Demo Data from EDBT 2026 / reviewers in the wild / expert
I-Cheng Yeh 0001
dblp:96/1726-1
· DBLP profile ↗
12ranked-venue papers
4as first author
1since 2021 · last 2021
0000-0003-1045-843XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 11 · 4 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021
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
8 papers |
Geometric modeling and processing · 40% Visual content generation and editing · 28% Computer animation and physical simulation · 14% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
surface parameterization |
0.3 | 3 | 2012 | An RBF-Based Reparameterization Method for Constrained Texture Mapping · IEEE Trans. Vis. Comput. Graph. 2012 Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 Template-Based 3D Model Fitting Using Dual-Domain Relaxation · IEEE Trans. Vis. Comput. Graph. 2011 |
Rendering
texture mapping |
0.2 | 2 | 2012 | An RBF-Based Reparameterization Method for Constrained Texture Mapping · IEEE Trans. Vis. Comput. Graph. 2012 Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 |
Visual content generation and editing › image retargeting
content-aware image resizing |
0.2 | 1 | 2013 | Patch-Based Image Warping for Content-Aware Retargeting · IEEE Trans. Multim. 2013 |
Image and video processing › image warping
content-aware warping |
0.2 | 1 | 2013 | Content-Aware Video Retargeting Using Object-Preserving Warping · IEEE Trans. Vis. Comput. Graph. 2013 |
Visual content generation and editing
image retargeting |
0.2 | 1 | 2013 | Patch-Based Image Warping for Content-Aware Retargeting · IEEE Trans. Multim. 2013 |
Visual content generation and editing
video retargeting |
0.2 | 1 | 2013 | Content-Aware Video Retargeting Using Object-Preserving Warping · IEEE Trans. Vis. Comput. Graph. 2013 |
Visual content generation and editing
camera control |
0.1 | 1 | 2012 | Social-Event-Driven Camera Control for Multicharacter Animations · IEEE Trans. Vis. Comput. Graph. 2012 |
Geometric modeling and processing › surface parameterization
constrained parameterization |
0.1 | 1 | 2012 | An RBF-Based Reparameterization Method for Constrained Texture Mapping · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer animation and physical simulation
virtual cinematography |
0.1 | 1 | 2012 | Social-Event-Driven Camera Control for Multicharacter Animations · IEEE Trans. Vis. Comput. Graph. 2012 |
Geometric modeling and processing
mesh deformation |
0.1 | 1 | 2011 | Template-Based 3D Model Fitting Using Dual-Domain Relaxation · IEEE Trans. Vis. Comput. Graph. 2011 |
Geometric modeling and processing
mesh processing |
0.1 | 1 | 2011 | Template-Based 3D Model Fitting Using Dual-Domain Relaxation · IEEE Trans. Vis. Comput. Graph. 2011 |
Visual content generation and editing › image editing
image morphing |
0.1 | 1 | 2018 | Geometric and Textural Blending for 3D Model Stylization · IEEE Trans. Vis. Comput. Graph. 2018 |
Geometric modeling and processing › mesh deformation
mesh warping |
0.1 | 1 | 2008 | Texture Mapping with Hard Constraints Using Warping Scheme · IEEE Trans. Vis. Comput. Graph. 2008 |
Multimedia analysis and retrieval
video summarization |
0.0 | 1 | 2012 | Social-Event-Driven Camera Control for Multicharacter Animations · IEEE Trans. Vis. Comput. Graph. 2012 |
Visualization and visual analytics › data visualization › animated visualization
motion visualization |
0.0 | 1 | 2008 | Motion overview of human actions · ACM Trans. Graph. 2008 |
Methods — techniques the papers use, named apart from their topics
tree-growing search · 0.3morphing · 0.3similarity transformation · 0.2optimization · 0.2object-based significance estimation · 0.2as-rigid-as-possible warping · 0.2social network analysis · 0.1social force model · 0.1simulated annealing · 0.1proxemics · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Evaluation of a Hybrid of Hand Gesture and Controller Inputs in Virtual RealityabstractController and hand gesture recognition are both common input mechanisms in immersive environments. We evaluate the effect of combining them as a hybrid input to perform game-like tasks. To explore the possible design space, three tests were conducted sequentially. First, a design study was conducted to investigate which of the tasks were most likely to be performed with hybrid inputs. Next, we implemented the four highest-ranked tasks and invited 22 participants to perform these tasks with different input combinations. From examining execution times and reviewing feedback from participants, we provide observations and discussions concerning the usage of a hybrid input. A follow-up experiment was designed to refine these observations. The results indicate that task execution using hybrid inputs is as efficient as bimanual controllers when assigning actions to the appropriate input. Finally, a few guidelines are provided suggesting how to consider possible scenarios for this hybrid input. Yi-Jheng Huang, Kang-Yi Liu, Suiang-Shyan Lee, I-Cheng Yeh 0001 |
Int. J. Hum. Comput. Interact. | 4 |
| 2020 | Disparity-preserving image rectangularization for stereoscopic panorama
I-Cheng Yeh 0001, Shih-Syun Lin, Shuo-Tse Hung, Tong-Yee Lee |
Multim. Tools Appl. | 1 |
