artistic skill and manual labor, even more so than sculpting static 3D shapes or drawing 2D animations, which are already quite challenging.
Mengqi Peng, Li-Yi Wei, Rubaiat Habib Kazi, Vladimir G. Kim
UIST2
2020 RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching
abstract
We present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However, with the current tools, sketched contents are inherently static, floating in mid-air without responding to the real world. This paper introduces a new way to embed dynamic and responsive graphics in the real world. In RealitySketch, the user draws graphical elements on a mobile AR screen and binds them with physical objects in real-time and improvisational ways, so that the sketched elements dynamically move with the corresponding physical motion. The user can also quickly visualize and analyze real-world phenomena through responsive graph plots or interactive visualizations. This paper contributes to a set of interaction techniques that enable capturing, parameterizing, and visualizing real-world motion without pre-defined programs and configurations. Finally, we demonstrate our tool with several application scenarios, including physics education, sports training, and in-situ tangible interfaces.
Ryo Suzuki 0001, Rubaiat Habib Kazi, Li-Yi Wei, Stephen DiVerdi, Wilmot Li, Daniel Leithinger
UIST3
2020 Continuous curve textures
abstract
Repetitive patterns are ubiquitous in natural and human-made objects, and can be created with a variety of tools and methods. Manual authoring provides unmatched degree of freedom and control, but can require significant artistic expertise and manual labor. Computational methods can automate parts of the manual creation process, but are mainly tailored for discrete pixels or elements instead of more general continuous structures. We propose an example-based method to synthesize continuous curve patterns from exemplars. Our main idea is to extend prior sample-based discrete element synthesis methods to consider not only sample positions (geometry) but also their connections (topology). Since continuous structures can exhibit higher complexity than discrete elements, we also propose robust, hierarchical synthesis to enhance output quality. Our algorithm can generate a variety of continuous curve patterns fully automatically. For further quality improvement and customization, we also present an autocomplete user interface to facilitate interactive creation and iterative editing. We evaluate our methods and interface via different patterns, ablation studies, and comparisons with alternative methods.
Peihan Tu, Li-Yi Wei, Koji Yatani, Takeo Igarashi, Matthias Zwicker
ACM Trans. Graph.2
2019 Interactive Body-Driven Graphics for Augmented Video Performance
abstract
We present a system that augments live presentation videos with interactive graphics to create a powerful and expressive storytelling environment. Using our system, the presenter interacts with the graphical elements in real-time with gestures and postures, thus leveraging our innate, everyday skills to enhance our communication capabilities with the audience. However, crafting such an interactive and expressive performance typically requires programming, or highly-specialized tools tailored for experts. Our core contribution is a flexible, direct manipulation UI which enables amateurs and experts to craft such presentations beforehand by mapping a variety of body movements to a wide range of graphical manipulations. By simplifying the mapping between gestures, postures, and their corresponding output effects, our UI enables users to craft customized, rich interactions with the graphical elements. Our user study demonstrates the potential usage and unique affordance of this mixed-reality medium for storytelling and presentation across a range of application domains.
Rubaiat Habib Kazi, Li-Yi Wei, Wilmot Li
CHI3
2019 Learning to Reconstruct 3D Manhattan Wireframes From a Single Image
abstract
From a single view of an urban environment, we propose a method to effectively exploit the global structural regularities for obtaining a compact, accurate, and intuitive 3D wireframe representation. Our method trains a single convolutional neural network to simultaneously detect salient junctions and straight lines, as well as predict their 3D depth and vanishing points. Compared with state-of-the-art learning-based wireframe detection methods, our network is much simpler and more unified, leading to better 2D wireframe detection. With a global structural prior (such as Manhattan assumption), our method further reconstructs a full 3D wireframe model, a compact vector representation suitable for a variety of high-level vision tasks such as AR and CAD. We conduct extensive evaluations of our method on a large new synthetic dataset of urban scenes as well as real images. Our code and datasets will be published along with the paper.
Yichao Zhou 0003, Haozhi Qi, Yuexiang Zhai, Qi Sun 0003, Li-Yi Wei, Yi Ma 0001
ICCV6
2019 HairBrush for Immersive Data-Driven Hair Modeling
abstract
While hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair authoring interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques.
Jun Xing, Koki Nagano, Weikai Chen 0001, Li-Yi Wei, Jingwan Lu, Hao Li 0015
UIST5
2019 Reducing simulator sickness with perceptual camera control
abstract
Virtual-reality provides an immersive environment but can induce cybersickness due to the discrepancy between visual and vestibular cues. To avoid this problem, the movement of the virtual camera needs to match the motion of the user in the real world. Unfortunately, this is usually difficult due to the mismatch between the size of the virtual environments and the space available to the users in the physical domain. The resulting constraints on the camera movement significantly hamper the adoption of virtual-reality headsets in many scenarios and make the design of the virtual environments very challenging. In this work, we study how the characteristics of the virtual camera movement (e.g., translational acceleration and rotational velocity) and the composition of the virtual environment (e.g., scene depth) contribute to perceived discomfort. Based on the results from our user experiments, we devise a computational model for predicting the magnitude of the discomfort for a given scene and camera trajectory. We further apply our model to a new path planning method which optimizes the input motion trajectory to reduce perceptual sickness. We evaluate the effectiveness of our method in improving perceptual comfort in a series of user studies targeting different applications. The results indicate that our method can reduce the perceived discomfort while maintaining the fidelity of the original navigation, and perform better than simpler alternatives.
Ping Hu 0003, Qi Sun 0003, Piotr Didyk, Li-Yi Wei, Arie E. Kaufman
ACM Trans. Graph.4
2018 Spoke-Darts for High-Dimensional Blue-Noise Sampling
abstract
Blue noise sampling has proved useful for many graphics applications, but remains underexplored in high-dimensional spaces due to the difficulty of generating distributions and proving properties about them. We present a blue noise sampling method with good quality and performance across different dimensions. The method, spoke-dart sampling, shoots rays from prior samples and selects samples from these rays. It combines the advantages of two major high-dimensional sampling methods: the locality of advancing front with the dimensionality-reduction of hyperplanes, specifically line sampling. We prove that the output sampling is saturated with high probability, with bounds on distances between pairs of samples and between any domain point and its nearest sample. We demonstrate spoke-dart applications for approximate Delaunay graph construction, global optimization, and robotic motion planning. Both the blue-noise quality of the output distribution and the adaptability of the intermediate processes of our method are useful in these applications.
Scott A. Mitchell, Mohamed S. Ebeida, Muhammad A. Awad, Chonhyon Park, Anjul Patney, Ahmad A. Rushdi, Laura Painton Swiler, Dinesh Manocha, Li-Yi Wei
ACM Trans. Graph.9
2018 Autocomplete 3D sculpting
abstract
Digital sculpting is a popular means to create 3D models but remains a challenging task. We propose a 3D sculpting system that assists users, especially novices, in freely creating models with reduced input labor and enhanced output quality. With an interactive sculpting interface, our system silently records and analyzes users' workflows including brush strokes and camera movements, and predicts what they might do in the future. Users can accept, partially accept, or ignore the suggestions and thus retain full control and individual style. They can also explicitly select and clone past workflows over output model regions. Our key idea is to consider how a model is authored via dynamic workflows in addition to what is shaped in static geometry. This allows our method for more accurate analysis of user intentions and more general synthesis of shape structures than prior workflow or geometry methods, such as large overlapping deformations. We evaluate our method via user feedbacks and authored models.
Mengqi Peng, Jun Xing, Li-Yi Wei
ACM Trans. Graph.3
2018 Towards virtual reality infinite walking: dynamic saccadic redirection
abstract
Redirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments. We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception. We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies.
Qi Sun 0003, Anjul Patney, Li-Yi Wei, Omer Shapira, Jingwan Lu, Paul Asente, Suwen Zhu, Morgan McGuire, David P. Luebke, Arie E. Kaufman
ACM Trans. Graph.3
2017 Tensor field design in volumes
abstract
3D tensor field design is important in several graphics applications such as procedural noise, solid texturing, and geometry synthesis. Different fields can lead to different visual effects. The topology of a tensor field, such as degenerate tensors, can cause artifacts in these applications. Existing 2D tensor field design systems cannot be used to handle the topology of a 3D tensor field. In this paper, we present to our knowledge the first 3D tensor field design system. At the core of our system is the ability to edit the topology of tensor fields. We demonstrate the power of our design system with applications in solid texturing and geometry synthesis.
Jonathan Palacios, Lawrence Roy, Chen-Yuan Hsu, Weikai Chen 0001, Chongyang Ma, Li-Yi Wei, Eugene Zhang
ACM Trans. Graph.7
2017 Perceptually-guided foveation for light field displays
abstract
A variety of applications such as virtual reality and immersive cinema require high image quality, low rendering latency, and consistent depth cues. 4D light field displays support focus accommodation, but are more costly to render than 2D images, resulting in higher latency. The human visual system can resolve higher spatial frequencies in the fovea than in the periphery. This property has been harnessed by recent 2D foveated rendering methods to reduce computation cost while maintaining perceptual quality. Inspired by this, we present foveated 4D light fields by investigating their effects on 3D depth perception. Based on our psychophysical experiments and theoretical analysis on visual and display bandwidths, we formulate a content-adaptive importance model in the 4D ray space. We verify our method by building a prototype light field display that can render only 16% -- 30% rays without compromising perceptual quality.
Qi Sun 0003, Fu-Chung Huang, Joohwan Kim, Li-Yi Wei, David P. Luebke, Arie E. Kaufman
ACM Trans. Graph.4
2017 Guest Editor's Introduction to the Special Section on the ACM Symposium on Interactive 3D Graphics and Games (I3D)
abstract
The papers in this special section were presented at the 2016 ACM Symposium on Interactive 3D Graphics and Games that was held in Redmond, WA, 27-28 February 2016.
Kartic Subr, Li-Yi Wei
IEEE Trans. Vis. Comput. Graph.2
2016 Data-driven adaptive history for image editing
abstract
Digital image editing is usually an iterative process; users repetitively perform short sequences of operations, as well as undo and redo using history navigation tools. In our collected data, undo, redo and navigation constitute about 9 percent of the total commands and consume a significant amount of user time. Unfortunately, such activities also tend to be tedious and frustrating, especially for complex projects.
Hsiang-Ting Chen, Li-Yi Wei, Björn Hartmann, Maneesh Agrawala
I3D2
2016 Energy-Brushes: Interactive Tools for Illustrating Stylized Elemental Dynamics
abstract
Dynamic effects such as waves, splashes, fire, smoke, and explosions are an integral part of stylized animations. However, such dynamics are challenging to produce, as manually sketching key-frames requires significant effort and artistic expertise while physical simulation tools lack sufficient expressiveness and user control. We present an interactive interface for designing these elemental dynamics for animated illustrations. Users draw with coarse-scale energy brushes which serve as control gestures to drive detailed flow particles which represent local velocity fields. These fields can convey both realistic and artistic effects based on user specification. This painting metaphor for creating elemental dynamics simplifies the process, providing artistic control, and preserves the fluidity of sketching. Our system is fast, stable, and intuitive. An initial user evaluation shows that even novice users with no prior animation experience can create intriguing dynamics using our system.
Jun Xing, Rubaiat Habib Kazi, Tovi Grossman, Li-Yi Wei, Jos Stam, George W. Fitzmaurice
UIST4
2016 Mapping virtual and physical reality
abstract
Real walking offers higher immersive presence for virtual reality (VR) applications than alternative locomotive means such as walking-in-place and external control gadgets, but needs to take into consideration different room sizes, wall shapes, and surrounding objects in the virtual and real worlds. Despite perceptual study of impossible spaces and redirected walking, there are no general methods to match a given pair of virtual and real scenes. We propose a system to match a given pair of virtual and physical worlds for immersive VR navigation. We first compute a planar map between the virtual and physical floor plans that minimizes angular and distal distortions while conforming to the virtual environment goals and physical environment constraints. Our key idea is to design maps that are globally surjective to allow proper folding of large virtual scenes into smaller real scenes but locally injective to avoid locomotion ambiguity and intersecting virtual objects. From these maps we derive altered rendering to guide user navigation within the physical environment while retaining visual fidelity to the virtual environment. Our key idea is to properly warp the virtual world appearance into real world geometry with sufficient quality and performance. We evaluate our method through a formative user study, and demonstrate applications in gaming, architecture walkthrough, and medical imaging.
Qi Sun 0003, Li-Yi Wei, Arie E. Kaufman
ACM Trans. Graph.2
2015 Structure and appearance optimization for controllable shape design
abstract
The field of topology optimization seeks to optimize shapes under structural objectives, such as achieving the most rigid shape using a given quantity of material. Besides optimal shape design, these methods are increasingly popular as design tools, since they automatically produce structures having desirable physical properties, a task hard to perform by hand even for skilled designers. However, there is no simple way to control the appearance of the generated objects. In this paper, we propose to optimize shapes for both their structural properties and their appearance, the latter being controlled by a user-provided pattern example. These two objectives are challenging to combine, as optimal structural properties fully define the shape, leaving no degrees of freedom for appearance. We propose a new formulation where appearance is optimized as an objective while structural properties serve as constraints. This produces shapes with sufficient rigidity while allowing enough freedom for the appearance of the final structure to resemble the input exemplar. Our approach generates rigid shapes using a specified quantity of material while observing optional constraints such as voids, fills, attachment points, and external forces. The appearance is defined by examples, making our technique accessible to casual users. We demonstrate its use in the context of fabrication using a laser cutter to manufacture real objects from optimized shapes.
Jonàs Martínez, Jérémie Dumas, Sylvain Lefebvre 0001, Li-Yi Wei
ACM Trans. Graph.4
2015 Vector Regression Functions for Texture Compression
abstract
Raster images are the standard format for texture mapping, but they suffer from limited resolution. Vector graphics are resolution-independent but are less general and more difficult to implement on a GPU. We propose a hybrid representation called vector regression functions (VRFs), which compactly approximate any point-sampled image and support GPU texture mapping, including random access and filtering operations. Unlike standard GPU texture compression, (VRFs) provide a variable-rate encoding in which piecewise smooth regions compress to the square root of the original size. Our key idea is to represent images using the multilayer perceptron , allowing general encoding via regression and efficient decoding via a simple GPU pixel shader. We also propose a content-aware spatial partitioning scheme to reduce the complexity of the neural network model. We demonstrate benefits of our method including its quality, size, and runtime speed.
Jiaping Wang, Li-Yi Wei
ACM Trans. Graph.3
2015 Improving light field camera sample design with irregularity and aberration
abstract
Conventional camera designs usually shun sample irregularities and lens aberrations. We demonstrate that such irregularities and aberrations, when properly applied, can improve the quality and usability of light field cameras. Examples include spherical aberrations for the mainlens, and misaligned sampling patterns for the microlens and photosensor elements. These observations are a natural consequence of a key difference between conventional and light field cameras: optimizing for a single captured 2D image versus a range of reprojected 2D images from a captured 4D light field. We propose designs in mainlens aberrations and microlens/photosensor sample patterns, and evaluate them through simulated measurements and captured results with our hardware prototype.
Li-Yi Wei, Chia-Kai Liang, Graham Myhre, Colvin Pitts, Kurt Akeley
ACM Trans. Graph.1
2015 Autocomplete hand-drawn animations
abstract
Hand-drawn animation is a major art form and communication medium, but can be challenging to produce. We present a system to help people create frame-by-frame animations through manual sketches. We design our interface to be minimalistic: it contains only a canvas and a few controls. When users draw on the canvas, our system silently analyzes all past sketches and predicts what might be drawn in the future across spatial locations and temporal frames. The interface also offers suggestions to beautify existing drawings. Our system can reduce manual workload and improve output quality without compromising natural drawing flow and control: users can accept, ignore, or modify such predictions visualized on the canvas by simple gestures. Our key idea is to extend the local similarity method in [Xing et al. 2014], which handles only low-level spatial repetitions such as hatches within a single frame, to a global similarity that can capture high-level structures across multiple frames such as dynamic objects. We evaluate our system through a preliminary user study and confirm that it can enhance both users' objective performance and subjective satisfaction.
Jun Xing, Li-Yi Wei, Takaaki Shiratori, Koji Yatani
ACM Trans. Graph.2
2014 History assisted view authoring for 3D models
abstract
3D modelers often wish to showcase their models for sharing or review purposes. This may consist of generating static viewpoints of the model or authoring animated fly-throughs. Manually creating such views is often tedious and few automatic methods are designed to interactively assist the modelers with the view authoring process. We present a view authoring assistance system that supports the creation of informative view points, view paths, and view surfaces, allowing modelers to author the interactive navigation experience of a model. The key concept of our implementation is to analyze the model's workflow history, to infer important regions of the model and representative viewpoints of those areas. An evaluation indicated that the viewpoints generated by our algorithm are comparable to those manually selected by the modeler. In addition, participants of a user study found our system easy to use and effective for authoring viewpoint summaries.
Hsiang-Ting Chen, Tovi Grossman, Li-Yi Wei, Ryan M. Schmidt, Björn Hartmann, George W. Fitzmaurice, Maneesh Agrawala
CHI3
2014 Improving spatial coverage while preserving the blue noise of point sets
Mohamed S. Ebeida, Muhammad A. Awad, Xiaoyin Ge, Ahmed H. Mahmoud, Scott A. Mitchell, Patrick M. Knupp, Li-Yi Wei
Comput. Aided Des.7
2014 Capturing braided hairstyles
abstract
From fishtail to princess braids, these intricately woven structures define an important and popular class of hairstyle, frequently used for digital characters in computer graphics. In addition to the challenges created by the infinite range of styles, existing modeling and capture techniques are particularly constrained by the geometric and topological complexities. We propose a data-driven method to automatically reconstruct braided hairstyles from input data obtained from a single consumer RGB-D camera. Our approach covers the large variation of repetitive braid structures using a family of compact procedural braid models. From these models, we produce a database of braid patches and use a robust random sampling approach for data fitting. We then recover the input braid structures using a multi-label optimization algorithm and synthesize the intertwining hair strands of the braids. We demonstrate that a minimal capture equipment is sufficient to effectively capture a wide range of complex braids with distinct shapes and structures.
Liwen Hu 0001, Chongyang Ma, Linjie Luo, Li-Yi Wei, Hao Li 0015
ACM Trans. Graph.4
2014 Autocomplete painting repetitions
abstract
Painting is a major form of content creation, offering unlimited control and freedom of expression. However, it can involve tedious manual repetitions, such as stippling large regions or hatching complex contours. Thus, a central goal in digital painting research is to automate tedious repetitions while allowing user control. Existing methods impose a sequential order, in which a small exemplar is prepared and then cloned through additional gestures. Such sequential mode may break the continuous, spontaneous flow of painting. Moreover, it is more suitable for homogeneous areas than nuanced variations common in real paintings. We present an interactive digital painting system that auto-completes tedious repetitions while preserving nuanced variations and maintaining natural flows. Specifically, users paint as usual, while our system records and analyzes their workflows. When potential repetition is detected, our system predicts what the user might want to draw and offers auto-completes that adjust to the existing shape-color context. Our method eliminates the need for sequential creation-cloning and better adapts to the local painting contexts. Furthermore, users can choose to accept, ignore, or modify those predictions and thus maintain full control. Our method can be considered as the painting analogy of auto-completes in common typing and IDE systems. We demonstrate the quality and usability of our system through painting results and a pilot user study.
Jun Xing, Hsiang-Ting Chen, Li-Yi Wei
ACM Trans. Graph.3
2013 Bilateral blue noise sampling
abstract
Blue noise sampling is an important component in many graphics applications, but existing techniques consider mainly the spatial positions of samples, making them less effective when handling problems with non-spatial features. Examples include biological distribution in which plant spacing is influenced by non-positional factors such as tree type and size, photon mapping in which photon flux and direction are not a direct function of the attached surface, and point cloud sampling in which the underlying surface is unknown a priori. These scenarios can benefit from blue noise sample distributions, but cannot be adequately handled by prior art. Inspired by bilateral filtering, we propose a bilateral blue noise sampling strategy. Our key idea is a general formulation to modulate the traditional sample distance measures, which are determined by sample position in spatial domain, with a similarity measure that considers arbitrary per sample attributes. This modulation leads to the notion of bilateral blue noise whose properties are influenced by not only the uniformity of the sample positions but also the similarity of the sample attributes. We describe how to incorporate our modulation into various sample analysis and synthesis methods, and demonstrate applications in object distribution, photon density estimation, and point cloud sub-sampling.
Jiating Chen, Xiaoyin Ge, Li-Yi Wei, Bin Wang 0021, Yusu Wang 0001, Huamin Wang 0001, Yun Fei, Kang-Lai Qian, Jun-Hai Yong, Wenping Wang 0001
ACM Trans. Graph.3
2013 Dynamic element textures
abstract
Many natural phenomena consist of geometric elements with dynamic motions characterized by small scale repetitions over large scale structures, such as particles, herds, threads, and sheets. Due to their ubiquity, controlling the appearance and behavior of such phenomena is important for a variety of graphics applications. However, such control is often challenging; the repetitive elements are often too numerous for manual edit, while their overall structures are often too versatile for fully automatic computation. We propose a method that facilitates easy and intuitive controls at both scales: high-level structures through spatial-temporal output constraints (e.g. overall shape and motion of the output domain), and low-level details through small input exemplars (e.g. element arrangements and movements). These controls are suitable for manual specification, while the corresponding geometric and dynamic repetitions are suitable for automatic computation. Our system takes such user controls as inputs, and generates as outputs the corresponding repetitions satisfying the controls. Our method, which we call dynamic element textures , aims to produce such controllable repetitions through a combination of constrained optimization (satisfying controls) and data driven computation (synthesizing details). We use spatial-temporal samples as the core representation for dynamic geometric elements. We propose analysis algorithms for decomposing small scale repetitions from large scale themes, as well as synthesis algorithms for generating outputs satisfying user controls. Our method is general, producing a range of artistic effects that previously required disparate and specialized techniques.
Chongyang Ma, Li-Yi Wei, Sylvain Lefebvre 0001, Xin Tong 0001
ACM Trans. Graph.2
2012 Point sampling with general noise spectrum
abstract
Point samples with different spectral noise properties (often defined using color names such as white, blue, green, and red) are important for many science and engineering disciplines including computer graphics. While existing techniques can easily produce white and blue noise samples, relatively little is known for generating other noise patterns. In particular, no single algorithm is available to generate different noise patterns according to user-defined spectra. In this paper, we describe an algorithm for generating point samples that match a user-defined Fourier spectrum function. Such a spectrum function can be either obtained from a known sampling method, or completely constructed by the user. Our key idea is to convert the Fourier spectrum function into a differential distribution function that describes the samples' local spatial statistics; we then use a gradient descent solver to iteratively compute a sample set that matches the target differential distribution function. Our algorithm can be easily modified to achieve adaptive sampling, and we provide a GPU-based implementation. Finally, we present a variety of different sample patterns obtained using our algorithm, and demonstrate suitable applications.
Yahan Zhou, Li-Yi Wei, Rui Wang 0003
ACM Trans. Graph.3
2012 Design of 2D Time-Varying Vector Fields
abstract
Design of time-varying vector fields, i.e., vector fields that can change over time, has a wide variety of important applications in computer graphics. Existing vector field design techniques do not address time-varying vector fields. In this paper, we present a framework for the design of time-varying vector fields, both for planar domains as well as manifold surfaces. Our system supports the creation and modification of various time-varying vector fields with desired spatial and temporal characteristics through several design metaphors, including streamlines, pathlines, singularity paths, and bifurcations. These design metaphors are integrated into an element-based design to generate the time-varying vector fields via a sequence of basis field summations or spatial constrained optimizations at the sampled times. The key-frame design and field deformation are also introduced to support other user design scenarios. Accordingly, a spatial-temporal constrained optimization and the time-varying transformation are employed to generate the desired fields for these two design scenarios, respectively. We apply the time-varying vector fields generated using our design system to a number of important computer graphics applications that require controllable dynamic effects, such as evolving surface appearance, dynamic scene design, steerable crowd movement, and painterly animation. Many of these are difficult or impossible to achieve via prior simulation-based methods. In these applications, the time-varying vector fields have been applied as either orientation fields or advection fields to control the instantaneous appearance or evolving trajectories of the dynamic effects.
Guoning Chen, Vivek Kwatra, Li-Yi Wei, Charles D. Hansen, Eugene Zhang
IEEE Trans. Vis. Comput. Graph.3
2011 Non-Linear Beam Tracing on a GPU
abstract
Abstract Beam tracing combines the flexibility of ray tracing and the speed of polygon rasterization. However, beam tracing so far only handles linear transformations; thus, it is only applicable to linear effects such as planar mirror reflections but not to non‐linear effects such as curved mirror reflection, refraction, caustics and shadows. In this paper, we introduce non‐linear beam tracing to render these non‐linear effects. Non‐linear beam tracing is highly challenging because commodity graphics hardware supports only linear vertex transformation and triangle rasterization. We overcome this difficulty by designing a non‐linear graphics pipeline and implementing it on top of a commodity GPU. This allows beams to be non‐linear where rays within the same beam do not have to be parallel or intersect at a single point. Using these non‐linear beams, real‐time GPU applications can render secondary rays via polygon streaming similar to how they render primary rays. A major strength of this methodology is that it naturally supports fully dynamic scenes without the need to pre‐store a scene database. Utilizing our approach, non‐linear ray tracing effects can be rendered in real‐time on a commodity GPU under a unified framework.
Baoquan Liu, Li-Yi Wei, Chongyang Ma, Ying-Qing Xu, Baining Guo, Enhua Wu
Comput. Graph. Forum2
2011 Nonlinear revision control for images
abstract
Revision control is a vital component of digital project management and has been widely deployed for text files. Binary files, on the other hand, have received relatively less attention. This can be inconvenient for graphics applications that use a significant amount of binary data, such as images, videos, meshes, and animations. Existing strategies such as storing whole files for individual revisions or simple binary deltas could consume significant storage and obscure vital semantic information. We present a nonlinear revision control system for images, designed with the common digital editing and sketching workflows in mind. We use DAG (directed acyclic graph) as the core structure, with DAG nodes representing editing operations and DAG edges the corresponding spatial, temporal and semantic relationships. We visualize our DAG in RevG (revision graph), which provides not only as a meaningful display of the revision history but also an intuitive interface for common revision control operations such as review, replay, diff, addition, branching, merging, and conflict resolving. Beyond revision control, our system also facilitates artistic creation processes in common image editing and digital painting workflows. We have built a prototype system upon GIMP, an open source image editor, and demonstrate its effectiveness through formative user study and comparisons with alternative revision control systems.
Hsiang-Ting Chen, Li-Yi Wei, Chun-Fa Chang
ACM Trans. Graph.2
2011 Discrete element textures
abstract
A variety of phenomena can be characterized by repetitive small scale elements within a large scale domain. Examples include a stack of fresh produce, a plate of spaghetti, or a mosaic pattern. Although certain results can be produced via manual placement or procedural/physical simulation, these methods can be labor intensive, difficult to control, or limited to specific phenomena. We present discrete element textures, a data-driven method for synthesizing repetitive elements according to a small input exemplar and a large output domain. Our method preserves both individual element properties and their aggregate distributions. It is also general and applicable to a variety of phenomena, including different dimensionalities, different element properties and distributions, and different effects including both artistic and physically realistic ones. We represent each element by one or multiple samples whose positions encode relevant element attributes including position, size, shape, and orientation. We propose a sample-based neighborhood similarity metric and an energy optimization solver to synthesize desired outputs that observe not only input exemplars and output domains but also optional constraints such as physics, orientation fields, and boundary conditions. As a further benefit, our method can also be applied for editing existing element distributions.
Chongyang Ma, Li-Yi Wei, Xin Tong 0001
ACM Trans. Graph.2
2011 Differential domain analysis for non-uniform sampling
abstract
Sampling is a core component for many graphics applications including rendering, imaging, animation, and geometry processing. The efficacy of these applications often crucially depends upon the distribution quality of the underlying samples. While uniform sampling can be analyzed by using existing spatial and spectral methods, these cannot be easily extended to general non-uniform settings, such as adaptive, anisotropic, or non-Euclidean domains. We present new methods for analyzing non-uniform sample distributions. Our key insight is that standard Fourier analysis, which depends on samples' spatial locations, can be reformulated into an equivalent form that depends only on the distribution of their location differentials . We call this differential domain analysis. The main benefit of this reformulation is that it bridges the fundamental connection between the samples' spatial statistics and their spectral properties. In addition, it allows us to generalize our method with different computation kernels and differential measurements. Using this analysis, we can quantitatively measure the spatial and spectral properties of various non-uniform sample distributions, including adaptive, anisotropic, and non-Euclidean domains.
Li-Yi Wei, Rui Wang 0003
ACM Trans. Graph.1
2010 Fast capacity constrained Voronoi tessellation
abstract
Capacity constrained Voronoi tessellation (CCVT) [Balzer et al. 2009] addresses a crucial quality issue of Lloyd relaxation but at the expense of slower computation, which could hinder its potential wide adoption. We present a fast capacity constrained Voronoi tessellation algorithm which is orders of magnitude faster than the original method proposed by Balzer et al. [2009] (and 10x faster than a previous accelerated implementation of the same technique) while maintaining excellent distribution quality and scaling very well as the number of points increase.
Hongwei Li 0004, Diego F. Nehab, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
SI3D3
2010 Parallel Poisson disk sampling with spectrum analysis on surfaces
abstract
The ability to place surface samples with Poisson disk distribution can benefit a variety of graphics applications. Such a distribution satisfies the blue noise property, i.e. lack of low frequency noise and structural bias in the Fourier power spectrum. While many techniques are available for sampling the plane, challenges remain for sampling arbitrary surfaces. In this paper, we present new methods for Poisson disk sampling with spectrum analysis on arbitrary manifold surfaces. Our first contribution is a parallel dart throwing algorithm that generates high-quality surface samples at interactive rates. It is flexible and can be extended to adaptive sampling given a user-specified radius field. Our second contribution is a new method for analyzing the spectral quality of surface samples. Using the spectral mesh basis derived from the discrete mesh Laplacian operator, we extend standard concepts in power spectrum analysis such as radial means and anisotropy to arbitrary manifold surfaces. This provides a way to directly evaluate the spectral distribution quality of surface samples without requiring mesh parameterization. Finally, we implement our Poisson disk sampling algorithm on the GPU, and demonstrate practical applications involving interactive sampling and texturing on arbitrary surfaces.
John C. Bowers, Rui Wang 0003, Li-Yi Wei, David Maletz
ACM Trans. Graph.3
2010 Anisotropic blue noise sampling
abstract
Blue noise sampling is widely employed for a variety of imaging, geometry, and rendering applications. However, existing research so far has focused mainly on isotropic sampling, and challenges remain for the anisotropic scenario both in sample generation and quality verification. We present anisotropic blue noise sampling to address these issues. On the generation side, we extend dart throwing and relaxation, the two classical methods for isotropic blue noise sampling, for the anisotropic setting, while ensuring both high-quality results and efficient computation. On the verification side, although Fourier spectrum analysis has been one of the most powerful and widely adopted tools, so far it has been applied only to uniform isotropic samples. We introduce approaches based on warping and sphere sampling that allow us to extend Fourier spectrum analysis for adaptive and/or anisotropic samples; thus, we can detect problems in alternative anisotropic sampling techniques that were not yet found via prior verification. We present several applications of our technique, including stippling, visualization, surface texturing, and object distribution.
Hongwei Li 0004, Li-Yi Wei, Pedro V. Sander, Chi-Wing Fu
ACM Trans. Graph.2
2010 Multi-class blue noise sampling
abstract
Sampling is a core process for a variety of graphics applications. Among existing sampling methods, blue noise sampling remains popular thanks to its spatial uniformity and absence of aliasing artifacts. However, research so far has been mainly focused on blue noise sampling with a single class of samples. This could be insufficient for common natural as well as man-made phenomena requiring multiple classes of samples, such as object placement, imaging sensors, and stippling patterns. We extend blue noise sampling to multiple classes where each individual class as well as their unions exhibit blue noise characteristics. We propose two flavors of algorithms to generate such multi-class blue noise samples, one extended from traditional Poissonharddisk sampling for explicit control of sample spacing, and another based on oursoftdisk sampling for explicit control of sample count. Our algorithms support uniform and adaptive sampling, and are applicable to both discrete and continuous sample space in arbitrary dimensions. We study characteristics of samples generated by our methods, and demonstrate applications in object placement, sensor layout, and color stippling.
Li-Yi Wei
ACM Trans. Graph.1
2009 Multi-layer depth peeling via fragment sort
abstract
We present an accelerated depth peeling algorithm for order-independent transparency rendering on graphics hardware. Unlike traditional depth peeling which only peels one layer of transparent pixels per rendering pass, our algorithm peels multiple layers simultaneously per rendering pass. Our acceleration is achieved via our fragment program which sorts and writes multiple fragment colors and depths via MRT. A notable feature of our algorithm is that it is robust against the unreliable parallel read-after-write behavior in current graphics hardware, guaranteeing correct transparency ordering. For ordinary scenes rendered under RGBA8 color precision, we achieve up to 8x speed-up over conventional depth peeling with current generation graphics hardware. Our algorithm is simple to implement on current GPU without any hardware modification. In addition, it does not require applications to perform any pre-sorting of transparent geometry.
Baoquan Liu, Li-Yi Wei, Ying-Qing Xu, Enhua Wu
CAD/Graphics2
2009 Motion field texture synthesis
abstract
A variety of animation effects such as herds and fluids contain detailed motion fields characterized by repetitive structures. Such detailed motion fields are often visually important, but tedious to specify manually or expensive to simulate computationally. Due to the repetitive nature, some of these motion fields (e.g. turbulence in fluids) could be synthesized by procedural texturing, but procedural texturing is known for its limited generality. We apply example-based texture synthesis for motion fields. Our technique is general and can take on a variety of user inputs, including captured data, manual art, and physical/procedural simulation. This data-driven approach enables artistic effects that are difficult to achieve via previous methods, such as heart shaped swirls in fluid animation. Due to the use of texture synthesis, our method is able to populate a large output field from a small input exemplar, imposing minimum user workload. Our algorithm also allows the synthesis of output motion fields not only with the same dimension as the input (e.g. 2D to 2D) but also of higher dimension, such as 3D volumetric outputs from 2D planar inputs. This cross-dimension capability supports a convenient usage scenario, i.e. the user could simply supply 2D images and our method produces a 3D motion field with similar characteristics. The motion fields produced by our method are generic, and could be combined with a variety of large-scale low-resolution motions that are easy to specify either manually or computationally but lack the repetitive structures to be characterized as textures. We apply our technique to a variety of animation phenomena, including smoke, liquid, and group motion.
Chongyang Ma, Li-Yi Wei, Baining Guo, Kun Zhou 0001
ACM Trans. Graph.2
2008 Parallel white noise generation on a GPU via cryptographic hash
abstract
A good random number generator is essential for many graphics applications. As more such applications move onto parallel processing, it is vital that a good parallel random number generator be used. Unfortunately, most random number generators today are still sequential, exposing performance bottlenecks and denying random accessibility for parallel computations. Furthermore, popular parallel random number generators are still based off sequential methods and can exhibit statistical bias.
Stanley Tzeng, Li-Yi Wei
SI3D2
2008 Parallel Poisson disk sampling
abstract
Sampling is important for a variety of graphics applications include rendering, imaging, and geometry processing. However, producing sample sets with desired efficiency and blue noise statistics has been a major challenge, as existing methods are either sequential with limited speed, or are parallel but only through pre-computed datasets and thus fall short in producing samples with blue noise statistics. We present a Poisson disk sampling algorithm that runs in parallel and produces all samples on the fly with desired blue noise properties. Our main idea is to subdivide the sample domain into grid cells and we draw samples concurrently from multiple cells that are sufficiently far apart so that their samples cannot conflict one another. We present a parallel implementation of our algorithm running on a GPU with constant cost per sample and constant number of computation passes for a target number of samples. Our algorithm also works in arbitrary dimension, and allows adaptive sampling from a user-specified importance field. Furthermore, our algorithm is simple and easy to implement, and runs faster than existing techniques.
Li-Yi Wei
ACM Trans. Graph.1
2008 Inverse texture synthesis
abstract
The quality and speed of most texture synthesis algorithms depend on a 2D input sample that is small and contains enough texture variations. However, little research exists on how to acquire such sample. For homogeneous patterns this can be achieved via manual cropping, but no adequate solution exists for inhomogeneous or globally varying textures, i.e. patterns that are local but not stationary, such as rusting over an iron statue with appearance conditioned on varying moisture levels. We present inverse texture synthesis to address this issue. Our inverse synthesis runs in the opposite direction with respect to traditional forward synthesis: given a large globally varying texture, our algorithm automatically produces a small texture compaction that best summarizes the original. This small compaction can be used to reconstruct the original texture or to re-synthesize new textures under user-supplied controls. More important, our technique allows real-time synthesis of globally varying textures on a GPU, where the texture memory is usually too small for large textures. We propose an optimization framework for inverse texture synthesis, ensuring that each input region is properly encoded in the output compaction. Our optimization process also automatically computes orientation fields for anisotropic textures containing both low- and high-frequency regions, a situation difficult to handle via existing techniques.
Li-Yi Wei, Jianwei Han, Kun Zhou 0001, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.1
2007 High Dynamic Range Image Hallucination
Lvdi Wang, Li-Yi Wei, Kun Zhou 0001, Baining Guo, Harry Shum
Rendering Techniques2
2007 Rendering from compressed high dynamic range textures on programmable graphics hardware
abstract
High dynamic range (HDR) images are increasingly employed in games and interactive applications for accurate rendering and illumination. One disadvantage of HDR images is their large data size; unfortunately, even though solutions have been proposed for future hardware, commodity graphics hardware today does not provide any native compression for HDR textures.
Lvdi Wang, Peter-Pike J. Sloan, Li-Yi Wei, Xin Tong 0001, Baining Guo
SI3D4
2007 Context-aware textures
abstract
Interesting textures form on the surfaces of objects as the result of external chemical, mechanical, and biological agents. Simulating these textures is necessary to generate models for realistic image synthesis. The textures formed are progressively variant, with the variations depending on the global and local geometric context. We present a method for capturing progressively varying textures and the relevant context parameters that control them. By relating textures and context parameters, we are able to transfer the textures to novel synthetic objects. We present examples of capturing chemical effects, such as rusting; mechanical effects, such as paint cracking; and biological effects, such as the growth of mold on a surface. We demonstrate a user interface that provides a method for specifying where an object is exposed to external agents. We show the results of complex, geometry-dependent textures evolving on synthetic objects.
Jianye Lu, Athinodoros S. Georghiades, Andreas Glaser, Hongzhi Wu, Li-Yi Wei, Baining Guo, Julie Dorsey, Holly E. Rushmeier
ACM Trans. Graph.5
2006 Real-time Multi-perspective Rendering on Graphics Hardware
Xianyou Hou, Li-Yi Wei, Harry Shum, Baining Guo
Rendering Techniques2
2006 Silhouette Texture
Hongzhi Wu, Li-Yi Wei, Baining Guo
Rendering Techniques2
2006 Subspace gradient domain mesh deformation
abstract
In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints we introduce include the nonlinear volume constraint for volume preservation, the nonlinear skeleton constraint for maintaining the rigidity of limb segments of articulated figures, and the projection constraint for easy manipulation of the mesh without having to frequently switch between multiple viewpoints. To handle nonlinear constraints, we cast mesh deformation as a nonlinear energy minimization problem and solve the problem using an iterative algorithm. The main challenges in solving this nonlinear problem are the slow convergence and numerical instability of the iterative solver. To address these issues, we develop a subspace technique that builds a coarse control mesh around the original mesh and projects the deformation energy and constraints onto the control mesh vertices using the mean value interpolation. The energy minimization is then carried out in the subspace formed by the control mesh vertices. Running in this subspace, our energy minimization solver is both fast and stable and it provides interactive responses. We demonstrate our deformation constraints and subspace deformation technique with a variety of constrained deformation examples.
Jin Huang 0001, Xinguo Liu, Kun Zhou 0001, Li-Yi Wei, Shang-Hua Teng, Hujun Bao, Baining Guo, Harry Shum
ACM Trans. Graph.5
2006 Fast example-based surface texture synthesis via discrete optimization
Jianwei Han, Kun Zhou 0001, Li-Yi Wei, Minmin Gong, Hujun Bao, Xinming Zhang 0001, Baining Guo
Vis. Comput.3
2003 Texture synthesis from multiple sources
abstract
No abstract available.
Li-Yi Wei
SIGGRAPH1
2001 Texture synthesis over arbitrary manifold surfaces
abstract
Algorithms exist for synthesizing a wide variety of textures over rectangular domains. However, it remains difficult to synthesize general textures over arbitrary manifold surfaces. In this paper, we present a solution to this problem for surfaces defined by dense polygon meshes. Our solution extends Wei and Levoy's texture synthesis method [25] by generalizing their definition of search neighborhoods. For each mesh vertex, we establish a local parameterization surrounding the vertex, use this parameterization to create a small rectangular neighborhood with the vertex at its center, and search a sample texture for similar neighborhoods. Our algorithm requires as input only a sample texture and a target model. Notably, it does not require specification of a global tangent vector field; it computes one as it goes - either randomly or via a relaxation process. Despite this, the synthesized texture contains no discontinuities, exhibits low distortion, and is perceived to be similar to the sample texture. We demonstrate that our solution is robust and is applicable to a wide range of textures. Keywords: Texture Synthesis, Texture Mapping, Curves & Surfaces 1
Li-Yi Wei, Marc Levoy
SIGGRAPH1
2000 Fast texture synthesis using tree-structured vector quantization
abstract
Figure 1: Our texture generation process takes an example texture patch (left) and a random noise (middle) as input, and modifies this random noise to make it look like the given example texture. The synthesized texture (right) can be of arbitrary size, and is perceived as very similar to the given example. Using our algorithm, textures can be generated within seconds, and the synthesized results are always tileable. Texture synthesis is important for many applications in computer graphics, vision, and image processing. However, it remains difficult to design an algorithm that is both efficient and capable of generating high quality results. In this paper, we present an efficient algorithm for realistic texture synthesis. The algorithm is easy to use and requires only a sample texture as input. It generates textures with perceived quality equal to or better than those produced by previous techniques, but runs two orders of magnitude faster. This permits us to apply texture synthesis to problems where it has traditionally been considered impractical. In particular, we have applied it to constrained synthesis for image editing and temporal texture generation. Our algorithm is derived from Markov Random Field texture models and generates textures through a deterministic searching process. We accelerate this synthesis process using tree-structured vector quantization.
Li-Yi Wei, Marc Levoy
SIGGRAPH1