| 2018 | Geometric and Textural Blending for 3D Model StylizationabstractStylizing a 3D model with characteristic shapes or appearances is common in product design, particularly in the design of 3D model merchandise, such as souvenirs, toys, furniture, and stylized items. A model stylization approach is proposed in this study. The approach combines base and style models while preserving user-specified shape features of the base model and the attractive features of the style model with limited assistance from a user. The two models are first combined at the topological level. A tree-growing technique is utilized to search for all possible combinations of the two models. Second, the models are combined at textural and geometric levels by employing a morphing technique. Results show that the proposed approach generates various appealing models and allows users to control the diversity of the output models and adjust the blending degree between the base and style models. The results of this work are also experimentally compared with those of a recent work through a user study. The comparison indicates that our results are more appealing, feature-preserving, and reasonable than those of the compared previous study. The proposed system allows product designers to easily explore design possibilities and assists novice users in creating their own stylized models. Yi-Jheng Huang, Wen-Chieh Lin, I-Cheng Yeh 0001, Tong-Yee Lee |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2015 | Evaluating 2D Flow Visualization Using Eye TrackingabstractAbstract Flow visualization is recognized as an essential tool for many scientific research fields and different visualization approaches are proposed. Several studies are also conducted to evaluate their effectiveness but these studies rarely examine the performance from the perspective of visual perception. In this paper, we aim at exploring how users’ visual perception is influenced by different 2D flow visualization methods. An eye tracker is used to analyze users’ visual behaviors when they perform the free viewing, advection prediction, flow feature detection, and flow feature identification tasks on the flow field images generated by different visualizations methods. We evaluate the illustration capability of five representative visualization algorithms. Our results show that the eye‐tracking‐based evaluation provides more insights to quantitatively analyze the effectiveness of these visualization methods. Hsin Yang Ho, I-Cheng Yeh 0001, Yu-Chi Lai, Wen-Chieh Lin, Fu-Yin Cherng |
Comput. Graph. Forum | 2 |
| 2013 | Patch-Based Image Warping for Content-Aware RetargetingabstractImage retargeting is the process of adapting images to fit displays with various aspect ratios and sizes. Most studies on image retargeting focus on shape preservation, but they do not fully consider the preservation of structure lines, which are sensitive to human visual system. In this paper, a patch-based retargeting scheme with an extended significance measurement is introduced to preserve shapes of both visually salient objects and structure lines while minimizing visual distortions. In the proposed scheme, a similarity transformation constraint is used to force visually salient content to undergo as-rigid-as-possible deformation, while an optimization process is performed to smoothly propagate distortions. These processes enable our approach to yield pleasing content-aware warping and retargeting. Experimental results and a user study show that our results are better than those generated by state-of-the-art approaches. Shih-Syun Lin, I-Cheng Yeh 0001, Chao-Hung Lin, Tong-Yee Lee |
IEEE Trans. Multim. | 2 |
| 2013 | Content-Aware Video Retargeting Using Object-Preserving WarpingabstractA novel content-aware warping approach is introduced for video retargeting. The key to this technique is adapting videos to fit displays with various aspect ratios and sizes while preserving both visually salient content and temporal coherence. Most previous studies solve this spatiotemporal problem by consistently resizing content in frames. This strategy significantly improves the retargeting results, but does not fully consider object preservation, sometimes causing apparent distortions on visually salient objects. We propose an object-preserving warping scheme with object-based significance estimation to reduce this unpleasant distortion. In the proposed scheme, visually salient objects in 3D space-time space are forced to undergo as-rigid-as-possible warping, while low-significance contents are warped as close as possible to linear rescaling. These strategies enable our method to consistently preserve both the spatial shapes and temporal motions of visually salient objects and avoid overdeformations on low-significance objects, yielding a pleasing motion-aware video retargeting. Qualitative and quantitative analyses, including a user study and experiments on complex videos containing diverse cameras and dynamic motions, show a clear superiority of our method over related video retargeting methods. Shih-Syun Lin, Chao-Hung Lin, I-Cheng Yeh 0001, Shu-Huai Chang, Chih-Kuo Yeh, Tong-Yee Lee |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2012 | Social-Event-Driven Camera Control for Multicharacter AnimationsabstractIn a virtual world, a group of virtual characters can interact with each other, and these characters may leave a group to join another. The interaction among individuals and groups often produces interesting events in a sequence of animation. The goal of this paper is to discover social events involving mutual interactions or group activities in multicharacter animations and automatically plan a smooth camera motion to view interesting events suggested by our system or relevant events specified by a user. Inspired by sociology studies, we borrow the knowledge in Proxemics, social force, and social network analysis to model the dynamic relation among social events and the relation among the participants within each event. By analyzing the variation of relation strength among participants and spatiotemporal correlation among events, we discover salient social events in a motion clip and generate an overview video of these events with smooth camera motion using a simulated annealing optimization method. We tested our approach on different motions performed by multiple characters. Our user study shows that our results are preferred in 66.19 percent of the comparisons with those by the camera control approach without event analysis and are comparable (51.79 percent) to professional results by an artist. I-Cheng Yeh 0001, Wen-Chieh Lin, Tong-Yee Lee, Hsin-Ju Han, Jehee Lee, Manmyung Kim |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2012 | An RBF-Based Reparameterization Method for Constrained Texture MappingabstractTexture mapping has long been used in computer graphics to enhance the realism of virtual scenes. However, to match the 3D model feature points with the corresponding pixels in a texture image, surface parameterization must satisfy specific positional constraints. However, despite numerous research efforts, the construction of a mathematically robust, foldover-free parameterization that is subject to positional constraints continues to be a challenge. In the present paper, this foldover problem is addressed by developing radial basis function (RBF)-based reparameterization. Given initial 2D embedding of a 3D surface, the proposed method can reparameterize 2D embedding into a foldover-free 2D mesh, satisfying a set of user-specified constraint points. In addition, this approach is mesh free. Therefore, generating smooth texture mapping results is possible without extra smoothing optimization. Hongchuan Yu, Tong-Yee Lee, I-Cheng Yeh 0001, Xiaosong Yang, Wenxi Li, Jian J. Zhang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | Efficient camera path planning algorithm for human motion overviewabstractAbstract Camera path planning for character motions is a fundamental and important research topic, benefiting many animation applications. Existing optimal‐based approaches are generally computationally expensive and infeasible for interactive applications. In this paper, we propose an efficient approach that can take many constraints of finding the camera path into account and can potentially enable interactive camera control. Instead of solving a highly complicated camera optimization problem in a spatiotemporal four‐dimensional space, we heuristically determine the camera path based on an efficient greedy‐based tree traversal approach. The experimental results show that the proposed approach can efficiently generate a smooth, informative, and aesthetic camera path that can reveal the significant features of character motions. Moreover, the conducted user study also shows that the generated camera paths are comparable to those of a state‐of‐the‐art approach and those made by professional animators. Copyright © 2011 John Wiley & Sons, Ltd. I-Cheng Yeh 0001, Chao-Hung Lin, Hung-Jen Chien, Tong-Yee Lee |
Comput. Animat. Virtual Worlds | 1 |
| 2011 | Template-Based 3D Model Fitting Using Dual-Domain RelaxationabstractWe introduce a template fitting method for 3D surface meshes. A given template mesh is deformed to closely approximate the input 3D geometry. The connectivity of the deformed template model is automatically adjusted to facilitate the geometric fitting and to ascertain high quality of the mesh elements. The template fitting process utilizes a specially tailored Laplacian processing framework, where in the first, coarse fitting stage we approximate the input geometry with a linearized biharmonic surface (a variant of LS-mesh), and then the fine geometric detail is fitted further using iterative Laplacian editing with reliable correspondence constraints and a local surface flattening mechanism to avoid foldovers. The latter step is performed in the dual mesh domain, which is shown to encourage near-equilateral mesh elements and significantly reduces the occurrence of triangle foldovers, a well-known problem in mesh fitting. To experimentally evaluate our approach, we compare our method with relevant state-of-the-art techniques and confirm significant improvements of results. In addition, we demonstrate the usefulness of our approach to the application of consistent surface parameterization (also known as cross-parameterization). I-Cheng Yeh 0001, Chao-Hung Lin, Olga Sorkine-Hornung, Tong-Yee Lee |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2008 | Motion overview of human actionsabstractDuring the last decade, motion capture data has emerged and gained a leading role in animations, games and 3D environments. Many of these applications require the creation of expressive overview video clips capturing the human motion, however sufficient attention has not been given to this problem. In this paper, we present a technique that generates an overview video based on the analysis of motion capture data. Our method is targeted for applications of 3D character based animations, automating, for example, the action summary and gameplay overview in simulations and computer games. We base our method on quantum annealing optimization with an objective function that respects the analysis of the character motion and the camera movement constraints. It automatically generates a smooth camera control path, splitting it to several shots if required. To evaluate our method, we introduce a novel camera placement metric which is evaluated against previous work and conduct a user study comparing our results with the various systems. Jackie Assa, Daniel Cohen-Or, I-Cheng Yeh 0001, Tong-Yee Lee |
ACM Trans. Graph. | 3 |
| 2008 | Texture Mapping with Hard Constraints Using Warping SchemeabstractTexture mapping with positional constraints is an important and challenging problem in computer graphics. In this paper, we first present a theoretically robust, foldover-free 2D mesh warping algorithm. Then we apply this warping algorithm to handle mapping texture onto 3D meshes with hard constraints. The proposed algorithm is experimentally evaluated and compared with the state-of-the-art method for examples with more challenging constraints. These challenging constraints may lead to large distortions and foldovers. Experimental results show that the proposed scheme can generate more pleasing results and add fewer Steiner vertices on the 3D mesh embedding. Tong-Yee Lee, Shao-Wei Yen, I-Cheng Yeh 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |