Rynson W. H. Lau

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255ranked-venue papers
14as first author
100since 2021 · last 2026
0000-0002-8957-8129ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 202 · 9 first-author · 76 since 2021Artificial intelligence and machine learning · 108 · 73 since 2021Human-computer interaction and ubiquitous computing · 12 · 1 first-author · 2 since 2021Computer networks · 11 · 5 since 2021Databases, data management, data science and information retrieval · 5Systems, architecture and hardware · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 3 · 3 first-authorSecurity and privacy · 1 · 1 first-authorTheory of computation · 1
YearPublicationVenuePosition
2026 Multi-Semantic Modeling for Glass Surface Detection in the Wild
abstract
Glass surfaces challenge object detection models as they mix the transmitted background with the reflected surrounding, creating confusing visual patterns. Previous methods relying on low-level cues (e.g., reflections and boundaries) or surrounding semantics are often unreliable in complex real-world scenarios. A glass image inherently comprises three distinct semantic components: semantics of the transmitted content, semantics of the reflected content, and semantics of the surrounding content. In this work, we observe that there is a relationship among these three types of semantics, where reflection semantics closely resembles surrounding semantics, while these two types of semantics tend to be different from the transmission semantics. For example, when on a street, we may see into a cafeteria through a glass wall, intermixed with reflection of the street, while the glass is surrounded by other street contents like shops and pedestrians, thereby creating a unique multi-semantic signature. Based on this observation, we propose the Multi-Semantic Net, MSNet, which identifies transmission, reflection, and surrounding semantics from glass images and exploits their relationships for glass surface detection. MSNet consists of two novel modules: (1) A Semantic Decomposition Module (SDM) containing Dual-Semantics Extraction Block to extract original image and reflection semantics and Semantic Elimination Block to progressively derive transmission and surrounding semantics, and (2) An Adaptive Semantic Fusion Module (ASFM) to fuse these semantic components and adaptively learn their relationships to handle varying reflection conditions. Extensive experiments demonstrate that MSNet surpasses SOTA methods on public glass detection benchmarks.
Qianyu Cheng, Huankang Guan, Rynson W. H. Lau
AAAI3
2026 Video Mirror Detection with the Motion-in-Depth Cue
abstract
Detecting mirror regions in RGB videos is essential for scene understanding in applications such as scene reconstruction and robotic navigation. Existing video mirror detectors typically rely on cues like inside-outside mirror correspondences and 2D motion inconsistencies. However, these methods often yield noisy or incomplete predictions when confronted with complex real-world video scenes, especially in areas with occlusion or limited visual features and motions. We observe that human perceive and navigate 3D occluded environments with remarkable ease, owing to Motion-in-Depth (MiD) perception. MiD integrates information from visual appearance (image colors and textures), the way objects move around us in 3D space (3D motions), and their relative distance from us (depth) to determine if something is approaching or receding and to support navigation. Motivated by this neuroscience mechanism, we introduce MiD-VMD, the first approach to explicitly model MiD for video mirror detection. MiD-VMD jointly utilizes contrastive 3D motion, depth, and image features through two novel modules based on a combinational QKV transformer architecture. The Motion-in-Depth Attention Learning (MiD-AL) module captures complementary relationships across these modalities with combinatorial attention and enforces a compact encoding to represent global 3D transformations, resulting in more accurate mirror detection and reduced motion artifacts. The Motion-in-Depth Boundary Detection (MiD-BD) module further sharpens mirror boundaries by leveraging cross-modal attention on 3D motion and depth features. Extensive experiments show that MiD-VMD outperforms current SOTAs.
Alex Warren, Ke Xu 0010, Xin Tian 0015, Gary K. L. Tam, Benjamin W. Wah, Rynson W. H. Lau
AAAI6
2026 RefSTAR: Blind Face Image Restoration with Reference Selection, Transfer, and Reconstruction
abstract
Introducing high-quality references can largely alleviate the uncertainty in blind face image restoration tasks, yet the equivocal utilization of reference priors makes it still a struggle to well preserve the human identity. We attribute the identity inconsistency to two deficiencies of existing reference-based face restoration methods, namely the inability to effectively determine which features need to be transferred, and the failure to preserve the structure and details of the selected features. This work mainly focuses on these two issues, and we present a novel blind face image restoration method that considers reference selection, transfer, and reconstruction (RefSTAR) to introduce proper features from reference images. Specifically, we construct a reference selection (RefSel) module, which can generate accurate masks to select reference features. For training the RefSel module, we construct a RefSel-HQ dataset through a mask generation pipeline, which contains annotated masks for 10,000 ground truth-reference pairs. To guarantee the exact introduction of selected reference features, a feature fusion paradigm is designed for reference feature transferring, and a Mask-Compatible Cycle-Consistency Loss is redesigned based on reference reconstruction to further ensure the presence of selected reference image features in the output image. Experiments on various backbone models demonstrate superior performance, showing better identity preservation ability and reference feature transfer quality.
Zhicun Yin, Ming Liu 0018, Zhixin Wang, Renjing Pei, Xiaoming Li 0002, Rynson W. H. Lau, Wangmeng Zuo
AAAI8
2026 OpenScan: A Benchmark for Generalized Open-Vocabulary 3D Scene Understanding
abstract
Open-vocabulary 3D scene understanding (OV-3D) aims to localize and classify novel objects beyond the closed set of object classes. However, existing approaches and benchmarks primarily focus on the open vocabulary problem within the context of object classes, which is insufficient in providing a holistic evaluation to what extent a model understands the 3D scene. In this paper, we introduce a more challenging task called Generalized Open-Vocabulary 3D Scene Understanding (GOV-3D) to explore the open vocabulary problem beyond object classes. It encompasses an open and diverse set of generalized knowledge, expressed as linguistic queries of fine-grained and object-specific attributes. To this end, we contribute a new benchmark named OpenScan, which consists of 3D object attributes across eight representative linguistic aspects, including affordance, property, and material. We further evaluate state-of-the-art OV-3D methods on our OpenScan benchmark and discover that these methods struggle to comprehend the abstract vocabularies of the GOV-3D task, a challenge that cannot be addressed simply by scaling up object classes during training. We highlight the limitations of existing methodologies and explore promising directions to overcome the identified shortcomings.
Youjun Zhao, Jiaying Lin 0001, Shuquan Ye, Qianshi Pang, Rynson W. H. Lau
AAAI5
2026 LiveMatte: Dynamic Scene Background Restoration and Selective Portrait Patch Enhancement
abstract
Real-time and accurate portrait matting in videos is a challenging problem in computer vision research. Recent approaches have explored incorporating prior conditions for accurate inference. Notably, some methods ask the user to provide the background image, which requires extra effort from the user to capture the background image and is limited to videos with static backgrounds only. We note that real-time video motion segmentation methods often train a background model to detect the foreground. Our insight of this work is that if we can directly restore the background content from the input video as a prior, we may be able to achieve more precise portrait matting. In addition, this approach could potentially work even with dynamic backgrounds, without requiring additional user input. However, automatically restoring the background content is not straightforward due to the difficulty in distinguishing between foreground and background. While it may seem that stationary pixel values represent the background, these values can vary across frames. To this end, we propose a novel dynamic scene background restoration (DSBR) module that learns a background model by accumulating background content from each input video frame. It restores the current background content, which serves as a matting prior for alpha prediction of the subsequent frame. DSBR is extremely lightweight and can be easily integrated into existing matting models. Based on it, we present a real-time portrait video matting framework,LiveMatte. To more efficiently process high-resolution videos, we also introduce a selective portrait patch enhancement (SPPE) module. Extensive experiments and user studies demonstrate that our method is better and faster than existing methods.
Zhanghan Ke, Lihe Zhang, Huchuan Lu, Rynson W. H. Lau
IEEE Trans. Circuits Syst. Video Technol.5
2026 MDeRainNet: An Efficient Macro-pixel Image Rain Removal Network
abstract
Since raining weather always degrades image quality and poses significant challenges to most computer vision-based intelligent systems, image de-raining has been a hot research topic in computer vision community. Fortunately, in a rainy Light Field (LF) image, background obscured by rain streaks in one sub-view may be visible in the other sub-views, and implicit depth information and recorded 4D structural information may benefit rain streak detection and removal. However, existing LF image rain removal methods either do not fully exploit the global correlations of 4D LF data or only utilize partial sub-views (i.e., under-utilization of the rich angular information), resulting in sub-optimal rain removal performance and no-equally good quality for all de-rained sub-views. In this article, we propose an efficient neural network, called MDeRainNet , for rain streak removal from LF images. The proposed network adopts a multi-scale encoder–decoder architecture, which directly works on Macro-pixel Images (MPIs) for improving the rain removal performance. To fully model the global correlation between the spatial information and the angular information, we propose an Extended Spatial-angular Interaction (ESAI) module to merge the two types of information, in which a simple and effective Transformer-based Spatial-angular Interaction Attention (SAIA) block is also proposed for modeling long-range geometric correlations and making full use of the angular information. Furthermore, to improve the generalization performance of our network on real-world rainy scenes, we propose a novel semi-supervised learning framework for our MDeRainNet , which utilizes multi-level KL loss to bridge the domain gap between features of synthetic and that of real-world rain streaks and introduces colored-residue image-guided contrastive regularization to reconstruct rain-free images. Extensive experiments conducted on both synthetic and real-world Light Field Images (LFIs) demonstrate that our method outperforms the state-of-the-art methods both quantitatively and qualitatively.
Tao Yan 0001, Weilong Huang, Weijiang He, Cihang Wei, Xiangjie Zhu, Yinghui Wang 0001, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.9
2025 DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors
abstract
Dynamic 3D interaction has been attracting a lot of attention recently. However, creating such 4D content remains challenging. One solution is to animate 3D scenes with physics-based simulation, which requires manually assigning precise physical properties to the object or the simulated results would become unnatural. Another solution is to learn the deformation of 3D objects with the distillation of video generative models, which, however, tends to produce 3D videos with small and discontinuous motions due to the inappropriate extraction and application of physics priors. In this work, to combine the strengths and complementing shortcomings of the above two solutions, we propose to learn the physical properties of a material field with video diffusion priors, and then utilize a physics-based Material-Point-Method (MPM) simulator to generate 4D content with realistic motions. In particular, we propose motion distillation sampling to emphasize video motion information during distillation. In addition, to facilitate the optimization, we further propose a KAN-based material field with frame boosting. Experimental results demonstrate that our method enjoys more realistic motions than state-of-the-arts do.
Haoze Zhang, Yihan Zeng, Zhilu Zhang 0001, Hui Li 0035, Wangmeng Zuo, Rynson W. H. Lau
AAAI7
2025 Leveraging RGB-D Data with Cross-Modal Context Mining for Glass Surface Detection
abstract
Glass surfaces are becoming increasingly ubiquitous as modern buildings tend to use a lot of glass panels. This, however, poses substantial challenges to the operations of autonomous systems such as robots, self-driving cars, and drones, as the glass panels can become transparent obstacles to navigation. Existing works attempt to exploit various cues, including glass boundary context or reflections, as a prior. However, they are all based on input RGB images. We observe that the transmission of 3D depth sensor light through glass surfaces often produces blank regions in the depth maps, which can offer additional insights to complement the RGB image features for glass surface detection. In this work, we propose a large-scale RGB-D glass surface detection dataset, RGB-D GSD, for rigorous experiments and future research. It contains 3,009 images offering a wide range of real-world RGB-D glass surface categories, paired with precise annotations. Moreover, we propose a novel glass surface detection framework combining RGB and depth information, with two novel modules: a cross-modal context mining (CCM) module to adaptively learn individual and mutual context features from RGB and depth information, and a depth-missing aware attention (DAA) module to explicitly exploit spatial locations where missing depths occur to help detect the presence of glass surfaces. Experimental results show that our proposed model outperforms state-of-the-art methods.
Jiaying Lin 0001, Yuen Hei Yeung, Shuquan Ye, Rynson W. H. Lau
AAAI4
2025 Hierarchical Cross-Modal Alignment for Open-Vocabulary 3D Object Detection
abstract
Open-vocabulary 3D object detection (OV-3DOD) aims at localizing and classifying novel objects beyond closed sets. The recent success of vision-language models (VLMs) has demonstrated their remarkable capabilities to understand open vocabularies. Existing works that leverage VLMs for 3D object detection (3DOD) generally resort to representations that lose the rich scene context required for 3D perception. To address this problem, we propose in this paper a hierarchical framework, named HCMA, to simultaneously learn local object and global scene information for OV-3DOD. Specifically, we first design a Hierarchical Data Integration (HDI) approach to obtain coarse-to-fine 3D-image-text data, which is fed into a VLM to extract object-centric knowledge. To facilitate the association of feature hierarchies, we then propose an Interactive Cross-Modal Alignment (ICMA) strategy to establish effective intra-level and inter-level feature connections. To better align features across different levels, we further propose an Object-Focusing Context Adjustment (OFCA) module to refine multi-level features by emphasizing object-related features. Extensive experiments demonstrate that the proposed method outperforms SOTA methods on the existing OV-3DOD benchmarks. It also achieves promising OV-3DOD results even without any 3D annotations.
Youjun Zhao, Jiaying Lin 0001, Rynson W. H. Lau
AAAI3
2025 VODiff: Controlling Object Visibility Order in Text-to-Image Generation
abstract
Recent advancements in diffusion models have significantly enhanced the performance of text-to-image models in image synthesis. To enable control over the the spatial locations of the generated objects, diffusion-based methods typically utilize object layout as an auxiliary input. However, we observe that this approach treats all objects as being on the same layer and neglect their visibility order, leading to the synthesis of overlapping objects with incorrect occlusions. To address this limitation, we introduce in this paper a new training-free framework that considers object visibility order explicitly and allows users to place overlapping objects in a stack of layers. Our framework consists of two visibility-based designs. First, we propose a novel Sequential Denoising Process (SDP) to divide the whole image generation into multiple stages for different objects, each stage primarily focuses on an object. Second, we propose a novel Visibility-Order-Aware (VOA) Loss to transform the layout and occlusion constraints into an attention map optimization process to improve the accuracy of synthesizing object occlusions in complex scenes. By merging these two novel components, our framework, dubbed VODiff, enables the generation of photorealistic images that satisfy user-specified spatial constraints and object occlusion relationships. In addition, we introduce VOBench, a diverse benchmark dataset containing 200 curated samples, each with a reference image, text prompts, object visibility orders and layout maps. We conduct extensive evaluations on this dataset to demonstrate the superiority of our approach.
Jinyuan Jia 0002, Yuhao Liu 0001, Zhanghan Ke, Hongbo Fu 0001, Rynson W. H. Lau
CVPR6
2025 Language-Guided Salient Object Ranking
abstract
Salient Object Ranking (SOR) aims to study human attention shifts across different objects in the scene. It is a challenging task, as it requires comprehension of the relations among the salient objects in the scene. However, existing works often overlook such relations or model them implicitly. In this work, we observe that when Large Vision-Language Models (LVLMs) describe a scene, they usually focus on the most salient object first, and then discuss the relations as they move on to the next (less salient) one. Based on this observation, we propose a novel Language-Guided Salient Object Ranking approach (named LG-SOR), which utilizes the internal knowledge within the LVLM-generated language descriptions, i.e., semantic relation cues and the implicit entity order cues, to facilitate saliency ranking. Specifically, we first propose a novel Text-Guided Visual Modulation (TGVM) module to incorporate semantic information in the description for saliency ranking. TGVM controls the flow of linguistic information to the visual features, suppresses noisy background image features, and enables the propagation of useful textual features. We then propose a novel Text-Aware Visual Reasoning (TAVR) module to enhance model reasoning in object ranking, by explicitly learning a multimodal graph based on the entity and relation cues derived from the description. Extensive experiments demonstrate superior performances of our model on two SOR benchmarks.
Fang Liu 0033, Yuhao Liu 0001, Ke Xu 0010, Shuquan Ye, Gerhard P. Hancke 0002, Rynson W. H. Lau
CVPR6
2025 MAGE : Single Image to Material-Aware 3D via the Multi-View G-Buffer Estimation Model
abstract
With advances in deep learning models and the availability of large-scale 3D datasets, we have recently witnessed significant progress in single-view 3D reconstruction. However, existing methods often fail to reconstruct physically based material properties given a single image, limiting their applicability in complicated scenarios. This paper presents a novel approach (named MAGE) for generating 3D geometry with realistic decomposed material properties given a single image as input. Our method leverages inspiration from traditional computer graphics deferred rendering pipelines to introduce a multi-view G-buffer estimation model. The proposed model estimates G-buffers for various views as multi-domain images, including XYZ coordinates, normals, albedo, roughness, and metallic properties from a single-view RGB image. To address the inherent ambiguity and inconsistency in generating G-buffers simultaneously, we also formulate a deterministic network from the pretrained diffusion models and propose a lighting response loss that enforces consistency across these domains using PBR principles. Finally, we propose a large-scale synthetic dataset rich in material diversity for our model training. Experimental results demonstrate the effectiveness of our method in producing high-quality 3D meshes with rich material properties. Our code and dataset can be found at https://www.whyy.site/paper/mage.
Zhenwei Wang 0003, Xiaoxiao Long, Cheng Lin 0001, Gerhard P. Hancke 0002, Rynson W. H. Lau
CVPR6
2025 SeHDR: Single-Exposure HDR Novel View Synthesis Via 3D Gaussian Bracketing
abstract
This paper presents SeHDR, a novel high dynamic range 3D Gaussian Splatting (HDR-3DGS) approach for generating HDR novel views given multi-view LDR images. Unlike existing methods that typically require the multi-view LDR input images to be captured from different exposures, which are tedious to capture and more likely to suffer from errors (e.g., object motion blurs and calibration/alignment inaccuracies), our approach learns the HDR scene representation from multi-view LDR images of a single exposure. Our key insight to this ill-posed problem is that by first estimating Bracketed 3D Gaussians (i.e., with different exposures) from single-exposure multi-view LDR images, we may then be able to merge these bracketed 3D Gaussians into an HDR scene representation. Specifically, SeHDR first learns base 3D Gaussians from single-exposure LDR inputs, where the spherical harmonics parameterize colors in a linear color space. We then estimate multiple 3D Gaussians with identical geometry but varying linear colors conditioned on exposure manipulations. Finally, we propose the Differentiable Neural Exposure Fusion (NeEF) to integrate the base and estimated 3D Gaussians into HDR Gaussians for novel view rendering. Extensive experiments demonstrate that SeHDR outperforms existing methods as well as carefully designed baselines.
Yiyu Li, Ke Xu 0010, Gerhard P. Hancke 0002, Rynson W. H. Lau
ICCV5
2025 Phidias: A Generative Model for Creating 3D Content from Text, Image, and 3D Conditions with Reference-Augmented Diffusion
abstract
Generative 3D modeling has made significant advances recently, but it remains constrained by its inherently ill-posed nature, leading to challenges in quality and controllability. Inspired by the real-world workflow that designers typically refer to existing 3D models when creating new ones, we propose Phidias, a novel generative model that uses diffusion for reference-augmented 3D generation. Given an image, our method leverages a retrieved or user-provided 3D reference model to guide the generation process, thereby enhancing the generation quality, generalization ability, and controllability. Phidias integrates three key components: 1) meta-ControlNet to dynamically modulate the conditioning strength, 2) dynamic reference routing to mitigate misalignment between the input image and 3D reference, and 3) self-reference augmentations to enable self-supervised training with a progressive curriculum. Collectively, these designs result in significant generative improvements over existing methods. Phidias forms a unified framework for 3D generation using text, image, and 3D conditions, offering versatile applications.
Zhenwei Wang 0003, Tengfei Wang 0002, Zexin He, Gerhard P. Hancke 0002, Ziwei Liu 0002, Rynson W. H. Lau
ICLR6
2025 GenColor: Generative and Expressive Color Enhancement with Pixel-Perfect Texture Preservation
abstract
Color enhancement is a crucial yet challenging task in digital photography. It demands methods that are (i) expressive enough for fine-grained adjustments, (ii) adaptable to diverse inputs, and (iii) able to preserve texture. Existing approaches typically fall short in at least one of these aspects, yielding unsatisfactory results. We propose GenColor, a novel diffusion-based framework for sophisticated, texture-preserving color enhancement. GenColor reframes the task as conditional image generation. Leveraging ControlNet and a tailored training scheme, it learns advanced color transformations that adapt to diverse lighting and content. We train GenColor on ARTISAN, our newly collected large-scale dataset of 1.2M high-quality photographs specifically curated for enhancement tasks. To overcome texture preservation limitations inherent in diffusion models, we introduce a color-transfer network with a novel degradation scheme that simulates texture–color relationships. This network achieves pixel-perfect texture preservation while enabling fine-grained color matching with the diffusion-generated reference images. Extensive experiments show that GenColor produces visually compelling results comparable to those of expert colorists and surpasses state-of-the-art methods in both subjective and objective evaluations. We have released the code and dataset.
Xianhui Lin, Wenqi Ouyang, Zhiqi Shen 0001, Peiran Ren, Ruoxi Fan, Rynson W. H. Lau
NeurIPS8
2025 HOComp: Interaction-Aware Human-Object Composition
abstract
While existing image‑guided composition methods may help insert a foreground object onto a user-specified region of a background image, achieving natural blending inside the region with the rest of the image unchanged, we observe that these existing methods often struggle in synthesizing seamless interaction-aware compositions when the task involves human-object interactions. In this paper, we first propose HOComp, a novel approach for compositing a foreground object onto a human-centric background image, while ensuring harmonious interactions between the foreground object and the background person and their consistent appearances. Our approach includes two key designs: (1) MLLMs-driven Region-based Pose Guidance (MRPG), which utilizes MLLMs to identify the interaction region as well as the interaction type (e.g., holding and lefting) to provide coarse-to-fine constraints to the generated pose for the interaction while incorporating human pose landmarks to track action variations and enforcing fine-grained pose constraints; and (2) Detail-Consistent Appearance Preservation (DCAP), which unifies a shape-aware attention modulation mechanism, a multi-view appearance loss, and a background consistency loss to ensure consistent shapes/textures of the foreground and faithful reproduction of the background human. We then propose the first dataset, named Interaction-aware Human-Object Composition (IHOC), for the task. Experimental results on our dataset show that HOComp effectively generates harmonious human-object interactions with consistent appearances, and outperforms relevant methods qualitatively and quantitatively.
Jinyuan Jia 0002, Yuhao Liu 0001, Rynson W. H. Lau
NeurIPS4
2025 Unleashing the Potential of Multimodal LLMs for Zero-Shot Spatio-Temporal Video Grounding
abstract
Spatio-temporal video grounding (STVG) aims at localizing the spatio-temporal tube of a video, as specified by the input text query. In this paper, we utilize multimodal large language models (MLLMs) to explore a zero-shot solution in STVG. We reveal two key insights about MLLMs: (1) MLLMs tend to dynamically assign special tokens, referred to as \textit{grounding tokens}, for grounding the text query; and (2) MLLMs often suffer from suboptimal grounding due to the inability to fully integrate the cues in the text query (\textit{e.g.}, attributes, actions) for inference. Based on these insights, we propose a MLLM-based zero-shot framework for STVG, which includes novel decomposed spatio-temporal highlighting (DSTH) and temporal-augmented assembling (TAS) strategies to unleash the reasoning ability of MLLMs. The DSTH strategy first decouples the original query into attribute and action sub-queries for inquiring the existence of the target both spatially and temporally. It then uses a novel logit-guided re-attention (LRA) module to learn latent variables as spatial and temporal prompts, by regularizing token predictions for each sub-query. These prompts highlight attribute and action cues, respectively, directing the model's attention to reliable spatial and temporal related visual regions. In addition, as the spatial grounding by the attribute sub-query should be temporally consistent, we introduce the TAS strategy to assemble the predictions using the original video frames and the temporal-augmented frames as inputs to help improve temporal consistency. We evaluate our method on various MLLMs, and show that it outperforms SOTA methods on three common STVG benchmarks.
Zaiquan Yang, Yuhao Liu 0001, Gerhard P. Hancke 0002, Rynson W. H. Lau
NeurIPS4
2025 Shape-for-Motion: Precise and Consistent Video Editing With 3D Proxy
abstract
Recent advances in deep generative modeling have unlocked unprecedented opportunities for video synthesis. In real-world applications, however, users often seek tools to faithfully realize their creative editing intentions with precise and consistent control. Despite the progress achieved by existing methods, ensuring fine-grained alignment with user intentions remains an open and challenging problem. In this work, we present Shape-for-Motion, a novel framework that incorporates a 3D proxy for precise and consistent video editing. Shape-for-Motion achieves this by converting the target object in the input video to a time-consistent mesh, i.e., a 3D proxy, allowing edits to be performed directly on the proxy and then inferred back to the video frames. To simplify the editing process, we design a novel Dual-Propagation Strategy that allows users to perform edits on the 3D mesh of a single frame, and the edits are then automatically propagated to the 3D meshes of the other frames. The 3D meshes for different frames are further projected onto the 2D space to produce the edited geometry and texture renderings, which serve as inputs to a decoupled video diffusion model for generating edited results. Our framework supports various precise and physically-consistent manipulations across the video frames, including pose editing, rotation, scaling, translation, texture modification, and object composition. Our approach marks a key step toward high-quality, controllable video editing workflows. Extensive experiments demonstrate the superiority and effectiveness of our approach. Project Page: https://shapeformotion.github.io.
Yuhao Liu 0001, Tengfei Wang 0002, Fang Liu 0033, Zhenwei Wang 0003, Rynson W. H. Lau
SIGGRAPH Asia5
2025 StyleSculptor: Zero-Shot Style-Controllable 3D Asset Generation with Texture-Geometry Dual Guidance
abstract
Creating 3D assets that follow the texture and geometry style of existing ones is often desirable or even inevitable in practical applications like video gaming and virtual reality.While impressive progress has been made in generating 3D objects from text or images, creating style-controllable 3D assets remains a complex and challenging problem. In this work, we propose StyleSculptor, a novel training-free approach for generating style-guided 3D assets from a content image and one or more style images.Unlike previous works, StyleSculptor achieves style-guided 3D generation in a zero-shot manner, enabling fine-grained 3D style control that captures the texture, geometry, or both styles of user-provided style images. At the core of StyleSculptor is a novel Style Disentangled Attention (SD-Attn) module, which establishes a dynamic interaction between the input content image and style image for style-guided 3D asset generation via a cross-3D attention mechanism, enabling stable feature fusion and effective style-guided generation.To alleviate semantic content leakage, we also introduce a style-disentangled feature selection strategy within the SD-Attn module, which leverages the variance of 3D feature patches to disentangle style- and content-significant channels, allowing selective feature injection within the attention framework. With SD-Attn, the network can dynamically compute texture-, geometry-, or both-guided features to steer the 3D generation process. Built upon this, we further propose the Style Guided Control (SGC) mechanism, which enables exclusive geometry- or texture-only stylization, as well as adjustable style intensity control. StyleSculptor does not require prior training and enables instant adaptation to any reference models while maintaining strict user-specified style consistency. Extensive experiments demonstrate that StyleSculptor outperforms existing baseline methods in producing high-fidelity 3D assets. Code will be available at the project page.
Zefan Qu, Zhenwei Wang 0003, Ke Xu 0010, Gerhard P. Hancke 0002, Rynson W. H. Lau
SIGGRAPH Asia6
2025 GhostingNet: A Novel Approach for Glass Surface Detection With Ghosting Cues
abstract
Ghosting effects typically appear on glass surfaces, as each piece of glass has two contact surfaces causing two slightly offset layers of reflections. In this paper, we propose to take advantage of this intrinsic property of glass surfaces and apply it to glass surface detection, with two main technical novelties. First, we formulate a ghosting image formation model to describe the intensity and spatial relations among the main reflections and the background transmission within the glass region. Based on this model, we construct a new Glass Surface Ghosting Dataset (GSGD) to facilitate glass surface detection, with glass images and corresponding ghosting masks and glass surface masks. Second, we propose a novel method, called GhostingNet, for glass surface detection. Our method consists of a Ghosting Effects Detection (GED) module and a Glass Surface Detection (GSD) module. The key component of our GED module is a novel Double Reflection Estimation (DRE) block that models the spatial offsets of reflection layers for ghosting effect detection. The detected ghosting effects are then used to guide the GSD module for glass surface detection. Extensive experiments demonstrate that our method outperforms the state-of-the-art methods. We will release our code and dataset.
Tao Yan 0001, Ke Xu 0010, Xiangjie Zhu, Helong Li, Benjamin W. Wah, Rynson W. H. Lau
IEEE Trans. Pattern Anal. Mach. Intell.8
2025 A Contrastive-Learning Framework for Unsupervised Salient Object Detection
abstract
Existing unsupervised salient object detection (USOD) methods usually rely on low-level saliency priors, such as center and background priors, to detect salient objects, resulting in insufficient high-level semantic understanding. These low-level priors can be fragile and lead to failure when the natural images do not satisfy the prior assumptions, e.g., these methods may fail to detect those off-center salient objects causing fragmented objects in the segmentation. To address these problems, we propose to eliminate the dependency on flimsy low-level priors, and extract high-level saliency from natural images through a contrastive learning framework. To this end, we propose a Contrastive Saliency Network (CSNet), which is a prior-free and label-free saliency detector, with two novel modules: 1) a Contrastive Saliency Extraction (CSE) module to extract high-level saliency cues, by mimicking the human attention mechanism within an instance discriminative task through a contrastive learning framework, and 2) a Feature Re-Coordinate (FRC) module to recover spatial details, by calibrating high-level features with low-level features in an unsupervised fashion. In addition, we introduce a novel local appearance triplet (LAT) loss to assist the training process by encouraging similar saliency scores for regions with homogeneous appearances. Extensive experiments show that our approach is effective and outperforms state-of-the-art methods on popular SOD benchmarks.
Huankang Guan, Jiaying Lin 0001, Rynson W. H. Lau
IEEE Trans. Image Process.3
2025 4D Gaussian Videos with Motion Layering
abstract
Online free-view navigation in volumetric videos requires high-quality rendering and real-time streaming in order to provide immersive user experiences. However, existing methods ( e.g. , dynamic NeRF and 3DGS) may not handle dynamic scenes with complex motions, and their models may not be streamable due to storage and bandwidth constraints. In this paper, we propose a novel 4D Gaussian Video (4DGV) approach that enables the creation and streaming of photorealistic, volumetric videos for dynamic scenes over the Internet. The core of our 4DGV is a novel streamable group of Gaussians (GOG) representation based on motion layering. Each GOG consists of static and dynamic points obtained via lifting 2D segmentation into 3D in motion layering, where the deformation of each dynamic point is represented as the temporal offset of its attributes. We also adaptively convert static points back to dynamic points to handle the appearance change, (e.g. , moving shadows and reflections), of static objects through optimization. To support real-time streaming of 4DGVs, we show that by applying quantization on Gaussian attributes and H.265 encoding on deformation offsets, our GOG representation can be significantly compressed (to around 6% of the original model size) without sacrificing the accuracy (PSNR loss less than 0.01dB). Extensive experiments on standard benchmarks demonstrate that our method outperforms state-of-the-art volumetric video approaches, with superior rendering quality and minimum storage overheads.
Pinxuan Dai, Peiquan Zhang, Ke Xu 0010, Yifan Peng 0001, Dandan Ding, Yujun Shen, Yin Yang 0002, Xinguo Liu, Rynson W. H. Lau, Weiwei Xu 0003
ACM Trans. Graph.10
2025 Voyager: Long-Range and World-Consistent Video Diffusion for Explorable 3D Scene Generation
abstract
Real-world applications like video gaming and virtual reality often demand the ability to model 3D scenes that users can explore along custom camera trajectories. While significant progress has been made in generating 3D objects from text or images, creating long-range, 3D-consistent, explorable 3D scenes remains a complex and challenging problem. In this work, we present Voyager , a novel video diffusion framework that generates world-consistent 3D point-cloud sequences from a single image with user-defined camera path. Unlike existing approaches, Voyager achieves end-to-end scene generation and reconstruction with inherent consistency across frames, eliminating the need for 3D reconstruction pipelines (e.g., structure-from-motion or multi-view stereo). Our method integrates three key components: 1) World-Consistent Video Diffusion : A unified architecture that jointly generates aligned RGB and depth video sequences, conditioned on existing world observation to ensure global coherence 2) Long-Range World Exploration : An efficient world cache with point culling and an auto-regressive inference with smooth video sampling for iterative scene extension with context-aware consistency, and 3) Scalable Data Engine : A video reconstruction pipeline that automates camera pose estimation and metric depth prediction for arbitrary videos, enabling large-scale, diverse training data curation without manual 3D annotations. Collectively, these designs result in a clear improvement over existing methods in visual quality and geometric accuracy, with versatile applications. Code for this paper are at https://github.com/Tencent-Hunyuan/HunyuanWorld-Voyager.
Wangguandong Zheng, Tengfei Wang 0002, Yuhao Liu 0001, Zhenwei Wang 0003, Junta Wu, Jie Jiang 0008, Hui Li 0035, Rynson W. H. Lau, Wangmeng Zuo, Chunchao Guo
ACM Trans. Graph.9
2024 ZOOM: Learning Video Mirror Detection with Extremely-Weak Supervision
abstract
Mirror detection is an active research topic in computer vision. However, all existing mirror detectors learn mirror representations from large-scale pixel-wise datasets, which are tedious and expensive to obtain. Although weakly-supervised learning has been widely explored in related topics, we note that popular weak supervision signals (e.g., bounding boxes, scribbles, points) still require some efforts from the user to locate the target objects, with a strong assumption that the images to annotate always contain the target objects. Such an assumption may result in the over-segmentation of mirrors. Our key idea of this work is that the existence of mirrors over a time period may serve as a weak supervision to train a mirror detector, for two reasons. First, if a network can predict the existence of mirrors, it can essentially locate the mirrors. Second, we observe that the reflected contents of a mirror tend to be similar to those in adjacent frames, but exhibit considerable contrast to regions in far-away frames (e.g., non-mirror frames). To this end, in this paper, we propose ZOOM, the first method to learn robust mirror representations from extremely-weak annotations of per-frame ZerO-One Mirror indicators in videos. The key insight of ZOOM is to model the similarity and contrast (between mirror and non-mirror regions) in temporal variations to locate and segment the mirrors. To this end, we propose a novel fusion strategy to leverage temporal consistency information for mirror localization, and a novel temporal similarity-contrast modeling module for mirror segmentation. We construct a new video mirror dataset for training and evaluation. Experimental results under new and standard metrics show that ZOOM performs favorably against existing fully-supervised mirror detection methods.
Ke Xu 0010, Tsun Wai Siu, Rynson W. H. Lau
AAAI3
2024 SeqRank: Sequential Ranking of Salient Objects
abstract
Salient Object Ranking (SOR) is the process of predicting the order of an observer's attention to objects when viewing a complex scene. Existing SOR methods primarily focus on ranking various scene objects simultaneously by exploring their spatial and semantic properties. However, their solutions of simultaneously ranking all salient objects do not align with human viewing behavior, and may result in incorrect attention shift predictions. We observe that humans view a scene through a sequential and continuous process involving a cycle of foveating to objects of interest with our foveal vision while using peripheral vision to prepare for the next fixation location. For instance, when we see a flying kite, our foveal vision captures the kite itself, while our peripheral vision can help us locate the person controlling it such that we can smoothly divert our attention to it next. By repeatedly carrying out this cycle, we can gain a thorough understanding of the entire scene. Based on this observation, we propose to model the dynamic interplay between foveal and peripheral vision to predict human attention shifts sequentially. To this end, we propose a novel SOR model, SeqRank, which reproduces foveal vision to extract high-acuity visual features for accurate salient instance segmentation while also modeling peripheral vision to select the object that is likely to grab the viewer’s attention next. By incorporating both types of vision, our model can mimic human viewing behavior better and provide a more faithful ranking among various scene objects. Most notably, our model improves the SA-SOR/MAE scores by +6.1%/-13.0% on IRSR, compared with the state-of-the-art. Extensive experiments show the superior performance of our model on the SOR benchmarks. Code is available at https://github.com/guanhuankang/SeqRank.
Huankang Guan, Rynson W. H. Lau
AAAI2
2024 Recasting Regional Lighting for Shadow Removal
abstract
Removing shadows requires an understanding of both lighting conditions and object textures in a scene. Existing methods typically learn pixel-level color mappings between shadow and non-shadow images, in which the joint modeling of lighting and object textures is implicit and inadequate. We observe that in a shadow region, the degradation degree of object textures depends on the local illumination, while simply enhancing the local illumination cannot fully recover the attenuated textures. Based on this observation, we propose to condition the restoration of attenuated textures on the corrected local lighting in the shadow region. Specifically, We first design a shadow-aware decomposition network to estimate the illumination and reflectance layers of shadow regions explicitly. We then propose a novel bilateral correction network to recast the lighting of shadow regions in the illumination layer via a novel local lighting correction module, and to restore the textures conditioned on the corrected illumination layer via a novel illumination-guided texture restoration module. We further annotate pixel-wise shadow masks for the public SRD dataset, which originally contains only image pairs. Experiments on three benchmarks show that our method outperforms existing state-of-the-art shadow removal methods. Project page in: yuhaoliu7456.github.io/RRL-Net.
Yuhao Liu 0001, Zhanghan Ke, Ke Xu 0010, Fang Liu 0033, Zhenwei Wang 0003, Rynson W. H. Lau
AAAI6
2024 Multi-View Dynamic Reflection Prior for Video Glass Surface Detection
abstract
Recent research has shown significant interest in image-based glass surface detection (GSD). However, detecting glass surfaces in dynamic scenes remains largely unexplored due to the lack of a high-quality dataset and an effective video glass surface detection (VGSD) method. In this paper, we propose the first VGSD approach. Our key observation is that reflections frequently appear on glass surfaces, but they change dynamically as the camera moves. Based on this observation, we propose to offset the excessive dependence on a single uncertainty reflection via joint modeling of temporal and spatial reflection cues. To this end, we propose the VGSD-Net with two novel modules: a Location-aware Reflection Extraction (LRE) module and a Context-enhanced Reflection Integration (CRI) module, for the position-aware reflection feature extraction and the spatial-temporal reflection cues integration, respectively. We have also created the first large-scale video glass surface dataset (VGSD-D), consisting of 19,166 image frames with accurately-annotated glass masks extracted from 297 videos. Extensive experiments demonstrate that VGSD-Net outperforms state-of-the-art approaches adapted from related fields. Code and dataset will be available at https://github.com/fawnliu/VGSD.
Fang Liu 0033, Yuhao Liu 0001, Jiaying Lin 0001, Ke Xu 0010, Rynson W. H. Lau
AAAI5
2024 Text2City: One-Stage Text-Driven Urban Layout Regeneration
abstract
Regenerating urban layout is an essential process for urban regeneration. In this paper, we propose a new task called text-driven urban layout regeneration, which provides an intuitive input modal - text - for users to specify the regeneration, instead of designing complex rules. Given the target region to be regenerated, we propose a one-stage text-driven urban layout regeneration model, Text2City, to jointly and progressively regenerate the urban layout (i.e., road and building layouts) based on textual layout descriptions and surrounding context (i.e., urban layouts and functions of the surrounding regions). Text2City first extracts road and building attributes from the textual layout description to guide the regeneration. It includes a novel one-stage joint regenerator network based on the conditioned denoising diffusion probabilistic models (DDPMs) and prior knowledge exchange. To harmonize the regenerated layouts through joint optimization, we propose the interactive & enhanced guidance module for self-enhancement and prior knowledge exchange between road and building layouts during the regeneration. We also design a series of constraints from attribute-, geometry- and pixel-levels to ensure rational urban layout generation. To train our model, we build a large-scale dataset containing urban layouts and layout descriptions, covering 147K regions. Qualitative and quantitative evaluations show that our proposed method outperforms the baseline methods in regenerating desirable urban layouts that meet the textual descriptions.
Nanxuan Zhao, Bin Sheng 0001, Rynson W. H. Lau
AAAI4
2024 RelayAttention for Efficient Large Language Model Serving with Long System Prompts
abstract
A practical large language model (LLM) service may involve a long system prompt, which specifies the instructions, examples, and knowledge documents of the task and is reused across requests. However, the long system prompt causes throughput/latency bottlenecks as the cost of generating the next token grows w.r.t the sequence length. This paper aims to improve the efficiency of LLM services that involve long system prompts. Our key observation is that handling these system prompts requires heavily redundant memory accesses in existing causal attention computation algorithms. Specifically, for batched requests, the cached hidden states (i.e., key-value pairs) of system prompts are transferred from off-chip DRAM to on-chip SRAM multiple times, each corresponding to an individual request. To eliminate such a redundancy, we propose RelayAttention, an attention algorithm that allows reading these hidden states from DRAM exactly once for a batch of input tokens. RelayAttention is a free lunch: it maintains the generation quality while requiring no model retraining, as it is based on a mathematical reformulation of causal attention. We have observed significant performance improvements to a production-level system, vLLM, through integration with RelayAttention. The improvements are even more profound with longer system prompts. © 2024 Association for Computational Linguistics
Lei Zhu 0016, Xinjiang Wang, Wayne Zhang 0001, Rynson W. H. Lau
ACL (1)4
2024 Diff-Plugin: Revitalizing Details for Diffusion-Based Low-Level Tasks
abstract
Diffusion models trained on large-scale datasets have achieved remarkable progress in image synthesis. How-ever, due to the randomness in the diffusion process, they often struggle with handling diverse low-level tasks that require details preservation. To overcome this limitation, we present a new Diff-Plugin framework to enable a single pre-trained diffusion model to generate high-fidelity re-sults across a variety of low-level tasks. Specifically, we first propose a lightweight Task-Plugin module with a dual branch design to provide task-specific priors, guiding the diffusion process in preserving image content. We then propose a Plugin-Selector that can automatically select different Task-Plugins based on the text instruction, allowing users to edit images by indicating multiple low-level tasks with natural language. We conduct extensive experiments on 8 low-level vision tasks. The results demonstrate the superiority of Diff-Plugin over existing methods, particu-larly in real-world scenarios. Our ablations further validate that Diff-Plugin is stable, schedulable, and supports robust training across different dataset sizes. Project page: https://yuhaoliu7456.github.ioIDiff-Plugin
Yuhao Liu 0001, Zhanghan Ke, Fang Liu 0033, Nanxuan Zhao, Rynson W. H. Lau
CVPR5
2024 DreamControl: Control-Based Text-to-3D Generation with 3D Self-Prior
abstract
3D generation has raised great attention in recent years. With the success of text-to-image diffusion models, the 2D-lifting technique becomes a promising route to controllable 3D generation. However, these methods tend to present inconsistent geometry, which is also known as the Janus problem. We observe that the problem is caused mainly by two aspects, i.e., viewpoint bias in 2D diffusion models and overfitting of the optimization objective. To address it, we propose a two-stage 2D-lifting framework, namely DreamControl, which optimizes coarse NeRF scenes as 3D self-prior and then generates fine-grained objects with control-based score distillation. Specifically, adaptive viewpoint sampling and boundary integrity metric are proposed to ensure the consistency of generated priors. The priors are then regarded as input conditions to maintain reasonable geometries, in which conditional LoRA and weighted score are further proposed to optimize detailed textures. DreamControl can generate high-quality 3D content in terms of both geometry consistency and texture fidelity. Moreover, our control-based optimization guidance is applicable to more downstream tasks, including user-guided generation and 3D animation. The project page is available at https://github.com/tyhuang0428/DreamControl.
Yihan Zeng, Zhilu Zhang 0001, Wan Xu, Hang Xu 0004, Songcen Xu, Rynson W. H. Lau, Wangmeng Zuo
CVPR7
2024 Color Shift Estimation-and-Correction for Image Enhancement
abstract
Images captured under sub-optimal illumination conditions may contain both over- and under-exposures. Current approaches mainly focus on adjusting image brightness, which may exacerbate color tone distortion in under-exposed areas and fail to restore accurate colors in over-exposed regions. We observe that over- and over-exposed regions display opposite color tone distribution shifts, which may not be easily normalized in joint modeling as they usually do not have “normal-exposed” regions/pixels as reference. In this paper, we propose a novel method to enhance images with both over- and under-exposures by learning to estimate and correct such color shifts. Specifically, we first derive the color feature maps of the bright-ened and darkened versions of the input image via a UNet-based network, followed by a pseudo-normal feature generator to produce pseudo-normal color feature maps. We then propose a novel COlor Shift Estimation (COSE) module to estimate the color shifts between the derived brightened (or darkened) color feature maps and the pseudo-normal color feature maps. The COSE module corrects the estimated color shifts of the over- and under-exposed regions separately. We further propose a novel COlor MOdulation (COMO) module to modulate the separately corrected colors in the over- and under-exposed regions to produce the enhanced image. Comprehensive experiments show that our method outperforms existing approaches. Project web-page: https://github.com/yiyulics/CSEC.
Yiyu Li, Ke Xu 0010, Gerhard P. Hancke 0002, Rynson W. H. Lau
CVPR4
2024 Unsupervised Salient Instance Detection
abstract
The significant amount of manual efforts in annotating pixel-level labels has triggered the advancement of unsu-pervised saliency learning. However, without supervision signals, state-of-the-art methods can only infer region-level saliency. In this paper, we propose to explore the unsu-pervised salient instance detection (USID) problem, for a more fine-grained visual understanding. Our key obser-vation is that self-supervised transformer features may exhibit local similarities as well as different levels of contrast to other regions, which provide informative cues to iden-tify salient instances. Hence, we propose SCoCo, a novel network that models saliency coherence and contrast for USID. SCoCo includes two novel modules: (1) a global background adaptation (GBA) module with a scene-level contrastive loss to extract salient regions from the scene by searching the adaptive “saliency threshold” in the self-supervised transformer features, and (2) a locality-aware similarity (LAS) module with an instance-level contrastive loss to group salient regions into instances by modeling the in-region saliency coherence and cross-region saliency contrasts. Extensive experiments show that SCoCo outperforms state-of-the-art weakly-supervised SID methods and care-fully designed unsupervised baselines, and has comparable performances to fully-supervised SID methods.
Xin Tian 0015, Ke Xu 0010, Rynson W. H. Lau
CVPR3
2024 Inverse Rendering of Glossy Objects via the Neural Plenoptic Function and Radiance Fields
abstract
Inverse rendering aims at recovering both geometry and materials of objects. It provides a more compatible re-construction for conventional rendering engines, compared with the neural radiance fields (NeRFs). On the other hand, existing NeRF-based inverse rendering methods can-not handle glossy objects with local light interactions well, as they typically oversimplify the illumination as a 2D environmental map, which assumes infinite lights only. Observing the superiority of NeRFs in recovering radiance fields, we propose a novel 5D Neural Plenoptic Function (NeP) based on NeRFs and ray tracing, such that more accurate lighting-object interactions can be formulated via the ren-dering equation. We also design a material-aware cone sampling strategy to efficiently integrate lights inside the BRDF lobes with the help of pre-filtered radiance fields. Our method has two stages: the geometry of the target ob-ject and the pre-filtered environmental radiance fields are reconstructed in the first stage, and materials of the target object are estimated in the second stage with the proposed NeP and material-aware cone sampling strategy. Exten-sive experiments on the proposed real-world and synthetic datasets demonstrate that our method can reconstruct high-fidelity geometry/materials of challenging glossy objects with complex lighting interactions from nearby objects. Project webpage: https://whyy.si.te/paper/nep
Lei Zhu 0016, Rynson W. H. Lau
CVPR4
2024 Effective Video Mirror Detection with Inconsistent Motion Cues
abstract
Image-based mirror detection has recently undergone rapid research due to its significance in applications such as robotic navigation, semantic segmentation and scene re-construction. Recently, VMD-Net was proposed as the first video mirror detection technique, by modeling dual correspondences between the inside and outside of the mirror both spatially and temporally. However, this approach is not reliable, as correspondences can occur completely inside or outside of the mirrors. In addition, the proposed dataset VMD-D contains many small mirrors, limiting its applicability to real-world scenarios. To address these problems, we developed a more challenging dataset that includes mirrors of various shapes and sizes at different locations of the frames, providing a better reflection of real-world scenarios. Next, we observed that the motions between the inside and outside of the mirror are often in-consistent. For instance, when moving in front of a mirror, the motion inside the mirror is often much smaller than the motion outside due to increased depth perception. With these observations, we propose modeling inconsistent motion cues to detect mirrors, and a new network with two novel modules. The Motion Attention Module (MAM) ex-plicitly models inconsistent motions around mirrors via optical flow, and the Motion-Guided Edge Detection Module (MEDM) uses motions to guide mirror edge feature learning. Experimental results on our proposed dataset show that our method outperforms state-of-the-arts. The code and dataset are available at ht tps: // gi th ub. com/ AlexAnthonyWarren/MG-VMD.
Alex Warren, Ke Xu 0010, Jiaying Lin 0001, Gary K. L. Tam, Rynson W. H. Lau
CVPR5
2024 PoseSOR: Human Pose Can Guide Our Attention
Huankang Guan, Rynson W. H. Lau
ECCV (18)2
2024 TextField3D: Towards Enhancing Open-Vocabulary 3D Generation with Noisy Text Fields
abstract
Recent works learn 3D representation explicitly under text-3D guidance. However, limited text-3D data restricts the vocabulary scale and text control of generations. Generators may easily fall into a stereotype concept for certain text prompts, thus losing open-vocabulary generation ability. To tackle this issue, we introduce a conditional 3D generative model, namely TextField3D. Specifically, rather than using the text prompts as input directly, we suggest to inject dynamic noise into the latent space of given text prompts, i.e., Noisy Text Fields (NTFs). In this way, limited 3D data can be mapped to the appropriate range of textual latent space that is expanded by NTFs. To this end, an NTFGen module is proposed to model general text latent code in noisy fields. Meanwhile, an NTFBind module is proposed to align view-invariant image latent code to noisy fields, further supporting image-conditional 3D generation. To guide the conditional generation in both geometry and texture, multi-modal discrimination is constructed with a text-3D discriminator and a text-2.5D discriminator. Compared to previous methods, TextField3D includes three merits: 1) large vocabulary, 2) text consistency, and 3) low latency. Extensive experiments demonstrate that our method achieves a potential open-vocabulary 3D generation capability.
Yihan Zeng, Bowen Dong 0001, Hang Xu 0004, Songcen Xu, Rynson W. H. Lau, Wangmeng Zuo
ICLR6
2024 LuSh-NeRF: Lighting up and Sharpening NeRFs for Low-light Scenes
abstract
Neural Radiance Fields (NeRFs) have shown remarkable performances in producing novel-view images from high-quality scene images. However, hand-held low-light photography challenges NeRFs as the captured images may simultaneously suffer from low visibility, noise, and camera shakes. While existing NeRF methods may handle either low light or motion, directly combining them or incorporating additional image-based enhancement methods does not work as these degradation factors are highly coupled. We observe that noise in low-light images is always sharp regardless of camera shakes, which implies an implicit order of these degradation factors within the image formation process. This inspires us to explore such an order to decouple and remove these degradation factors while training the NeRF. To this end, we propose in this paper a novel model, named LuSh-NeRF, which can reconstruct a clean and sharp NeRF from a group of hand-held low-light images. The key idea of LuSh-NeRF is to sequentially model noise and blur in the images via multi-view feature consistency and frequency information of NeRF, respectively. Specifically, LuSh-NeRF includes a novel Scene-Noise Decomposition (SND) module for decoupling the noise from the scene representation and a novel Camera Trajectory Prediction (CTP) module for the estimation of camera motions based on low-frequency scene information. To facilitate training and evaluations, we construct a new dataset containing both synthetic and real images. Experiments show that LuSh-NeRF outperforms existing approaches. Our code and dataset can be found here: https://github.com/quzefan/LuSh-NeRF.
Zefan Qu, Ke Xu 0010, Gerhard P. Hancke 0002, Rynson W. H. Lau
NeurIPS4
2024 Boosting Weakly Supervised Referring Image Segmentation via Progressive Comprehension
abstract
This paper explores the weakly-supervised referring image segmentation (WRIS) problem, and focuses on a challenging setup where target localization is learned directly from image-text pairs. We note that the input text description typically already contains detailed information on how to localize the target object, and we also observe that humans often follow a step-by-step comprehension process (\ie, progressively utilizing target-related attributes and relations as cues) to identify the target object. Hence, we propose a novel Progressive Comprehension Network (PCNet) to leverage target-related textual cues from the input description for progressively localizing the target object. Specifically, we first use a Large Language Model (LLM) to decompose the input text description into short phrases. These short phrases are taken as target-related cues and fed into a Conditional Referring Module (CRM) in multiple stages, to allow updating the referring text embedding and enhance the response map for target localization in a multi-stage manner. Based on the CRM, we then propose a Region-aware Shrinking (RaS) loss to constrain the visual localization to be conducted progressively in a coarse-to-fine manner across different stages. Finally, we introduce an Instance-aware Disambiguation (IaD) loss to suppress instance localization ambiguity by differentiating overlapping response maps generated by different referring texts on the same image. Extensive experiments show that our method outperforms SOTA methods on three common benchmarks.
Zaiquan Yang, Yuhao Liu 0001, Jiaying Lin 0001, Gerhard P. Hancke 0002, Rynson W. H. Lau
NeurIPS5
2024 Revisiting the Integration of Convolution and Attention for Vision Backbone
abstract
Convolutions (Convs) and multi-head self-attentions (MHSAs) are typically considered alternatives to each other for building vision backbones. Although some works try to integrate both, they apply the two operators simultaneously at the finest pixel granularity. With Convs responsible for per-pixel feature extraction already, the question is whether we still need to include the heavy MHSAs at such a fine-grained level. In fact, this is the root cause of the scalability issue w.r.t. the input resolution for vision transformers. To address this important problem, we propose in this work to use MSHAs and Convs in parallel \textbf{at different granularity levels} instead. Specifically, in each layer, we use two different ways to represent an image: a fine-grained regular grid and a coarse-grained set of semantic slots. We apply different operations to these two representations: Convs to the grid for local features, and MHSAs to the slots for global features. A pair of fully differentiable soft clustering and dispatching modules is introduced to bridge the grid and set representations, thus enabling local-global fusion. Through extensive experiments on various vision tasks, we empirically verify the potential of the proposed integration scheme, named \textit{GLMix}: by offloading the burden of fine-grained features to light-weight Convs, it is sufficient to use MHSAs in a few (e.g., 64) semantic slots to match the performance of recent state-of-the-art backbones, while being more efficient. Our visualization results also demonstrate that the soft clustering module produces a meaningful semantic grouping effect with only IN1k classification supervision, which may induce better interpretability and inspire new weakly-supervised semantic segmentation approaches. Code will be available at \url{https://github.com/rayleizhu/GLMix}.
Lei Zhu 0016, Xinjiang Wang, Wayne Zhang 0001, Rynson W. H. Lau
NeurIPS4
2024 UrbanEvolver: Function-Aware Urban Layout Regeneration
Nanxuan Zhao, Jiale Yang, Siyuan Pan, Bin Sheng 0001, Rynson W. H. Lau
Int. J. Comput. Vis.6
2024 Inferring Attention Shifts for Salient Instance Ranking
abstract
Abstract The human visual system has limited capacity in simultaneously processing multiple visual inputs. Consequently, humans rely on shifting their attention from one location to another. When viewing an image of complex scenes, psychology studies and behavioural observations show that humans prioritise and sequentially shift attention among multiple visual stimuli. In this paper, we propose to predict the saliency rank of multiple objects by inferring human attention shift. We first construct a new large-scale salient object ranking dataset, with the saliency rank of objects defined by the order that an observer attends to these objects via attention shift. We then propose a new deep learning-based model to leverage both bottom-up and top-down attention mechanisms for saliency rank prediction. Our model includes three novel modules: Spatial Mask Module (SMM), Selective Attention Module (SAM) and Salient Instance Edge Module (SIEM). SMM integrates bottom-up and semantic object properties to enhance contextual object features, from which SAM learns the dependencies between object features and image features for saliency reasoning. SIEM is designed to improve segmentation of salient objects, which helps further improve their rank predictions. Experimental results show that our proposed network achieves state-of-the-art performances on the salient object ranking task across multiple datasets. Code and data are available at https://github.com/SirisAvishek/Attention_Shift_Ranks .
Avishek Siris, Jianbo Jiao, Gary K. L. Tam, Xianghua Xie, Rynson W. H. Lau
Int. J. Comput. Vis.5
2024 NRGlassNet: Glass surface detection from visible and near-infrared image pairs
Tao Yan 0001, Shufan Xu, Helong Li, Xiaojun Chang, Rynson W. H. Lau
Knowl. Based Syst.7
2024 Mask-DerainGAN: Learning to remove rain streaks by learning to generate rainy images
Pengjie Wang 0001, Rynson W. H. Lau
Pattern Recognit.4
2024 Gaussian Surfel Splatting for Live Human Performance Capture
abstract
High-quality real-time rendering using user-affordable capture rigs is an essential property of human performance capture systems for real-world applications. However, state-of-the-art performance capture methods may not yield satisfactory rendering results under a very sparse (e.g., four) capture setting. Specifically, neural radiance field (NeRF)-based methods and 3D Gaussian Splatting (3DGS)-based methods tend to produce local geometry errors for unseen performers, while occupancy field (PIFu)-based methods often produce unrealistic rendering results. In this paper, we propose a novel generalizable neural approach to reconstruct and render the performers from very sparse RGBD streams in high quality. The core of our method is a novel point-based generalizable human (PGH) representation conditioned on the pixel-aligned RGBD features. The PGH representation learns a surface implicit function for the regression of surface points and a Gaussian implicit function for parameterizing the radiance fields of the regressed surface points with 2D Gaussian surfels, and uses surfel splatting for fast rendering. We learn this hybrid human representation via two novel networks. First, we propose a novel point-regressing network (PRNet) with a depth-guided point cloud initialization (DPI) method to regress an accurate surface point cloud based on the denoised depth information. Second, we propose a novel neural blending-based surfel splatting network (SPNet) to render high-quality geometries and appearances in novel views based on the regressed surface points and high-resolution RGBD features of adjacent views. Our method produces free-view human performance videos of 1K resolution at 12 fps on average. Experiments on two benchmarks show that our method outperforms state-of-the-art human performance capture methods.
Ke Xu 0010, Yaoan Gao, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ACM Trans. Graph.6
2023 Weakly-Supervised Camouflaged Object Detection with Scribble Annotations
abstract
Existing camouflaged object detection (COD) methods rely heavily on large-scale datasets with pixel-wise annotations. However, due to the ambiguous boundary, annotating camouflage objects pixel-wisely is very time-consuming and labor-intensive, taking ~60mins to label one image. In this paper, we propose the first weakly-supervised COD method, using scribble annotations as supervision. To achieve this, we first relabel 4,040 images in existing camouflaged object datasets with scribbles, which takes ~10s to label one image. As scribble annotations only describe the primary structure of objects without details, for the network to learn to localize the boundaries of camouflaged objects, we propose a novel consistency loss composed of two parts: a cross-view loss to attain reliable consistency over different images, and an inside-view loss to maintain consistency inside a single prediction map. Besides, we observe that humans use semantic information to segment regions near the boundaries of camouflaged objects. Hence, we further propose a feature-guided loss, which includes visual features directly extracted from images and semantically significant features captured by the model. Finally, we propose a novel network for COD via scribble learning on structural information and semantic relations. Our network has two novel modules: the local-context contrasted (LCC) module, which mimics visual inhibition to enhance image contrast/sharpness and expand the scribbles into potential camouflaged regions, and the logical semantic relation (LSR) module, which analyzes the semantic relation to determine the regions representing the camouflaged object. Experimental results show that our model outperforms relevant SOTA methods on three COD benchmarks with an average improvement of 11.0% on MAE, 3.2% on S-measure, 2.5% on E-measure, and 4.4% on weighted F-measure.
Ruozhen He, Qihua Dong, Jiaying Lin 0001, Rynson W. H. Lau
AAAI4
2023 Efficient Mirror Detection via Multi-Level Heterogeneous Learning
abstract
We present HetNet (Multi-level Heterogeneous Network), a highly efficient mirror detection network. Current mirror detection methods focus more on performance than efficiency, limiting the real-time applications (such as drones). Their lack of efficiency is aroused by the common design of adopting homogeneous modules at different levels, which ignores the difference between different levels of features. In contrast, HetNet detects potential mirror regions initially through low-level understandings (e.g., intensity contrasts) and then combines with high-level understandings (contextual discontinuity for instance) to finalize the predictions. To perform accurate yet efficient mirror detection, HetNet follows an effective architecture that obtains specific information at different stages to detect mirrors. We further propose a multi-orientation intensity-based contrasted module (MIC) and a reflection semantic logical module (RSL), equipped on HetNet, to predict potential mirror regions by low-level understandings and analyze semantic logic in scenarios by high-level understandings, respectively. Compared to the state-of-the-art method, HetNet runs 664% faster and draws an average performance gain of 8.9% on MAE, 3.1% on IoU, and 2.0% on F-measure on two mirror detection benchmarks. The code is available at https://github.com/Catherine-R-He/HetNet.
Ruozhen He, Jiaying Lin 0001, Rynson W. H. Lau
AAAI3
2023 Symmetry-Aware Transformer-Based Mirror Detection
abstract
Mirror detection aims to identify the mirror regions in the given input image. Existing works mainly focus on integrating the semantic features and structural features to mine specific relations between mirror and non-mirror regions, or introducing mirror properties like depth or chirality to help analyze the existence of mirrors. In this work, we observe that a real object typically forms a loose symmetry relationship with its corresponding reflection in the mirror, which is beneficial in distinguishing mirrors from real objects. Based on this observation, we propose a dual-path Symmetry-Aware Transformer-based mirror detection Network (SATNet), which includes two novel modules: Symmetry-Aware Attention Module (SAAM) and Contrast and Fusion Decoder Module (CFDM). Specifically, we first adopt a transformer backbone to model global information aggregation in images, extracting multi-scale features in two paths. We then feed the high-level dual-path features to SAAMs to capture the symmetry relations. Finally, we fuse the dual-path features and refine our prediction maps progressively with CFDMs to obtain the final mirror mask. Experimental results show that SATNet outperforms both RGB and RGB-D mirror detection methods on all available mirror detection datasets.
Bowen Dong 0001, Jiaying Lin 0001, Xiaohui Liu 0003, Rynson W. H. Lau, Wangmeng Zuo
AAAI5
2023 Cross-domain Semantic Decoupling for Weakly-Supervised Semantic Segmentation
Zaiquan Yang, Zhanghan Ke, Gerhard P. Hancke 0002, Rynson W. H. Lau
BMVC4
2023 Neural Preset for Color Style Transfer
abstract
In this paper, we present a Neural Preset technique to address the limitations of existing color style transfer methods, including visual artifacts, vast memory requirement, and slow style switching speed. Our method is based on two core designs. First, we propose Deterministic Neural Color Mapping (DNCM) to consistently operate on each pixel via an image-adaptive color mapping matrix, avoiding artifacts and supporting high-resolution inputs with a small memory footprint. Second, we develop a two-stage pipeline by dividing the task into color normalization and stylization, which allows efficient style switching by extracting color styles as presets and reusing them on normalized input images. Due to the unavailability of pairwise datasets, we describe how to train Neural Preset via a self-supervised strategy. Various advantages of Neural Preset over existing methods are demonstrated through comprehensive evaluations. Besides, we show that our trained model can naturally support multiple applications without fine-tuning, including low-light image enhancement, underwater image correction, image dehazing, and image harmonization. The project page is: https://ZHKKKe.github.io/NeuralPreset.
Zhanghan Ke, Yuhao Liu 0001, Lei Zhu 0016, Nanxuan Zhao, Rynson W. H. Lau
CVPR5
2023 Learning to Detect Mirrors from Videos via Dual Correspondences
abstract
Detecting mirrors from static images has received significant research interest recently. However, detecting mirrors over dynamic scenes is still under-explored due to the lack of a high-quality dataset and an effective method for video mirror detection (VMD). To the best of our knowledge, this is the first work to address the VMD problem from a deep-learning-based perspective. Our observation is that there are often correspondences between the contents inside (reflected) and outside (real) of a mirror, but such correspondences may not always appear in every frame, e.g., due to the change of camera pose. This inspires us to propose a video mirror detection method, named VMD-Net, that can tolerate spatially missing correspondences by considering the mirror correspondences at both the intra-frame level as well as inter-frame level via a dual correspondence module that looks over multiple frames spatially and temporally for correlating correspondences. We further propose a first large-scale dataset for VMD (named VMD-D), which contains 14,987 image frames from 269 videos with corresponding manually annotated masks. Experimental results show that the proposed method outperforms SOTA methods from relevant fields. To enable real-time VMD, our method efficiently utilizes the backbone features by removing the redundant multi-level module design and gets rid of post-processing of the output maps commonly used in existing methods, making it very efficient and practical for real-time video-based applications. Code, dataset, and models are available at https://jiaying.link/cvpr2023-vmd/
Jiaying Lin 0001, Xin Tan 0002, Rynson W. H. Lau
CVPR3
2023 BiFormer: Vision Transformer with Bi-Level Routing Attention
abstract
As the core building block of vision transformers, attention is a powerful tool to capture long-range dependency. However, such power comes at a cost: it incurs a huge computation burden and heavy memory footprint as pairwise token interaction across all spatial locations is computed. A series of works attempt to alleviate this problem by introducing handcrafted and content-agnostic sparsity into attention, such as restricting the attention operation to be inside local windows, axial stripes, or dilated windows. In contrast to these approaches, we propose a novel dynamic sparse attention via bi-level routing to enable a more flexible allocation of computations with content awareness. Specifically, for a query, irrelevant key-value pairs are first filtered out at a coarse region level, and then fine-grained token-to-token attention is applied in the union of remaining candidate regions (i.e., routed regions). We provide a simple yet effective implementation of the proposed bilevel routing attention, which utilizes the sparsity to save both computation and memory while involving only GPU-friendly dense matrix multiplications. Built with the proposed bi-level routing attention, a new general vision transformer, named BiFormer, is then presented. As BiFormer attends to a small subset of relevant tokens in a query adaptive manner without distraction from other irrelevant ones, it enjoys both good performance and high computational efficiency, especially in dense prediction tasks. Empirical results across several computer vision tasks such as image classification, object detection, and semantic segmentation verify the effectiveness of our design. Code is available at https://github.com/rayleizhu/BiFormer.
Lei Zhu 0016, Xinjiang Wang, Zhanghan Ke, Wayne Zhang 0001, Rynson W. H. Lau
CVPR5
2023 Learning Image Harmonization in the Linear Color Space
abstract
Harmonizing cut-and-paste images into perceptually realistic ones is challenging, as it requires a full understanding of the discrepancies between the background of the target image and the inserted object. Existing methods mainly adjust the appearances of the inserted object via pixel-level manipulations. They are not effective in correcting color discrepancy caused by different scene illuminations and the image formation processes. We note that image colors are essentially camera ISP projection of the scene radiance. If we can trace the image colors back to the radiance field, we may be able to model the scene illumination and harmonize the discrepancy better. In this paper, we propose a novel neural approach to harmonize the image colors in a camera-independent color space, in which color values are proportional to the scene radiance. To this end, we propose a novel image unprocessing module to estimate an intermediate high dynamic range version of the object to be inserted. We then propose a novel color harmonization module that harmonizes the colors of the inserted object by querying the estimated scene radiance and re-rendering the harmonized object in the output color space. Extensive experiments demonstrate that our method outperforms the state-of-the-art approaches.
Ke Xu 0010, Gerhard P. Hancke 0002, Rynson W. H. Lau
ICCV3
2023 CLIP2Point: Transfer CLIP to Point Cloud Classification with Image-Depth Pre-Training
abstract
Pre-training across 3D vision and language remains under development because of limited training data. Recent works attempt to transfer vision-language (V-L) pre-training methods to 3D vision. However, the domain gap between 3D and images is unsolved, so that V-L pre-trained models are restricted in 3D downstream tasks. To address this issue, we propose CLIP2Point, an image-depth pre-training method by contrastive learning to transfer CLIP to the 3D domain, and adapt it to point cloud classification. We introduce a new depth rendering setting that forms a better visual effect, and then render 52,460 pairs of images and depth maps from ShapeNet for pre-training. The pre-training scheme of CLIP2Point combines cross-modality learning to enforce the depth features for capturing expressive visual and textual features and intra-modality learning to enhance the invariance of depth aggregation. Additionally, we propose a novel Gated Dual-Path Adapter (GDPA), i.e., a dual-path structure with global-view aggregators and gated fusion for downstream representative learning. It allows the ensemble of CLIP and CLIP2Point, tuning pre-training knowledge to downstream tasks in an efficient adaptation. Experimental results show that CLIP2Point is effective in transferring CLIP knowledge to 3D vision. CLIP2Point outperforms other 3D transfer learning and pre-training networks, achieving state-of-the-art results on zero-shot, few-shot, and fully-supervised classification. Codes are available at: https://github.com/tyhuang0428/CLIP2Point.
Bowen Dong 0001, Yunhan Yang, Xiaoshui Huang, Rynson W. H. Lau, Wanli Ouyang, Wangmeng Zuo
ICCV5
2023 Self-supervised Pre-training for Mirror Detection
abstract
Existing mirror detection methods require supervised ImageNet pre-training to obtain good general-purpose image features. However, supervised ImageNet pre-training focuses on category-level discrimination and may not be suitable for downstream tasks like mirror detection, due to the overfitting upstream tasks (e.g., supervised image classification). We observe that mirror reflection is crucial to how people perceive the presence of mirrors, and such mid-level features can be better transferred from self-supervised pre-trained models. Inspired by this observation, in this paper we aim to improve mirror detection methods by proposing a new self-supervised learning (SSL) pre-training framework for modeling the representation of mirror reflection progressively in the pre-training process. Our framework consists of three pre-training stages at different levels: 1) an image-level pre-training stage to globally incorporate mirror reflection features into the pre-trained model; 2) a patch-level pre-training stage to spatially simulate and learn local mirror reflection from image patches; and 3) a pixel-level pre-training stage to pixel-wisely capture mirror reflection via reconstructing corrupted mirror images based on the relationship between the inside and outside of mirrors. Extensive experiments show that our SSL pre-training framework significantly outperforms previous state-of-the-art CNN-based SSL pre-training frameworks and even outperforms supervised ImageNet pre-training when transferred to the mirror detection task. Code and models are available at https://jiaying.link/iccv2023-sslmirror/
Jiaying Lin 0001, Rynson W. H. Lau
ICCV2
2023 Referring Image Segmentation Using Text Supervision
abstract
Existing Referring Image Segmentation (RIS) methods typically require expensive pixel-level or box-level annotations for supervision. In this paper, we observe that the referring texts used in RIS already provide sufficient information to localize the target object. Hence, we propose a novel weakly-supervised RIS framework to formulate the target localization problem as a classification process to differentiate between positive and negative text expressions. While the referring text expressions for an image are used as positive expressions, the referring text expressions from other images can be used as negative expressions for this image. Our framework has three main novelties. First, we propose a bilateral prompt method to facilitate the classification process, by harmonizing the domain discrepancy between visual and linguistic features. Second, we propose a calibration method to reduce noisy background information and improve the correctness of the response maps for target object localization. Third, we propose a positive response map selection strategy to generate high-quality pseudo-labels from the enhanced response maps, for training a segmentation network for RIS inference. For evaluation, we propose a new metric to measure localization accuracy. Experiments on four benchmarks show that our framework achieves promising performances to existing fully-supervised RIS methods while outperforming state-of-the-art weakly-supervised methods adapted from related areas. Code is available at https://github.com/fawnliu/TRIS.
Fang Liu 0033, Yuhao Liu 0001, Yuqiu Kong, Ke Xu 0010, Lihe Zhang, Gerhard P. Hancke 0002, Rynson W. H. Lau
ICCV8
2023 Adaptive Illumination Mapping for Shadow Detection in Raw Images
abstract
Shadow detection methods rely on multi-scale contrast, especially global contrast, information to locate shadows correctly. However, we observe that the camera image signal processor (ISP) tends to preserve more local contrast information by sacrificing global contrast information during the raw-to-sRGB conversion process. This often causes existing methods to fail in scenes with high global contrast but low local contrast in shadow regions. In this paper, we propose a novel method to detect shadows from raw images. Our key idea is that instead of performing a many-to-one mapping like the ISP process, we can learn a many-to-many mapping from the high dynamic range raw images to the sRGB images of different illumination, which is able to preserve multi-scale contrast for accurate shadow detection. To this end, we first construct a new shadow dataset with ~ 7000 raw images and shadow masks. We then propose a novel network, which includes a novel adaptive illumination mapping (AIM) module to project the input raw images into sRGB images of different intensity ranges and a shadow detection module to leverage the preserved multi-scale contrast information to detect shadows. To learn the shadow-aware adaptive illumination mapping process, we propose a novel feedback mechanism to guide the AIM during training. Experiments show that our method outperforms state- of-the-art shadow detectors. Code and dataset are available at https://github.com/jiayusun/SARA.
Ke Xu 0010, Youwei Pang, Lihe Zhang, Huchuan Lu, Gerhard P. Hancke 0002, Rynson W. H. Lau
ICCV7
2023 Lighting up NeRF via Unsupervised Decomposition and Enhancement
abstract
Neural Radiance Field (NeRF) is a promising approach for synthesizing novel views, given a set of images and the corresponding camera poses of a scene. However, images photographed from a low-light scene can hardly be used to train a NeRF model to produce high-quality results, due to their low pixel intensities, heavy noise, and color distortion. Combining existing low-light image enhancement methods with NeRF methods also does not work well due to the view inconsistency caused by the individual 2D enhancement process. In this paper, we propose a novel approach, called Low-Light NeRF (or LLNeRF), to enhance the scene representation and synthesize normal-light novel views directly from sRGB low-light images in an unsupervised manner. The core of our approach is a decomposition of radiance field learning, which allows us to enhance the illumination, reduce noise and correct the distorted colors jointly with the NeRF optimization process. Our method is able to produce novel view images with proper lighting and vivid colors and details, given a collection of camera-finished low dynamic range (8-bits/channel) images from a low-light scene. Experiments demonstrate that our method outperforms existing low-light enhancement methods and NeRF methods.
Xiaogang Xu 0002, Ke Xu 0010, Rynson W. H. Lau
ICCV4
2023 Large-Field Contextual Feature Learning for Glass Detection
abstract
Glass is very common in our daily life. Existing computer vision systems neglect it and thus may have severe consequences, e.g., a robot may crash into a glass wall. However, sensing the presence of glass is not straightforward. The key challenge is that arbitrary objects/scenes can appear behind the glass. In this paper, we propose an important problem of detecting glass surfaces from a single RGB image. To address this problem, we construct the first large-scale glass detection dataset (GDD) and propose a novel glass detection network, called GDNet-B, which explores abundant contextual cues in a large field-of-view via a novel large-field contextual feature integration (LCFI) module and integrates both high-level and low-level boundary features with a boundary feature enhancement (BFE) module. Extensive experiments demonstrate that our GDNet-B achieves satisfying glass detection results on the images within and beyond the GDD testing set. We further validate the effectiveness and generalization capability of our proposed GDNet-B by applying it to other vision tasks, including mirror segmentation and salient object detection. Finally, we show the potential applications of glass detection and discuss possible future research directions.
Haiyang Mei, Xin Yang 0011, Letian Yu, Qiang Zhang 0008, Xiaopeng Wei, Rynson W. H. Lau
IEEE Trans. Pattern Anal. Mach. Intell.6
2023 Mirror Detection With the Visual Chirality Cue
abstract
Mirror detection is challenging because the visual appearances of mirrors change depending on those of their surroundings. As existing mirror detection methods are mainly based on extracting contextual contrast and relational similarity between mirror and non-mirror regions, they may fail to identify a mirror region if these assumptions are violated. Inspired by a recent study of applying a CNN to help distinguish whether an image is flipped or not based on the visual chirality property, in this paper, we rethink this image-level visual chirality property and reformulate it as a learnable pixel level cue for mirror detection. Specifically, we first propose a novel flipping-convolution-flipping (FCF) transformation to model visual chirality as learnable commutative residual. We then propose a novel visual chirality embedding (VCE) module to exploit this commutative residual in multi-scale feature maps, to embed the visual chirality features into our mirror detection model. Besides, we also propose a visual chirality-guided edge detection (CED) module to integrate the visual chirality features with contextual features for detection refinement. Extensive experiments show that the proposed method outperforms state-of-the-art methods on three benchmark datasets.
Xin Tan 0002, Jiaying Lin 0001, Ke Xu 0010, Lizhuang Ma, Rynson W. H. Lau
IEEE Trans. Pattern Anal. Mach. Intell.6
2023 Structure-Informed Shadow Removal Networks
abstract
Existing deep learning-based shadow removal methods still produce images with shadow remnants. These shadow remnants typically exist in homogeneous regions with low-intensity values, making them untraceable in the existing image-to-image mapping paradigm. We observe that shadows mainly degrade images at the image-structure level (in which humans perceive object shapes and continuous colors). Hence, in this paper, we propose to remove shadows at the image structure level. Based on this idea, we propose a novel structure-informed shadow removal network (StructNet) to leverage the image-structure information to address the shadow remnant problem. Specifically, StructNet first reconstructs the structure information of the input image without shadows and then uses the restored shadow-free structure prior to guiding the image-level shadow removal. StructNet contains two main novel modules: 1) a mask-guided shadow-free extraction (MSFE) module to extract image structural features in a non-shadow-to-shadow directional manner; and 2) a multi-scale feature & residual aggregation (MFRA) module to leverage the shadow-free structure information to regularize feature consistency. In addition, we also propose to extend StructNet to exploit multi-level structure information (MStructNet), to further boost the shadow removal performance with minimum computational overheads. Extensive experiments on three shadow removal benchmarks demonstrate that our method outperforms existing shadow removal methods, and our StructNet can be integrated with existing methods to improve them further.
Yuhao Liu 0001, Qing Guo 0005, Lan Fu, Zhanghan Ke, Ke Xu 0010, Wei Feng 0005, Ivor W. Tsang, Rynson W. H. Lau
IEEE Trans. Image Process.8
2023 Rain Removal From Light Field Images With 4D Convolution and Multi-Scale Gaussian Process
abstract
Existing deraining methods focus mainly on a single input image. However, with just a single input image, it is extremely difficult to accurately detect and remove rain streaks, in order to restore a rain-free image. In contrast, a light field image (LFI) embeds abundant 3D structure and texture information of the target scene by recording the direction and position of each incident ray via a plenoptic camera. LFIs are becoming popular in the computer vision and graphics communities. However, making full use of the abundant information available from LFIs, such as 2D array of sub-views and the disparity map of each sub-view, for effective rain removal is still a challenging problem. In this paper, we propose a novel method, 4D-MGP-SRRNet, for rain streak removal from LFIs. Our method takes as input all sub-views of a rainy LFI. To make full use of the LFI, it adopts 4D convolutional layers to simultaneously process all sub-views of the LFI. In the pipeline, the rain detection network, MGPDNet, with a novel Multi-scale Self-guided Gaussian Process (MSGP) module is proposed to detect high-resolution rain streaks from all sub-views of the input LFI at multi-scales. Semi-supervised learning is introduced for MSGP to accurately detect rain streaks by training on both virtual-world rainy LFIs and real-world rainy LFIs at multi-scales via computing pseudo ground truths for real-world rain streaks. We then feed all sub-views subtracting the predicted rain streaks into a 4D convolution-based Depth Estimation Residual Network (DERNet) to estimate the depth maps, which are later converted into fog maps. Finally, all sub-views concatenated with the corresponding rain streaks and fog maps are fed into a powerful rainy LFI restoring model based on the adversarial recurrent neural network to progressively eliminate rain streaks and recover the rain-free LFI. Extensive quantitative and qualitative evaluations conducted on both synthetic LFIs and real-world LFIs demonstrate the effectiveness of our proposed method.
Tao Yan 0001, Yang Yang 0046, Rynson W. H. Lau
IEEE Trans. Image Process.5
2023 SAILOR: Synergizing Radiance and Occupancy Fields for Live Human Performance Capture
abstract
Immersive user experiences in live VR/AR performances require a fast and accurate free-view rendering of the performers. Existing methods are mainly based on Pixel-aligned Implicit Functions (PIFu) or Neural Radiance Fields (NeRF). However, while PIFu-based methods usually fail to produce photorealistic view-dependent textures, NeRF-based methods typically lack local geometry accuracy and are computationally heavy ( e.g. , dense sampling of 3D points, additional fine-tuning, or pose estimation). In this work, we propose a novel generalizable method, named SAILOR, to create high-quality human free-view videos from very sparse RGBD live streams. To produce view-dependent textures while preserving locally accurate geometry, we integrate PIFu and NeRF such that they work synergistically by conditioning the PIFu on depth and then rendering view-dependent textures through NeRF. Specifically, we propose a novel network, named SRONet, for this hybrid representation. SRONet can handle unseen performers without fine-tuning. Besides, a neural blending-based ray interpolation approach, a tree-based voxel-denoising scheme, and a parallel computing pipeline are incorporated to reconstruct and render live free-view videos at 10 fps on average. To evaluate the rendering performance, we construct a real-captured RGBD benchmark from 40 performers. Experimental results show that SAILOR outperforms existing human reconstruction and performance capture methods.
Ke Xu 0010, Yaoan Gao, Qilin Sun 0001, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ACM Trans. Graph.7
2023 Language-based Photo Color Adjustment for Graphic Designs
abstract
Adjusting the photo color to associate with some design elements is an essential way for a graphic design to effectively deliver its message and make it aesthetically pleasing. However, existing tools and previous works face a dilemma between the ease of use and level of expressiveness. To this end, we introduce an interactive language-based approach for photo recoloring, which provides an intuitive system that can assist both experts and novices on graphic design. Given a graphic design containing a photo that needs to be recolored, our model can predict the source colors and the target regions, and then recolor the target regions with the source colors based on the given language-based instruction. The multi-granularity of the instruction allows diverse user intentions. The proposed novel task faces several unique challenges, including: 1) color accuracy for recoloring with exactly the same color from the target design element as specified by the user; 2) multi-granularity instructions for parsing instructions correctly to generate a specific result or multiple plausible ones; and 3) locality for recoloring in semantically meaningful local regions to preserve original image semantics. To address these challenges, we propose a model called LangRecol with two main components: the language-based source color prediction module and the semantic-palette-based photo recoloring module. We also introduce an approach for generating a synthetic graphic design dataset with instructions to enable model training. We evaluate our model via extensive experiments and user studies. We also discuss several practical applications, showing the effectiveness and practicality of our approach. Please find the code and data at https://zhenwwang.github.io/langrecol.
Zhenwei Wang 0003, Nanxuan Zhao, Gerhard P. Hancke 0002, Rynson W. H. Lau
ACM Trans. Graph.4
2023 Frequency-aware Camouflaged Object Detection
abstract
Camouflaged object detection (COD) is important as it has various potential applications. Unlike salient object detection (SOD), which tries to identify visually salient objects, COD tries to detect objects that are visually very similar to the surrounding background. We observe that recent COD methods try to fuse features from different levels using some context aggregation strategies originally developed for SOD. Such an approach, however, may not be appropriate for COD as these existing context aggregation strategies are good at detecting distinctive objects while weakening the features from less discriminative objects. To address this problem, we propose in this article to exploit frequency learning to suppress the confusing high-frequency texture information, to help separate camouflaged objects from their surrounding background, and a frequency-based method, called FBNet, for camouflaged object detection. Specifically, we design a frequency-aware context aggregation (FACA) module to suppress high-frequency information and aggregate multi-scale features from a frequency perspective, an adaptive frequency attention (AFA) module to enhance the features of the learned important frequency components, and a gradient-weighted loss function to guide the proposed method to pay more attention to contour details. Experimental results show that our model outperforms relevant state-of-the-art methods.
Jiaying Lin 0001, Xin Tan 0002, Ke Xu 0010, Lizhuang Ma, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.5
2023 Mirror Segmentation via Semantic-aware Contextual Contrasted Feature Learning
abstract
Mirrors are everywhere in our daily lives. Existing computer vision systems do not consider mirrors, and hence may get confused by the reflected content inside a mirror, resulting in a severe performance degradation. However, separating the real content outside a mirror from the reflected content inside it is non-trivial. The key challenge is that mirrors typically reflect contents similar to their surroundings, making it very difficult to differentiate the two. In this article, we present a novel method to segment mirrors from a single RGB image. To the best of our knowledge, this is the first work to address the mirror segmentation problem with a computational approach. We make the following contributions: First, we propose a novel network, called MirrorNet+, for mirror segmentation, by modeling both contextual contrasts and semantic associations. Second, we construct the first large-scale mirror segmentation dataset, which consists of 4,018 pairs of images containing mirrors and their corresponding manually annotated mirror masks, covering a variety of daily-life scenes. Third, we conduct extensive experiments to evaluate the proposed method and show that it outperforms the related state-of-the-art detection and segmentation methods. Fourth, we further validate the effectiveness and generalization capability of the proposed semantic awareness contextual contrasted feature learning by applying MirrorNet+ to other vision tasks, i.e., salient object detection and shadow detection. Finally, we provide some applications of mirror segmentation and analyze possible future research directions. Project homepage: https://mhaiyang.github.io/TOMM2022-MirrorNet+/index.html .
Haiyang Mei, Letian Yu, Ke Xu 0010, Yang Wang 0106, Xin Yang 0011, Xiaopeng Wei, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.7
2023 Design Order Guided Visual Note Layout Optimization
abstract
With the goal of making contents easy to understand, memorize and share, a clear and easy-to-follow layout is important for visual notes. Unfortunately, since visual notes are often taken by the designers in real time while watching a video or listening to a presentation, the contents are usually not carefully structured, resulting in layouts that may be difficult for others to follow. In this article, we address this problem by proposing a novel approach to automatically optimize the layouts of visual notes. Our approach predicts the design order of a visual note and then warps the contents along the predicted design order such that the visual note can be easier to follow and understand. At the core of our approach is a learning-based framework to reason about the element-wise design orders of visual notes. In particular, we first propose a hierarchical LSTM-based architecture to predict a grid-based design order of the visual note, based on the graphical and textual information. We then derive the element-wise order from the grid-based prediction. Such an idea allows our network to be weakly-supervised, i.e., making it possible to predict dense grid-based orders from visual notes with only coarse annotations. We evaluate the effectiveness of our approach on visual notes with diverse content densities and layouts. The results show that our network can predict plausible design orders for various types of visual notes and our approach can effectively optimize their layouts in order for them to be easier to follow.
Xiaotian Qiao, Ying Cao 0001, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.3
2023 GuideRender: large-scale scene navigation based on multi-modal view frustum movement prediction
Xiaoyu Chi, Bin Sheng 0001, Rynson W. H. Lau
Vis. Comput.4
2023 HSNet: hierarchical semantics network for scene parsing
Xin Tan 0002, Ying Cao 0001, Ke Xu 0010, Lizhuang Ma, Rynson W. H. Lau
Vis. Comput.6
2022 MODNet: Real-Time Trimap-Free Portrait Matting via Objective Decomposition
abstract
Existing portrait matting methods either require auxiliary inputs that are costly to obtain or involve multiple stages that are computationally expensive, making them less suitable for real-time applications. In this work, we present a light-weight matting objective decomposition network (MODNet) for portrait matting in real-time with a single input image. The key idea behind our efficient design is by optimizing a series of sub-objectives simultaneously via explicit constraints. In addition, MODNet includes two novel techniques for improving model efficiency and robustness. First, an Efficient Atrous Spatial Pyramid Pooling (e-ASPP) module is introduced to fuse multi-scale features for semantic estimation. Second, a self-supervised sub-objectives consistency (SOC) strategy is proposed to adapt MODNet to real-world data to address the domain shift problem common to trimap-free methods. MODNet is easy to be trained in an end-to-end manner. It is much faster than contemporaneous methods and runs at 67 frames per second on a 1080Ti GPU. Experiments show that MODNet outperforms prior trimap-free methods by a large margin on both Adobe Matting Dataset and a carefully designed photographic portrait matting (PPM-100) benchmark proposed by us. Further, MODNet achieves remarkable results on daily photos and videos.
Zhanghan Ke, Kaican Li, Qiong Yan, Rynson W. H. Lau
AAAI5
2022 Semantics-Adding Flaw-Erasing Network for Semantic Human Matting
Zhanghan Ke, Ke Xu 0010, Fan Shao, Lihe Zhang, Huchuan Lu, Rynson W. H. Lau
BMVC7
2022 Learning Semantic Associations for Mirror Detection
abstract
Mirrors generally lack a consistent visual appearance, making mirror detection very challenging. Although recent works that are based on exploiting contextual contrasts and corresponding relations have achieved good results, heavily relying on contextual contrasts and corresponding relations to discover mirrors tend to fail in complex real-world scenes, where a lot of objects, e.g., doorways, may have similar features as mirrors. We observe that humans tend to place mirrors in relation to certain objects for specific functional purposes, e.g., a mirror above the sink. Inspired by this observation, we propose a model to exploit the semantic associations between the mirror and its surrounding objects for a reliable mirror localization. Our model first acquires class-specific knowledge of the surrounding objects via a semantic side-path. It then uses two novel modules to exploit semantic associations: 1) an Associations Exploration (AE) Module to extract the associations of the scene objects based on fully connected graph models, and 2) a Quadruple-Graph (QG) Module to facilitate the diffusion and aggregation of semantic association knowledge using graph convolutions. Extensive experiments show that our method outperforms the existing methods and sets the new state-of-the-art on both PMD dataset (f-measure: 0.844) and MSD dataset (f-measure: 0.889). Code is available at https://github.com/guanhuankang/Learning-Semantic-Associations-for-Mirror-Detection.
Huankang Guan, Jiaying Lin 0001, Rynson W. H. Lau
CVPR3
2022 Learning Object Context for Novel-view Scene Layout Generation
abstract
Novel-view prediction of a scene has many applications. Existing works mainly focus on generating novel-view images via pixel-wise prediction in the image space, often resulting in severe ghosting and blurry artifacts. In this paper, we make the first attempt to explore novel-view prediction in the layout space, and introduce the new problem of novel-view scene layout generation. Given a single scene layout and the camera transformation as inputs, our goal is to generate a plausible scene layout for a specified viewpoint. Such a problem is challenging as it involves accurate understanding of the 3D geometry and semantics of the scene from as little as a single 2D scene layout. To tackle this challenging problem, we propose a deep model to capture contextualized object representation by explicitly modeling the object context transformation in the scene. The contextualized object representation is essential in generating geometrically and semantically consistent scene layouts of different views. Experiments show that our model outperforms several strong baselines on many indoor and outdoor scenes, both qualitatively and quantitatively. We also show that our model enables a wide range of applications, including novel-view image synthesis, novel-view image editing, and amodal object estimation.
Xiaotian Qiao, Gerhard P. Hancke 0002, Rynson W. H. Lau
CVPR3
2022 Bi-directional Object-Context Prioritization Learning for Saliency Ranking
abstract
The saliency ranking task is recently proposed to study the visual behavior that humans would typically shift their attention over different objects of a scene based on their degrees of saliency. Existing approaches focus on learning either object-object or object-scene relations. Such a strategy follows the idea of object-based attention in Psychology, but it tends to favor objects with strong semantics (e.g., humans), resulting in unrealistic saliency ranking. We observe that spatial attention works concurrently with object-based attention in the human visual recognition system. During the recognition process, the human spatial attention mechanism would move, engage, and disengage from region to region (i.e., context to context). This inspires us to model region-level interactions, in addition to object-level reasoning, for saliency ranking. Hence, we propose a novel bi-directional method to unify spatial attention and object-based attention for saliency ranking. Our model has two novel modules: (1) a selective object saliency (SOS) module to model object-based attention via inferring the semantic representation of salient objects, and (2) an object-context-object relation (OCOR) module to allocate saliency ranks to objects by jointly modeling object-context and context-object interactions of salient objects. Extensive experiments show that our approach outperforms existing state-of-the-art methods. Code and pretrained model are available at https://github.com/GrassBro/OCOR.
Xin Tian 0015, Ke Xu 0010, Xin Yang 0011, Rynson W. H. Lau
CVPR6
2022 Harmonizer: Learning to Perform White-Box Image and Video Harmonization
Zhanghan Ke, Chunyi Sun, Lei Zhu 0016, Ke Xu 0010, Rynson W. H. Lau
ECCV (15)5
2022 Local Color Distributions Prior for Image Enhancement
Ke Xu 0010, Rynson W. H. Lau
ECCV (18)3
2022 Geometry-aware Two-scale PIFu Representation for Human Reconstruction
abstract
Although PIFu-based 3D human reconstruction methods are popular, the quality of recovered details is still unsatisfactory. In a sparse (e.g., 3 RGBD sensors) capture setting, the depth noise is typically amplified in the PIFu representation, resulting in flat facial surfaces and geometry-fallible bodies. In this paper, we propose a novel geometry-aware two-scale PIFu for 3D human reconstruction from sparse, noisy inputs. Our key idea is to exploit the complementary properties of depth denoising and 3D reconstruction, for learning a two-scale PIFu representation to reconstruct high-frequency facial details and consistent bodies separately. To this end, we first formulate depth denoising and 3D reconstruction as a multi-task learning problem. The depth denoising process enriches the local geometry information of the reconstruction features, while the reconstruction process enhances depth denoising with global topology information. We then propose to learn the two-scale PIFu representation using two MLPs based on the denoised depth and geometry-aware features. Extensive experiments demonstrate the effectiveness of our approach in reconstructing facial details and bodies of different poses and its superiority over state-of-the-art methods.
Ke Xu 0010, Ziheng Duan, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
NeurIPS6
2022 Exploiting Semantic Relations for Glass Surface Detection
abstract
Glass surfaces are omnipresent in our daily lives and often go unnoticed by the majority of us. While humans are generally able to infer their locations and thus avoid collisions, it can be difficult for current object detection systems to handle them due to the transparent nature of glass surfaces. Previous methods approached the problem by extracting global context information to obtain priors such as object boundaries and reflections. However, their performances cannot be guaranteed when these deterministic features are not available. We observe that humans often reason through the semantic context of the environment, which offers insights into the categories of and proximity between entities that are expected to appear in the surrounding. For example, the odds of co-occurrence of glass windows with walls and curtains are generally higher than that with other objects such as cars and trees, which have relatively less semantic relevance. Based on this observation, we propose a model ('GlassSemNet') that integrates the contextual relationship of the scenes for glass surface detection with two novel modules: (1) Scene Aware Activation (SAA) Module to adaptively filter critical channels with respect to spatial and semantic features, and (2) Context Correlation Attention (CCA) Module to progressively learn the contextual correlations among objects both spatially and semantically. In addition, we propose a large-scale glass surface detection dataset named {\it Glass Surface Detection - Semantics} ('GSD-S'), which contains 4,519 real-world RGB glass surface images from diverse real-world scenes with detailed annotations for both glass surface detection and semantic segmentation. Experimental results show that our model outperforms contemporary works, especially with 42.6\% MAE improvement on our proposed GSD-S dataset. Code, dataset, and models are available at https://jiaying.link/neurips2022-gsds/
Jiaying Lin 0001, Yuen Hei Yeung, Rynson W. H. Lau
NeurIPS3
2022 Instance-Aware Scene Layout Forecasting
Xiaotian Qiao, Quanlong Zheng, Ying Cao 0001, Rynson W. H. Lau
Int. J. Comput. Vis.4
2022 Correction to: Instance-Aware Scene Layout Forecasting
Xiaotian Qiao, Quanlong Zheng, Ying Cao 0001, Rynson W. H. Lau
Int. J. Comput. Vis.4
2022 Learning to Detect Instance-Level Salient Objects Using Complementary Image Labels
Xin Tian 0015, Ke Xu 0010, Xin Yang 0011, Rynson W. H. Lau
Int. J. Comput. Vis.5
2022 Object-Level Scene Context Prediction
abstract
Contextual information plays an important role in solving various image and scene understanding tasks. Prior works have focused on the extraction of contextual information from an image and use it to infer the properties of some object(s) in the image or understand the scene behind the image, e.g., context-based object detection, recognition and semantic segmentation. In this paper, we consider an inverse problem, i.e., how to hallucinate the missing contextual information from the properties of standalone objects. We refer to it as object-level scene context prediction. This problem is difficult, as it requires extensive knowledge of the complex and diverse relationships among objects in the scene. We propose a deep neural network, which takes as input the properties (i.e., category, shape, and position) of a few standalone objects to predict an object-level scene layout that compactly encodes the semantics and structure of the scene context where the given objects are. Quantitative experiments and user studies demonstrate that our model can generate more plausible scene contexts than the baselines. Our model also enables the synthesis of realistic scene images from partial scene layouts. Finally, we validate that our model internally learns useful features for scene recognition and fake scene detection.
Xiaotian Qiao, Quanlong Zheng, Ying Cao 0001, Rynson W. H. Lau
IEEE Trans. Pattern Anal. Mach. Intell.4
2022 Salient object detection with image-level binary supervision
Pengjie Wang 0001, Ying Cao 0001, Xin Yang 0011, Huchuan Lu, Rynson W. H. Lau
Pattern Recognit.8
2022 Rain Streak Removal From Light Field Images
abstract
Raining is a common weather condition, and may seriously degrade the performances of outdoor computer vision systems, such as surveillance and autonomous navigation. Rain streaks may exhibit diverse appearances in the captured images, depending on their distances from the camera. For example, sparse rain streaks near the camera lens may appear as continuous and translucent strips, while distant densely accumulated rain streaks are more like fog and mist. Existing rain removal methods are mainly based on a single input image. However, on a single image, it is difficult to estimate a reliable depth map for rain removal. A light field image (LFI) records abundant structural and texture information of the target scene by capturing multi-perspective sub-aperture views with a single exposure. With a LFI, it is easier to estimate the depth maps, and rain streak locations across sub-aperture views are highly correlated. We observe that rain streaks usually have different slops and/or chromaic values, compared with the background scene, along the epipolar plane images (EPIs) of an LFI. Thus, we propose to make use of 3D EPIs to detect rain streaks and restore the background. To this end, we propose a novel GAN architecture to remove rain streaks from an LFI. Our method takes as input a 3D EPI, i.e., a stacked of sub-aperture views along the same row of a rainy LFI. It first estimates the disparity maps for the 3D EPI by utilizing an auto-encoder based depth estimation sub-network. The disparity maps concatenated with the input sub-aperture views are then fed into a non-local residual block, and two branched autoencoder sub-networks are used to extract rain-streaks and recover rain-free sub-aperture views. Extensive experiments conducted on both synthetic real-world-like LFIs and real-world LFIs demonstrate the effectiveness of our method.
Yuyang Ding, Tao Yan 0001, Fan Zhang 0063, Yuan Liu 0021, Rynson W. H. Lau
IEEE Trans. Circuits Syst. Video Technol.6
2022 Weakly-Supervised Salient Object Detection on Light Fields
abstract
Most existing salient object detection (SOD) methods are designed for RGB images and do not take advantage of the abundant information provided by light fields. Hence, they may fail to detect salient objects of complex structures and delineate their boundaries. Although some methods have explored multi-view information of light field images for saliency detection, they require tedious pixel-level manual annotations of ground truths. In this paper, we propose a novel weakly-supervised learning framework for salient object detection on light field images based on bounding box annotations. Our method has two major novelties. First, given an input light field image and a bounding-box annotation indicating the salient object, we propose a ground truth label hallucination method to generate a pixel-level pseudo saliency map, to avoid heavy cost of pixel-level annotations. This method generates high quality pseudo ground truth saliency maps to help supervise the training, by exploiting information obtained from the light field (including depths and RGB images). Second, to exploit the multi-view nature of the light field data in learning, we propose a fusion attention module to calibrate the spatial and channel-wise light field representations. It learns to focus on informative features and suppress redundant information from the multi-view inputs. Based on these two novelties, we are able to train a new salient object detector with two branches in a weakly-supervised manner. While the RGB branch focuses on modeling the color contrast in the all-in-focus image for locating the salient objects, the Focal branch exploits the depth and the background spatial redundancy of focal slices for eliminating background distractions. Extensive experiments show that our method outperforms existing weakly-supervised methods and most fully supervised methods.
Pengjie Wang 0001, Ke Xu 0010, Rynson W. H. Lau
IEEE Trans. Image Process.5
2021 Distilling Localization for Self-Supervised Representation Learning
abstract
Recent progress in contrastive learning has revolutionized unsupervised representation learning. Concretely, multiple views (augmentations) from the same image are encouraged to map to close embeddings, while views from different images are pulled apart.In this paper, through visualizing and diagnosing classification errors, we observe that current contrastive models are ineffective at localizing the foreground object, limiting their ability to extract discriminative high-level features. This is due to the fact that view generation process considers pixels in an image uniformly.To address this problem, we propose a data-driven approach for learning invariance to backgrounds. It first estimates foreground saliency in images and then creates augmentations by copy-and-pasting the foreground onto a variety of back-grounds. The learning still follows an instance discrimination approach, so that the representation is trained to disregard background content and focus on the foreground. We study a variety of saliency estimation methods, and find that most methods lead to improvements for contrastive learning. With this approach, significant performance is achieved for self-supervised learning on ImageNet classification, and also for object detection on PASCAL VOC and MSCOCO.
Nanxuan Zhao, Zhirong Wu, Rynson W. H. Lau, Stephen Lin 0001
AAAI3
2021 Rich Context Aggregation With Reflection Prior for Glass Surface Detection
abstract
Glass surfaces appear everywhere. Their existence can however pose a serious problem to computer vision tasks. Recently, a method is proposed to detect glass surfaces by learning multi-scale contextual information. However, as it is only based on a general context integration operation and does not consider any specific glass surface properties, it gets confused when the images contain objects that are similar to glass surfaces and degenerates in challenging scenes with insufficient contexts. We observe that humans often rely on identifying reflections in order to sense the existence of glass and on locating the boundary in order to deter-mine the extent of the glass. Hence, we propose a model for glass surface detection, which consists of two novel modules: (1) a rich context aggregation module (RCAM) to ex-tract multi-scale boundary features from rich context features for locating glass surface boundaries of different sizes and shapes, and (2) a reflection-based refinement module (RRM) to detect reflection and then incorporate it so as to differentiate glass regions from non-glass regions. In addition, we also propose a challenging dataset consisting of 4,012 glass images with annotations for glass surface detection. Our experiments demonstrate that the proposed model outperforms state-of-the-art methods from relevant fields.
Jiaying Lin 0001, Zebang He, Rynson W. H. Lau
CVPR3
2021 Location-aware Single Image Reflection Removal
abstract
This paper proposes a novel location-aware deep-learning-based single image reflection removal method. Our network has a reflection detection module to regress a probabilistic reflection confidence map, taking multi-scale Laplacian features as inputs. This probabilistic map tells if a region is reflection-dominated or transmission-dominated, and it is used as a cue for the network to control the feature flow when predicting the reflection and transmission layers. We design our network as a recurrent network to progressively refine reflection removal results at each iteration. The novelty is that we leverage Laplacian kernel parameters to emphasize the boundaries of strong reflections. It is beneficial to strong reflection detection and substantially improves the quality of reflection removal results. Extensive experiments verify the superior performance of the proposed method over state-of-the-art approaches. Our code and the pre-trained model can be found at https://github.com/zdlarr/Location-aware-SIRR.
Ke Xu 0010, Yin Yang 0002, Hujun Bao, Weiwei Xu 0003, Rynson W. H. Lau
ICCV6
2021 Light Source Guided Single-Image Flare Removal from Unpaired Data
abstract
Causally-taken images often suffer from flare artifacts, due to the unintended reflections and scattering of light inside the camera. However, as flares may appear in a variety of shapes, positions, and colors, detecting and removing them entirely from an image is very challenging. Existing methods rely on predefined intensity and geometry priors of flares, and may fail to distinguish the difference between light sources and flare artifacts. We observe that the conditions of the light source in the image play an important role in the resulting flares. In this paper, we present a deep framework with light source aware guidance for single-image flare removal (SIFR). In particular, we first detect the light source regions and the flare regions separately, and then remove the flare artifacts based on the light source aware guidance. By learning the underlying relationships between the two types of regions, our approach can remove different kinds of flares from the image. In addition, instead of using paired training data which are difficult to collect, we propose the first unpaired flare removal dataset and new cycle-consistency constraints to obtain more diverse examples and avoid manual annotations. Extensive experiments demonstrate that our method outperforms the baselines qualitatively and quantitatively. We also show that our model can be applied to flare effect manipulation (e.g., adding or changing image flares).
Xiaotian Qiao, Gerhard P. Hancke 0002, Rynson W. H. Lau
ICCV3
2021 Scene Context-Aware Salient Object Detection
abstract
Salient object detection identifies objects in an image that grab visual attention. Although contextual features are considered in recent literature, they often fail in real-world complex scenarios. We observe that this is mainly due to two issues: First, most existing datasets consist of simple foregrounds and backgrounds that hardly represent real-life scenarios. Second, current methods only learn contextual features of salient objects, which are insufficient to model high-level semantics for saliency reasoning in complex scenes. To address these problems, we first construct a new large-scale dataset with complex scenes in this paper. We then propose a context-aware learning approach to explicitly exploit the semantic scene contexts. Specifically, two modules are proposed to achieve the goal: 1) a Semantic Scene Context Refinement module to enhance contextual features learned from salient objects with scene context, and 2) a Contextual Instance Transformer to learn contextual relations between objects and scene context. To our knowledge, such high-level semantic contextual information of image scenes is under-explored for saliency detection in the literature. Extensive experiments demonstrate that the proposed approach outperforms state-of-the-art techniques in complex scenarios for saliency detection, and transfers well to other existing datasets. The code and dataset are available at https://github.com/SirisAvishek/Scene_Context_Aware_Saliency.
Avishek Siris, Jianbo Jiao, Gary K. L. Tam, Xianghua Xie, Rynson W. H. Lau
ICCV5
2021 Mitigating Intensity Bias in Shadow Detection via Feature Decomposition and Reweighting
abstract
Although CNNs have achieved remarkable progress on the shadow detection task, they tend to make mistakes in dark non-shadow regions and relatively bright shadow regions. They are also susceptible to brightness change. These two phenomenons reveal that deep shadow detectors heavily depend on the intensity cue, which we refer to as intensity bias. In this paper, we propose a novel feature decomposition and reweighting scheme to mitigate this intensity bias, in which multi-level integrated features are decomposed into intensity-variant and intensity-invariant components through self-supervision. By reweighting these two types of features, our method can reallocate the attention to the corresponding latent semantics and achieves balanced exploitation of them. Extensive experiments on three popular datasets show that the proposed method outperforms state-of-the-art shadow detectors.
Lei Zhu 0016, Ke Xu 0010, Zhanghan Ke, Rynson W. H. Lau
ICCV4
2021 What Makes Instance Discrimination Good for Transfer Learning?
Nanxuan Zhao, Zhirong Wu, Rynson W. H. Lau, Stephen Lin 0001
ICLR3
2021 Weakly-Supervised Saliency Detection via Salient Object Subitizing
abstract
Salient object detection aims at detecting the most visually distinct objects and producing the corresponding masks. As the cost of pixel-level annotations is high, image tags are usually used as weak supervisions. However, an image tag can only be used to annotate one class of objects. In this paper, we introduce saliency subitizing as the weak supervision since it is class-agnostic. This allows the supervision to be aligned with the property of saliency detection, where the salient objects of an image could be from more than one class. To this end, we propose a model with two modules, Saliency Subitizing Module (SSM) and Saliency Updating Module (SUM). While SSM learns to generate the initial saliency masks using the subitizing information, without the need for any unsupervised methods or some random seeds, SUM helps iteratively refine the generated saliency masks. We conduct extensive experiments on five benchmark datasets. The experimental results show that our method outperforms other weakly-supervised methods and even performs comparable to some fully-supervised methods.
Xin Tan 0002, Jie Zhou 0029, Lizhuang Ma, Rynson W. H. Lau
IEEE Trans. Circuits Syst. Video Technol.5
2021 Weakly-Supervised Salient Object Detection With Saliency Bounding Boxes
abstract
In this paper, we propose a novel form of weak supervision for salient object detection (SOD) based on saliency bounding boxes, which are minimum rectangular boxes enclosing the salient objects. Based on this idea, we propose a novel weakly-supervised SOD method, by predicting pixel-level pseudo ground truth saliency maps from just saliency bounding boxes. Our method first takes advantage of the unsupervised SOD methods to generate initial saliency maps and addresses the over/under prediction problems, to obtain the initial pseudo ground truth saliency maps. We then iteratively refine the initial pseudo ground truth by learning a multi-task map refinement network with saliency bounding boxes. Finally, the final pseudo saliency maps are used to supervise the training of a salient object detector. Experimental results show that our method outperforms state-of-the-art weakly-supervised methods.
Pengjie Wang 0001, Ying Cao 0001, Rynson W. H. Lau
IEEE Trans. Image Process.5
2021 HDR-GAN: HDR Image Reconstruction From Multi-Exposed LDR Images With Large Motions
abstract
Synthesizing high dynamic range (HDR) images from multiple low-dynamic range (LDR) exposures in dynamic scenes is challenging. There are two major problems caused by the large motions of foreground objects. One is the severe misalignment among the LDR images. The other is the missing content due to the over-/under-saturated regions caused by the moving objects, which may not be easily compensated for by the multiple LDR exposures. Thus, it requires the HDR generation model to be able to properly fuse the LDR images and restore the missing details without introducing artifacts. To address these two problems, we propose in this paper a novel GAN-based model, HDR-GAN, for synthesizing HDR images from multi-exposed LDR images. To our best knowledge, this work is the first GAN-based approach for fusing multi-exposed LDR images for HDR reconstruction. By incorporating adversarial learning, our method is able to produce faithful information in the regions with missing content. In addition, we also propose a novel generator network, with a reference-based residual merging block for aligning large object motions in the feature domain, and a deep HDR supervision scheme for eliminating artifacts of the reconstructed HDR images. Experimental results demonstrate that our model achieves state-of-the-art reconstruction performance over the prior HDR methods on diverse scenes.
Yuzhen Niu, Jianbin Wu, Wenxi Liu, Wenzhong Guo, Rynson W. H. Lau
IEEE Trans. Image Process.5
2021 Night-Time Scene Parsing With a Large Real Dataset
abstract
Although huge progress has been made on scene analysis in recent years, most existing works assume the input images to be in day-time with good lighting conditions. In this work, we aim to address the night-time scene parsing (NTSP) problem, which has two main challenges: 1) labeled night-time data are scarce, and 2) over- and under-exposures may co-occur in the input night-time images and are not explicitly modeled in existing pipelines. To tackle the scarcity of night-time data, we collect a novel labeled dataset, named NightCity, of 4,297 real night-time images with ground truth pixel-level semantic annotations. To our knowledge, NightCity is the largest dataset for NTSP. In addition, we also propose an exposure-aware framework to address the NTSP problem through augmenting the segmentation process with explicitly learned exposure features. Extensive experiments show that training on NightCity can significantly improve NTSP performances and that our exposure-aware model outperforms the state-of-the-art methods, yielding top performances on our dataset as well as existing datasets.
Xin Tan 0002, Ke Xu 0010, Ying Cao 0001, Lizhuang Ma, Rynson W. H. Lau
IEEE Trans. Image Process.6
2021 Intensity-Aware Single-Image Deraining With Semantic and Color Regularization
abstract
Rain degrades image visual quality and disrupts object structures, obscuring their details and erasing their colors. Existing deraining methods are primarily based on modeling either visual appearances of rain or its physical characteristics (e.g., rain direction and density), and thus suffer from two common problems. First, due to the stochastic nature of rain, they tend to fail in recognizing rain streaks correctly, and wrongly remove image structures and details. Second, they fail to recover the image colors erased by heavy rain. In this paper, we address these two problems with the following three contributions. First, we propose a novel PHP block to aggregate comprehensive spatial and hierarchical information for removing rain streaks of different sizes. Second, we propose a novel network to first remove rain streaks, then recover objects structures/colors, and finally enhance details. Third, to train the network, we prepare a new dataset, and propose a novel loss function to introduce semantic and color regularization for deraining. Extensive experiments demonstrate the superiority of the proposed method over state-of-the-art deraining methods on both synthesized and real-world data, in terms of visual quality, quantitative accuracy, and running speed.
Ke Xu 0010, Xin Tian 0015, Xin Yang 0011, Rynson W. H. Lau
IEEE Trans. Image Process.5
2021 Selective Region-based Photo Color Adjustment for Graphic Designs
abstract
When adding a photo onto a graphic design, professional graphic designers often adjust its colors based on some target colors obtained from the brand or product to make the entire design more memorable to audiences and establish a consistent brand identity. However, adjusting the colors of a photo in the context of a graphic design is a difficult task, with two major challenges: (1) Locality: The color is often adjusted locally to preserve the semantics and atmosphere of the original image; and (2) Naturalness: The modified region needs to be carefully chosen and recolored to obtain a semantically valid and visually natural result. To address these challenges, we propose a learning-based approach to photo color adjustment for graphic designs, which maps an input photo along with the target colors to a recolored result. Our method decomposes the color adjustment process into two successive stages: modifiable region selection and target color propagation. The first stage aims to solve the core, challenging problem of which local image region(s) should be adjusted, which requires not only a common sense of colors appearing in our visual world but also understanding of subtle visual design heuristics. To this end, we capitalize on both natural photos and graphic designs to train a region selection network, which detects the most likely regions to be adjusted to the target colors. The second stage trains a recoloring network to naturally propagate the target colors in the detected regions. Through extensive experiments and a user study, we demonstrate the effectiveness of our selective region-based photo recoloring framework.
Nanxuan Zhao, Quanlong Zheng, Jing Liao 0001, Ying Cao 0001, Hanspeter Pfister, Rynson W. H. Lau
ACM Trans. Graph.6
2021 Automatic Comic Generation with Stylistic Multi-page Layouts and Emotion-driven Text Balloon Generation
abstract
In this article, we propose a fully automatic system for generating comic books from videos without any human intervention. Given an input video along with its subtitles, our approach first extracts informative keyframes by analyzing the subtitles and stylizes keyframes into comic-style images. Then, we propose a novel automatic multi-page layout framework that can allocate the images across multiple pages and synthesize visually interesting layouts based on the rich semantics of the images (e.g., importance and inter-image relation). Finally, as opposed to using the same type of balloon as in previous works, we propose an emotion-aware balloon generation method to create different types of word balloons by analyzing the emotion of subtitles and audio. Our method is able to vary balloon shapes and word sizes in balloons in response to different emotions, leading to more enriched reading experience. Once the balloons are generated, they are placed adjacent to their corresponding speakers via speaker detection. Our results show that our method, without requiring any user inputs, can generate high-quality comic pages with visually rich layouts and balloons. Our user studies also demonstrate that users prefer our generated results over those by state-of-the-art comic generation systems.
Xin Yang 0011, Zongliang Ma, Letian Yu, Ying Cao 0001, Xiaopeng Wei, Qiang Zhang 0008, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.8
2021 Smart Scribbles for Image Matting
abstract
Image matting is an ill-posed problem that usually requires additional user input, such as trimaps or scribbles. Drawing a fine trimap requires a large amount of user effort, while using scribbles can hardly obtain satisfactory alpha mattes for non-professional users. Some recent deep learning–based matting networks rely on large-scale composite datasets for training to improve performance, resulting in the occasional appearance of obvious artifacts when processing natural images. In this article, we explore the intrinsic relationship between user input and alpha mattes and strike a balance between user effort and the quality of alpha mattes. In particular, we propose an interactive framework, referred to as smart scribbles, to guide users to draw few scribbles on the input images to produce high-quality alpha mattes. It first infers the most informative regions of an image for drawing scribbles to indicate different categories (foreground, background, or unknown) and then spreads these scribbles (i.e., the category labels) to the rest of the image via our well-designed two-phase propagation. Both neighboring low-level affinities and high-level semantic features are considered during the propagation process. Our method can be optimized without large-scale matting datasets and exhibits more universality in real situations. Extensive experiments demonstrate that smart scribbles can produce more accurate alpha mattes with reduced additional input, compared to the state-of-the-art matting methods.
Xin Yang 0011, Yu Qiao 0001, Shaozhe Chen, Shengfeng He, Qiang Zhang 0008, Xiaopeng Wei, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.8
2020 Weakly-supervised Salient Instance Detection
Xin Tian 0015, Ke Xu 0010, Xin Yang 0011, Rynson W. H. Lau
BMVC5
2020 ICONATE: Automatic Compound Icon Generation and Ideation
abstract
Compound icons are prevalent on signs, webpages, and infographics, effectively conveying complex and abstract concepts, such as "no smoking" and "health insurance", with simple graphical representations. However, designing such icons requires experience and creativity, in order to efficiently navigate the semantics, space, and style features of icons. In this paper, we aim to automate the process of generating icons given compound concepts, to facilitate rapid compound icon creation and ideation. Informed by ethnographic interviews with professional icon designers, we have developed ICONATE, a novel system that automatically generates compound icons based on textual queries and allows users to explore and customize the generated icons. At the core of ICONATE is a computational pipeline that automatically finds commonly used icons for sub-concepts and arranges them according to inferred conventions. To enable the pipeline, we collected a new dataset, Compicon1k, consisting of 1000 compound icons annotated with semantic labels (i.e., concepts). Through user studies, we have demonstrated that our tool is able to automate or accelerate the compound icon design process for both novices and professionals.
Nanxuan Zhao, Laura Mariah Herman, Hanspeter Pfister, Rynson W. H. Lau, Jose Echevarria, Zoya Bylinskii
CHI5
2020 Learning to Restore Low-Light Images via Decomposition-and-Enhancement
abstract
Low-light images typically suffer from two problems. First, they have low visibility (i.e., small pixel values). Second, noise becomes significant and disrupts the image content, due to low signal-to-noise ratio. Most existing low-light image enhancement methods, however, learn from noise-negligible datasets. They rely on users having good photographic skills in taking images with low noise. Unfortunately, this is not the case for majority of the low-light images. While concurrently enhancing a low-light image and removing its noise is ill-posed, we observe that noise exhibits different levels of contrast in different frequency layers, and it is much easier to detect noise in the low-frequency layer than in the high one. Inspired by this observation, we propose a frequency-based decomposition- and- enhancement model for low-light image enhancement. Based on this model, we present a novel network that first learns to recover image objects in the low-frequency layer and then enhances high-frequency details based on the recovered image objects. In addition, we have prepared a new low-light image dataset with real noise to facilitate learning. Finally, we have conducted extensive experiments to show that the proposed method outperforms state-of-the-art approaches in enhancing practical noisy low-light images.
Ke Xu 0010, Xin Yang 0011, Rynson W. H. Lau
CVPR4
2020 Progressive Mirror Detection
abstract
The mirror detection problem is important as mirrors can affect the performances of many vision tasks. It is a difficult problem as it requires an understanding of global scene semantics. Recently, a method was proposed to detect mirrors by learning multi-level contextual contrasts between inside and outside of mirrors, which helps locate mirror edges implicitly. We observe that the content of a mirror reflects the content of its surrounding, separated by the edge of the mirror. Hence, we propose a model in this paper to progressively learn the content similarity between the inside and outside of the mirror while explicitly detecting the mirror edges. Our work has two main contributions. First, we propose a new relational contextual contrasted local (RCCL) module to extract and compare the mirror features with its corresponding context features, and an edge detection and fusion (EDF) module to learn the features of mirror edges in complex scenes via explicit supervision. Second, we construct a challenging benchmark dataset of 6,461 mirror images. Unlike the existing MSD dataset, which has limited diversity, our dataset covers a variety of scenes and is much larger in scale. Experimental results show that our model outperforms relevant state-of-the-art methods.
Jiaying Lin 0001, Rynson W. H. Lau
CVPR3
2020 Don't Hit Me! Glass Detection in Real-World Scenes
abstract
Glass is very common in our daily life. Existing computer vision systems neglect it and thus may have severe consequences, e.g., a robot may crash into a glass wall. However, sensing the presence of glass is not straightforward. The key challenge is that arbitrary objects/scenes can appear behind the glass, and the content within the glass region is typically similar to those behind it. In this paper, we propose an important problem of detecting glass from a single RGB image. To address this problem, we construct a large-scale glass detection dataset (GDD) and design a glass detection network, called GDNet, which explores abundant contextual cues for robust glass detection with a novel large-field contextual feature integration (LCFI) module. Extensive experiments demonstrate that the proposed method achieves more superior glass detection results on our GDD test set than state-of-the-art methods fine-tuned for glass detection.
Haiyang Mei, Xin Yang 0011, Yang Wang 0106, Shengfeng He, Qiang Zhang 0008, Xiaopeng Wei, Rynson W. H. Lau
CVPR8
2020 Inferring Attention Shift Ranks of Objects for Image Saliency
abstract
Psychology studies and behavioural observation show that humans shift their attention from one location to another when viewing an image of a complex scene. This is due to the limited capacity of the human visual system in simultaneously processing multiple visual inputs. The sequential shifting of attention on objects in a non-task oriented viewing can be seen as a form of saliency ranking. Although there are methods proposed for predicting saliency rank, they are not able to model this human attention shift well, as they are primarily based on ranking saliency values from binary prediction. Following psychological studies, in this paper, we propose to predict the saliency rank by inferring human attention shift. Due to the lack of such data, we first construct a large-scale salient object ranking dataset. The saliency rank of objects is defined by the order that an observer attends to these objects based on attention shift. The final saliency rank is an average across the saliency ranks of multiple observers. We then propose a learning-based CNN to leverage both bottom-up and top-down attention mechanisms to predict the saliency rank. Experimental results show that the proposed network achieves state-of-the-art performances on salient object rank prediction. Code and dataset are available at https://github.com/SirisAvishek/Attention_Shift_Ranks.
Avishek Siris, Jianbo Jiao, Gary K. L. Tam, Xianghua Xie, Rynson W. H. Lau
CVPR5
2020 Guided Collaborative Training for Pixel-Wise Semi-Supervised Learning
Zhanghan Ke, Di Qiu, Kaican Li, Qiong Yan, Rynson W. H. Lau
ECCV (13)5
2020 Tactile Sketch Saliency
abstract
In this paper, we aim to understand the functionality of 2D sketches by predicting how humans would interact with the objects depicted by sketches in real life. Given a 2D sketch, we learn to predict a tactile saliency map for it, which represents where humans would grasp, press, or touch the object depicted by the sketch. We hypothesize that understanding 3D structure and category of the sketched object would help such tactile saliency reasoning. We thus propose to jointly predict the tactile saliency, depth map and semantic category of a sketch in an end-to-end learning-based framework. To train our model, we propose to synthesize training data by leveraging a collection of 3D shapes with 3D tactile saliency information. Experiments show that our model can predict accurate and plausible tactile saliency maps for both synthetic and real sketches. In addition, we also demonstrate that our predicted tactile saliency is beneficial to sketch recognition and sketch-based 3D shape retrieval, and enables us to establish part-based functional correspondences among sketches.
Jianbo Jiao, Ying Cao 0001, Manfred Lau, Rynson W. H. Lau
ACM Multimedia4
2020 Image captioning via semantic element embedding
Xiaodan Zhang 0003, Shengfeng He, Xinhang Song, Rynson W. H. Lau, Jianbin Jiao, Qixiang Ye
Neurocomputing4
2020 Generating Stereoscopic Images With Convergence Control Ability From a Light Field Image Pair
abstract
With the advances in commercial light field cameras, light field image processing has attracted considerable attention from researchers. In this paper, we propose a novel method for generating stereoscopic images from a light field image pair with flexible control over the convergence of the virtual stereo cameras. We have developed a light field image-capturing prototype that consists of two horizontally arranged light field cameras (i.e., with their optical axes being parallel to each other). When using our proposed device for image/video capture, stereo photographers can concentrate on how to capture the desired visual experience without being frequently disturbed by having to manipulate the stereo camera parameters, i.e., the convergence angle of a stereo camera. During postprocessing, our method estimates accurate disparity maps for the light field image pair and then generates the target stereoscopic images that satisfy the desired stereo camera convergence requirements by adopting a novel view synthesis method for light field images. We have conducted extensive experiments to demonstrate the effectiveness of our proposed method.
Tao Yan 0001, Yiming Mao 0004, Wenxi Liu, Xiaohua Qian, Rynson W. H. Lau
IEEE Trans. Circuits Syst. Video Technol.6
2020 FormNet: Formatted Learning for Image Restoration
abstract
In this paper, we propose a deep CNN to tackle the image restoration problem by learning formatted information. Previous deep learning based methods directly learn the mapping from corrupted images to clean images, and may suffer from the gradient exploding/vanishing problems of deep neural networks. We propose to address the image restoration problem by learning the structured details and recovering the latent clean image together, from the shared information between the corrupted image and the latent image. In addition, instead of learning the pure difference (corruption), we propose to add a residual formatting layer and an adversarial block to format the information to structured one, which allows the network to converge faster and boosts the performance. Furthermore, we propose a cross-level loss net to ensure both pixel-level accuracy and semantic-level visual quality. Evaluations on public datasets show that the proposed method performs favorably against existing approaches quantitatively and qualitatively.
Jianbo Jiao, Wei-Chih Tu, Ding Liu 0001, Shengfeng He, Rynson W. H. Lau, Thomas S. Huang
IEEE Trans. Image Process.5
2020 Stereoscopic Image Generation From Light Field With Disparity Scaling and Super-Resolution
abstract
In this paper, we propose a novel method to generate stereoscopic images from light-field images with the intended depth range and simultaneously perform image super-resolution. Subject to the small baseline of neighboring subaperture views and low spatial resolution of light-field images captured using compact commercial light-field cameras, the disparity range of any two subaperture views is usually very small. We propose a method to control the disparity range of the target stereoscopic images with linear or nonlinear disparity scaling and properly resolve the disocclusion problem with the aid of a smooth energy term previously used for texture synthesis. The left and right views of the target stereoscopic image are simultaneously generated by a unified optimization framework, which preserves content coherence between the left and right views by a coherence energy term. The disparity range of the target stereoscopic image can be larger than that of the input light field image. This benefits many light field image-based applications, e.g., displaying light field images on various stereo display devices and generating stereoscopic panoramic images from a light field image montage. An extensive experimental evaluation demonstrates the effectiveness of our method.
Tao Yan 0001, Jianbo Jiao, Wenxi Liu, Rynson W. H. Lau
IEEE Trans. Image Process.4
2019 Geometry-Aware Distillation for Indoor Semantic Segmentation
abstract
It has been shown that jointly reasoning the 2D appearance and 3D information from RGB-D domains is beneficial to indoor scene semantic segmentation. However, most existing approaches require accurate depth map as input to segment the scene which severely limits their applications. In this paper, we propose to jointly infer the semantic and depth information by distilling geometry-aware embedding to eliminate such strong constraint while still exploiting the helpful depth domain information. In addition, we use this learned embedding to improve the quality of semantic segmentation, through a proposed geometry-aware propagation framework followed by several multi-level skip feature fusion blocks. By decoupling the single task prediction network into two joint tasks of semantic segmentation and geometry embedding learning, together with the proposed information propagation and feature fusion architecture, our method is shown to perform favorably against state-of-the-art methods for semantic segmentation on publicly available challenging indoor datasets.
Jianbo Jiao, Yunchao Wei, Zequn Jie, Humphrey Shi, Rynson W. H. Lau, Thomas S. Huang
CVPR5
2019 Tell Me Where I Am: Object-Level Scene Context Prediction
abstract
Contextual information has been shown to be effective in helping solve various image understanding tasks. Previous works have focused on the extraction of contextual information from an image and use it to infer the properties of some object(s) in the image. In this paper, we consider an inverse problem of how to hallucinate missing contextual information from the properties of a few standalone objects. We refer to it as scene context prediction. This problem is difficult as it requires an extensive knowledge of complex and diverse relationships among different objects in natural scenes. We propose a convolutional neural network, which takes as input the properties (i.e., category, shape, and position) of a few standalone objects to predict an object-level scene layout that compactly encodes the semantics and structure of the scene context where the given objects are. Our quantitative experiments and user studies show that our model can generate more plausible scene context than the baseline approach. We demonstrate that our model allows for the synthesis of realistic scene images from just partial scene layouts and internally learns useful features for scene recognition.
Xiaotian Qiao, Quanlong Zheng, Ying Cao 0001, Rynson W. H. Lau
CVPR4
2019 Spatial Attentive Single-Image Deraining With a High Quality Real Rain Dataset
abstract
Removing rain streaks from a single image has been drawing considerable attention as rain streaks can severely degrade the image quality and affect the performance of existing outdoor vision tasks. While recent CNN-based derainers have reported promising performances, deraining remains an open problem for two reasons. First, existing synthesized rain datasets have only limited realism, in terms of modeling real rain characteristics such as rain shape, direction and intensity. Second, there are no public benchmarks for quantitative comparisons on real rain images, which makes the current evaluation less objective. The core challenge is that real world rain/clean image pairs cannot be captured at the same time. In this paper, we address the single image rain removal problem in two ways. First, we propose a semi-automatic method that incorporates temporal priors and human supervision to generate a high-quality clean image from each input sequence of real rain images. Using this method, we construct a large-scale dataset of ∼29.5K rain/rain-free image pairs that covers a wide range of natural rain scenes. Second, to better cover the stochastic distribution of real rain streaks, we propose a novel SPatial Attentive Network (SPANet) to remove rain streaks in a local-to-global manner. Extensive experiments demonstrate that our network performs favorably against the state-of-the-art deraining methods.
Tianyu Wang 0003, Xin Yang 0011, Ke Xu 0010, Shaozhe Chen, Qiang Zhang 0008, Rynson W. H. Lau
CVPR6
2019 Distraction-Aware Shadow Detection
abstract
Shadow detection is an important and challenging task for scene understanding. Despite promising results from recent deep learning based methods. Existing works still struggle with ambiguous cases where the visual appearances of shadow and non-shadow regions are similar (referred to as distraction in our context). In this paper, we propose a Distraction-aware Shadow Detection Network (DSDNet) by explicitly learning and integrating the semantics of visual distraction regions in an end-to-end framework. At the core of our framework is a novel standalone, differentiable Distraction-aware Shadow (DS) module, which allows us to learn distraction-aware, discriminative features for robust shadow detection, by explicitly predicting false positives and false negatives. We conduct extensive experiments on three public shadow detection datasets, SBU, UCF and ISTD, to evaluate our method. Experimental results demonstrate that our model can boost shadow detection performance, by effectively suppressing the detection of false positives and false negatives, achieving state-of-the-art results.
Quanlong Zheng, Xiaotian Qiao, Ying Cao 0001, Rynson W. H. Lau
CVPR4
2019 Dual Student: Breaking the Limits of the Teacher in Semi-Supervised Learning
abstract
Recently, consistency-based methods have achieved state-of-the-art results in semi-supervised learning (SSL). These methods always involve two roles, an explicit or implicit teacher model and a student model, and penalize predictions under different perturbations by a consistency constraint. However, the weights of these two roles are tightly coupled since the teacher is essentially an exponential moving average (EMA) of the student. In this work, we show that the coupled EMA teacher causes a performance bottleneck. To address this problem, we introduce Dual Student, which replaces the teacher with another student. We also define a novel concept, stable sample, following which a stabilization constraint is designed for our structure to be trainable. Further, we discuss two variants of our method, which produce even higher performance. Extensive experiments show that our method improves the classification performance significantly on several main SSL benchmarks. Specifically, it reduces the error rate of the 13-layer CNN from 16.84% to 12.39% on CIFAR-10 with 1k labels and from 34.10% to 31.56% on CIFAR-100 with 10k labels. In addition, our method also achieves a clear improvement in domain adaptation.
Zhanghan Ke, Daoye Wang, Qiong Yan, Jimmy S. J. Ren, Rynson W. H. Lau
ICCV5
2019 Where Is My Mirror?
Xin Yang 0011, Haiyang Mei, Ke Xu 0010, Xiaopeng Wei, Rynson W. H. Lau
ICCV6
2019 ButtonTips: Design Web Buttons with Suggestions
abstract
Buttons are fundamental in web design. An effective button is important for higher click-through and conversion rates. However, designing effective buttons can be challenging for novices. This paper presents a novel interactive method to aid the button design process by making design suggestions. Our method proceeds in three steps: 1) button presence prediction, 2) button layout suggestion and 3) button color selection. We investigate two distinct but complementary interfaces for button design suggestion: 1) region selection interface, where the button will appear in a user-specific region; 2) element selection interface, where the button will be associated with a user-selected element. We compare our method with an existing website building tool, and show that for novice designers, both interfaces require significantly less manual efforts, and produce significantly better button design, as evaluated by professional web designers.
Ying Cao 0001, Rynson W. H. Lau, Antoni B. Chan
ICME3
2019 Deformable Object Tracking With Gated Fusion
abstract
The tracking-by-detection framework receives growing attention through the integration with the convolutional neural networks (CNNs). Existing tracking-by-detection-based methods, however, fail to track objects with severe appearance variations. This is because the traditional convolutional operation is performed on fixed grids, and thus may not be able to find the correct response while the object is changing pose or under varying environmental conditions. In this paper, we propose a deformable convolution layer to enrich the target appearance representations in the tracking-by-detection framework. We aim to capture the target appearance variations via deformable convolution, which adaptively enhances its original features. In addition, we also propose a gated fusion scheme to control how the variations captured by the deformable convolution affect the original appearance. The enriched feature representation through deformable convolution facilitates the discrimination of the CNN classifier on the target object and background. The extensive experiments on the standard benchmarks show that the proposed tracker performs favorably against the state-of-the-art methods.
Wenxi Liu, Yibing Song, Dengsheng Chen, Shengfeng He, Yuanlong Yu 0001, Tao Yan 0001, Gerhard P. Hancke 0002, Rynson W. H. Lau
IEEE Trans. Image Process.8
2019 Content-aware generative modeling of graphic design layouts
abstract
Layout is fundamental to graphic designs. For visual attractiveness and efficient communication of messages and ideas, graphic design layouts often have great variation, driven by the contents to be presented. In this paper, we study the problem of content-aware graphic design layout generation. We propose a deep generative model for graphic design layouts that is able to synthesize layout designs based on the visual and textual semantics of user inputs. Unlike previous approaches that are oblivious to the input contents and rely on heuristic criteria, our model captures the effect of visual and textual contents on layouts, and implicitly learns complex layout structure variations from data without the use of any heuristic rules. To train our model, we build a large-scale magazine layout dataset with fine-grained layout annotations and keyword labeling. Experimental results show that our model can synthesize high-quality layouts based on the visual semantics of input images and keyword-based summary of input text. We also demonstrate that our model internally learns powerful features that capture the subtle interaction between contents and layouts, which are useful for layout-aware design retrieval.
Xinru Zheng, Xiaotian Qiao, Ying Cao 0001, Rynson W. H. Lau
ACM Trans. Graph.4
2018 VITAL: VIsual Tracking via Adversarial Learning
abstract
The tracking-by-detection framework consists of two stages, i.e., drawing samples around the target object in the first stage and classifying each sample as the target object or as background in the second stage. The performance of existing trackers using deep classification networks is limited by two aspects. First, the positive samples in each frame are highly spatially overlapped, and they fail to capture rich appearance variations. Second, there exists extreme class imbalance between positive and negative samples. This paper presents the VITAL algorithm to address these two problems via adversarial learning. To augment positive samples, we use a generative network to randomly generate masks, which are applied to adaptively dropout input features to capture a variety of appearance changes. With the use of adversarial learning, our network identifies the mask that maintains the most robust features of the target objects over a long temporal span. In addition, to handle the issue of class imbalance, we propose a high-order cost sensitive loss to decrease the effect of easy negative samples to facilitate training the classification network. Extensive experiments on benchmark datasets demonstrate that the proposed tracker performs favorably against state-of-the-art approaches.
Yibing Song, Chao Ma 0004, Xiaohe Wu, Lijun Gong, Linchao Bao, Wangmeng Zuo, Chunhua Shen, Rynson W. H. Lau, Ming-Hsuan Yang 0001
CVPR8
2018 Image Correction via Deep Reciprocating HDR Transformation
abstract
Image correction aims to adjust an input image into a visually pleasing one. Existing approaches are proposed mainly from the perspective of image pixel manipulation. They are not effective to recover the details in the under/over exposed regions. In this paper, we revisit the image formation procedure and notice that the missing details in these regions exist in the corresponding high dynamic range (HDR) data. These details are well perceived by the human eyes but diminished in the low dynamic range (LDR) domain because of the tone mapping process. Therefore, we formulate the image correction task as an HDR transformation process and propose a novel approach called Deep Reciprocating HDR Transformation (DRHT). Given an input LDR image, we first reconstruct the missing details in the HDR domain. We then perform tone mapping on the predicted HDR data to generate the output LDR image with the recovered details. To this end, we propose a united framework consisting of two CNNs for HDR reconstruction and tone mapping. They are integrated end-to-end for joint training and prediction. Experiments on the standard benchmarks demonstrate that the proposed method performs favorably against state-of-the-art image correction methods.
Xin Yang 0011, Ke Xu 0010, Yibing Song, Qiang Zhang 0008, Xiaopeng Wei, Rynson W. H. Lau
CVPR6
2018 Dynamic Scene Deblurring Using Spatially Variant Recurrent Neural Networks
abstract
Due to the spatially variant blur caused by camera shake and object motions under different scene depths, deblurring images captured from dynamic scenes is challenging. Although recent works based on deep neural networks have shown great progress on this problem, their models are usually large and computationally expensive. In this paper, we propose a novel spatially variant neural network to address the problem. The proposed network is composed of three deep convolutional neural networks (CNNs) and a recurrent neural network (RNN). RNN is used as a deconvolution operator performed on feature maps extracted from the input image by one of the CNNs. Another CNN is used to learn the weights for the RNN at every location. As a result, the RNN is spatially variant and could implicitly model the deblurring process with spatially variant kernels. The third CNN is used to reconstruct the final deblurred feature maps into restored image. The whole network is end-to-end trainable. Our analysis shows that the proposed network has a large receptive field even with a small model size. Quantitative and qualitative evaluations on public datasets demonstrate that the proposed method performs favorably against state-of-the-art algorithms in terms of accuracy, speed, and model size.
Jiawei Zhang 0002, Jinshan Pan, Jimmy S. J. Ren, Yibing Song, Linchao Bao, Rynson W. H. Lau, Ming-Hsuan Yang 0001
CVPR6
2018 Look Deeper into Depth: Monocular Depth Estimation with Semantic Booster and Attention-Driven Loss
Jianbo Jiao, Ying Cao 0001, Yibing Song, Rynson W. H. Lau
ECCV (15)4
2018 Task-Driven Webpage Saliency
Quanlong Zheng, Jianbo Jiao, Ying Cao 0001, Rynson W. H. Lau
ECCV (14)4
2018 Active Matting
abstract
Image matting is an ill-posed problem. It requires a user input trimap or some strokes to obtain an alpha matte of the foreground object. A fine user input is essential to obtain a good result, which is either time consuming or suitable for experienced users who know where to place the strokes. In this paper, we explore the intrinsic relationship between the user input and the matting algorithm to address the problem of where and when the user should provide the input. Our aim is to discover the most informative sequence of regions for user input in order to produce a good alpha matte with minimum labeling efforts. To this end, we propose an active matting method with recurrent reinforcement learning. The proposed framework involves human in the loop by sequentially detecting informative regions for trivial human judgement. Comparing to traditional matting algorithms, the proposed framework requires much less efforts, and can produce satisfactory results with just 10 regions. Through extensive experiments, we show that the proposed model reduces user efforts significantly and achieves comparable performance to dense trimaps in a user-friendly manner. We further show that the learned informative knowledge can be generalized across different matting algorithms.
Xin Yang 0011, Ke Xu 0010, Shaozhe Chen, Shengfeng He, Rynson W. H. Lau
NeurIPS6
2018 Modeling Fonts in Context: Font Prediction on Web Designs
abstract
Abstract Web designers often carefully select fonts to fit the context of a web design to make the design look aesthetically pleasing and effective in communication. However, selecting proper fonts for a web design is a tedious and time‐consuming task, as each font has many properties, such as font face, color, and size, resulting in a very large search space. In this paper, we aim to model fonts in context, by studying a novel and challenging problem of predicting fonts that match a given web design. To this end, we propose a novel, multi‐task deep neural network to jointly predict font face, color and size for each text element on a web design, by considering multi‐scale visual features and semantic tags of the web design. To train our model, we have collected a CTXFont dataset, which consists of 1k professional web designs, with labeled font properties. Experiments show that our model outperforms the baseline methods, achieving promising qualitative and quantitative results on the font selection task. We also demonstrate the usefulness of our method in a font selection task via a user study.
Nanxuan Zhao, Ying Cao 0001, Rynson W. H. Lau
Comput. Graph. Forum3
2018 Video Decolorization Using Visual Proximity Coherence Optimization
abstract
Video decolorization is to filter out the color information while preserving the perceivable content in the video as much and correct as possible. Existing methods mainly apply image decolorization strategies on videos, which may be slow and produce incoherent results. In this paper, we propose a video decolorization framework that considers frame coherence and saves decolorization time by referring to the decolorized frames. It has three main contributions. First, we define decolorization proximity to measure the similarity of adjacent frames. Second, we propose three decolorization strategies for frames with low, medium, and high proximities, to preserve the quality of these three types of frames. Third, we propose a novel decolorization Gaussian mixture model to classify the frames and assign appropriate decolorization strategies to them based on their decolorization proximity. To evaluate our results, we measure them from three aspects: 1) qualitative; 2) quantitative; and 3) user study. We apply color contrast preserving ratio and C2G-SSIM to evaluate the quality of single frame decolorization. We propose a novel temporal coherence degree metric to evaluate the temporal coherence of the decolorized video. Compared with current methods, the proposed approach shows all around better performance in time efficiency, temporal coherence, and quality preservation.
Yizhang Tao, Yiyi Shen, Bin Sheng 0001, Ping Li 0016, Rynson W. H. Lau
IEEE Trans. Cybern.5
2018 Egocentric Temporal Action Proposals
abstract
We present an approach to localize generic actions in egocentric videos, called temporal action proposals (TAPs), for accelerating the action recognition step. An egocentric TAP refers to a sequence of frames that may contain a generic action performed by the wearer of a head-mounted camera, e.g., taking a knife, spreading jam, pouring milk, or cutting carrots. Inspired by object proposals, this paper aims at generating a small number of TAPs, thereby replacing the popular sliding window strategy, for localizing all action events in the input video. To this end, we first propose to temporally segment the input video into action atoms, which are the smallest units that may contain an action. We then apply a hierarchical clustering algorithm with several egocentric cues to generate TAPs. Finally, we propose two actionness networks to score the likelihood of each TAP containing an action. The top ranked candidates are returned as output TAPs. Experimental results show that the proposed TAP detection framework performs significantly better than relevant approaches for egocentric action detection.
Shao Huang, Weiqiang Wang 0001, Shengfeng He, Rynson W. H. Lau
IEEE Trans. Image Process.4
2018 L0-Regularized Image Downscaling
abstract
In this paper, we propose a novel -regularized optimization framework for image downscaling. The optimization is driven by two -regularized priors. The first prior, gradient-ratio prior, is based on the observation that the number of edges in the downscaled image is approximately inverse square proportional to the downscaling factor. By introducing norm sparsity to the gradient ratio, the downscaled image is able to preserve the most salient edges as well as the visual perception of the original image. The second prior, downsampling prior, is to constrain the downsampling matrix so that pixels of the downscaled image are estimated according to those optimal neighboring pixels. Extensive experiments on the Urban100 and BSDS500 data sets show that the proposed algorithm achieves superior performance over the state-of-the-arts, in terms of both quality and robustness.
Junjie Liu 0003, Shengfeng He, Rynson W. H. Lau
IEEE Trans. Image Process.3
2018 What characterizes personalities of graphic designs?
abstract
Graphic designers often manipulate the overall look and feel of their designs to convey certain personalities (e.g., cute, mysterious and romantic) to impress potential audiences and achieve business goals. However, understanding the factors that determine the personality of a design is challenging, as a graphic design is often a result of thousands of decisions on numerous factors, such as font, color, image, and layout. In this paper, we aim to answer the question of what characterizes the personality of a graphic design. To this end, we propose a deep learning framework for exploring the effects of various design factors on the perceived personalities of graphic designs. Our framework learns a convolutional neural network (called personality scoring network ) to estimate the personality scores of graphic designs by ranking the crawled web data. Our personality scoring network automatically learns a visual representation that captures the semantics necessary to predict graphic design personality. With our personality scoring network, we systematically and quantitatively investigate how various design factors (e.g., color, font, and layout) affect design personality across different scales (from pixels, regions to elements). We also demonstrate a number of practical application scenarios of our network, including element-level design suggestion and example-based personality transfer.
Nanxuan Zhao, Ying Cao 0001, Rynson W. H. Lau
ACM Trans. Graph.3
2018 Egocentric Hand Detection Via Dynamic Region Growing
abstract
Egocentric videos, which mainly record the activities carried out by the users of wearable cameras, have drawn much research attention in recent years. Due to its lengthy content, a large number of ego-related applications have been developed to abstract the captured videos. As the users are accustomed to interacting with the target objects using their own hands, while their hands usually appear within their visual fields during the interaction, an egocentric hand detection step is involved in tasks like gesture recognition, action recognition, and social interaction understanding. In this work, we propose a dynamic region-growing approach for hand region detection in egocentric videos, by jointly considering hand-related motion and egocentric cues. We first determine seed regions that most likely belong to the hand, by analyzing the motion patterns across successive frames. The hand regions can then be located by extending from the seed regions, according to the scores computed for the adjacent superpixels. These scores are derived from four egocentric cues: contrast, location, position consistency, and appearance continuity. We discuss how to apply the proposed method in real-life scenarios, where multiple hands irregularly appear and disappear from the videos. Experimental results on public datasets show that the proposed method achieves superior performance compared with the state-of-the-art methods, especially in complicated scenarios.
Shao Huang, Weiqiang Wang 0001, Shengfeng He, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.4
2018 Efficient image super-resolution integration
Ke Xu 0010, Xin Wang 0118, Xin Yang 0011, Shengfeng He, Qiang Zhang 0008, Xiaopeng Wei, Rynson W. H. Lau
Vis. Comput.8
2017 DeshadowNet: A Multi-context Embedding Deep Network for Shadow Removal
abstract
Shadow removal is a challenging task as it requires the detection/annotation of shadows as well as semantic understanding of the scene. In this paper, we propose an automatic and end-to-end deep neural network (DeshadowNet) to tackle these problems in a unified manner. DeshadowNet is designed with a multi-context architecture, where the output shadow matte is predicted by embedding information from three different perspectives. The first global network extracts shadow features from a global view. Two levels of features are derived from the global network and transferred to two parallel networks. While one extracts the appearance of the input image, the other one involves semantic understanding for final prediction. These two complementary networks generate multi-context features to obtain the shadow matte with fine local details. To evaluate the performance of the proposed method, we construct the first large scale benchmark with 3088 image pairs. Extensive experiments on two publicly available benchmarks and our large-scale benchmark show that the proposed method performs favorably against several state-of-the-art methods.
Liangqiong Qu, Jiandong Tian, Shengfeng He, Yandong Tang, Rynson W. H. Lau
CVPR5
2017 Learning Fully Convolutional Networks for Iterative Non-blind Deconvolution
abstract
In this paper, we propose a fully convolutional network for iterative non-blind deconvolution. We decompose the non-blind deconvolution problem into image denoising and image deconvolution. We train a FCNN to remove noise in the gradient domain and use the learned gradients to guide the image deconvolution step. In contrast to the existing deep neural network based methods, we iteratively deconvolve the blurred images in a multi-stage framework. The proposed method is able to learn an adaptive image prior, which keeps both local (details) and global (structures) information. Both quantitative and qualitative evaluations on the benchmark datasets demonstrate that the proposed method performs favorably against state-of-the-art algorithms in terms of quality and speed.
Jiawei Zhang 0002, Jinshan Pan, Wei-Sheng Lai, Rynson W. H. Lau, Ming-Hsuan Yang 0001
CVPR4
2017 Delving into Salient Object Subitizing and Detection
abstract
Subitizing (i.e., instant judgement on the number) and detection of salient objects are human inborn abilities. These two tasks influence each other in the human visual system. In this paper, we delve into the complementarity of these two tasks. We propose a multi-task deep neural network with weight prediction for salient object detection, where the parameters of an adaptive weight layer are dynamically determined by an auxiliary subitizing network. The numerical representation of salient objects is therefore embedded into the spatial representation. The proposed joint network can be trained end-to-end using backpropagation. Experiments show the proposed multi-task network outperforms existing multi-task architectures, and the auxiliary subitizing network provides strong guidance to salient object detection by reducing false positives and producing coherent saliency maps. Moreover, the proposed method is an unconstrained method able to handle images with/without salient objects. Finally, we show state-of-the-art performance on different salient object datasets.
Shengfeng He, Jianbo Jiao, Xiaodan Zhang 0003, Guoqiang Han 0002, Rynson W. H. Lau
ICCV5
2017 CREST: Convolutional Residual Learning for Visual Tracking
abstract
Discriminative correlation filters (DCFs) have been shown to perform superiorly in visual tracking. They only need a small set of training samples from the initial frame to generate an appearance model. However, existing DCFs learn the filters separately from feature extraction, and update these filters using a moving average operation with an empirical weight. These DCF trackers hardly benefit from the end-to-end training. In this paper, we propose the CREST algorithm to reformulate DCFs as a one-layer convolutional neural network. Our method integrates feature extraction, response map generation as well as model update into the neural networks for an end-to-end training. To reduce model degradation during online update, we apply residual learning to take appearance changes into account. Extensive experiments on the benchmark datasets demonstrate that our CREST tracker performs favorably against state-of-the-art trackers.
Yibing Song, Chao Ma 0004, Lijun Gong, Jiawei Zhang 0002, Rynson W. H. Lau, Ming-Hsuan Yang 0001
ICCV5
2017 Keyword-driven image captioning via Context-dependent Bilateral LSTM
abstract
Image captioning has recently received much attention. Existing approaches, however, are limited to describing images with simple contextual information, which typically generate one sentence to describe each image with only a single contextual emphasis. In this paper, we address this limitation from a user perspective with a novel approach. Given some keywords as additional inputs, the proposed method would generate various descriptions according to the provided guidance. Hence, descriptions with different focuses can be generated for the same image. Our method is based on a new Context-dependent Bilateral Long Short-Term Memory (CDB-LSTM) model to predict a keyword-driven sentence by considering the word dependence. The word dependence is explored externally with a bilateral pipeline, and internally with a unified and joint training process. Experiments on the MS COCO dataset demonstrate that the proposed approach not only significantly outperforms the baseline method but also shows good adaptation and consistency with various keywords.
Xiaodan Zhang 0003, Shengfeng He, Xinhang Song, Pengxu Wei, Shuqiang Jiang, Qixiang Ye, Jianbin Jiao, Rynson W. H. Lau
ICME8
2017 Joint Image Denoising and Disparity Estimation via Stereo Structure PCA and Noise-Tolerant Cost
Jianbo Jiao, Qingxiong Yang, Shengfeng He, Shuhang Gu, Lei Zhang 0006, Rynson W. H. Lau
Int. J. Comput. Vis.6
2017 Robust Object Tracking via Locality Sensitive Histograms
abstract
This paper presents a novel locality sensitive histogram (LSH) algorithm for visual tracking. Unlike the conventional image histogram that counts the frequency of occurrence of each intensity value by adding ones to the corresponding bin, an LSH is computed at each pixel location, and a floating-point value is added to the corresponding bin for each occurrence of an intensity value. The floating-point value exponentially reduces with respect to the distance to the pixel location where the histogram is computed. An efficient algorithm is proposed that enables the LSHs to be computed in time linear in the image size and the number of bins. In addition, this efficient algorithm can be extended to exploit color images. A robust tracking framework based on the LSHs is proposed, which consists of two main components: a new feature for tracking that is robust to illumination change and a novel multiregion tracking algorithm that runs in real time even with hundreds of regions. Extensive experiments demonstrate that the proposed tracking framework outperforms the state-of-the-art methods in challenging scenarios, especially when the illumination changes dramatically. Evaluation using the latest benchmark shows that our algorithm is the top performer.
Shengfeng He, Rynson W. H. Lau, Qingxiong Yang, Jiang Wang 0015, Ming-Hsuan Yang 0001
IEEE Trans. Circuits Syst. Video Technol.2
2017 Stereo Object Proposals
abstract
Object proposal detection is an effective way of accelerating object recognition. Existing proposal methods are mostly based on detecting object boundaries, which may not be effective for cluttered backgrounds. In this paper, we leverage stereopsis as a robust and effective solution for generating object proposals. We first obtain a set of candidate bounding boxes through adaptive transformation, which fits the bounding boxes tightly to object boundaries detected by rough depth and color information. A two-level hierarchy composed of proposal and cluster levels is then constructed to estimate object locations in an efficient and accurate manner. Three stereo-based cues "exactness," "focus," and "distribution" are proposed for objectness estimation. Two-level hierarchical ranking is proposed to accurately obtain ranked object proposals. A stereo data set with 400 labeled stereo image pairs is constructed to evaluate the performance of the proposed method in both indoor and outdoor scenes. Extensive experimental evaluations show that the proposed stereo-based approach achieves a better performance than the state of the arts with either a small or a large number of object proposals. As stereopsis can be a complement to the color information, the proposed method can be integrated with existing proposal methods to obtain superior results.
Shao Huang, Weiqiang Wang 0001, Shengfeng He, Rynson W. H. Lau
IEEE Trans. Image Process.4
2017 Temporal Coherence-Based Deblurring Using Non-Uniform Motion Optimization
abstract
Non-uniform motion blur due to object movement or camera jitter is a common phenomenon in videos. However, the state-of-the-art video deblurring methods used to deal with this problem can introduce artifacts, and may sometimes fail to handle motion blur due to the movements of the object or the camera. In this paper, we propose a non-uniform motion model to deblur video frames. The proposed method is based on superpixel matching in the video sequence to reconstruct sharp frames from blurry ones. To identify a suitable sharp superpixel to replace a blurry one, we enrich the search space with a non-uniform motion blur kernel, and use a generalized PatchMatch algorithm to handle rotation, scale, and blur differences in the matching step. Instead of using pixel-based or regular patch-based representation, we adopt a superpixel-based representation, and use color and motion to gather similar pixels. Our non-uniform motion blur kernels are estimated from the motion field of these superpixels, and our spatially varying motion model considers spatial and temporal coherence to find sharp superpixels. Experimental results showed that the proposed method can reconstruct sharp video frames from blurred frames caused by complex object and camera movements, and performs better than the state-of-the-art methods.
Congbin Qiao, Rynson W. H. Lau, Bin Sheng 0001, Benxuan Zhang, Enhua Wu
IEEE Trans. Image Process.2
2017 Dynamic Manga: Animating Still Manga via Camera Movement
abstract
We propose a method for animating still manga imagery through camera movements. Given a series of existing manga pages, we start by automatically extracting panels, comic characters, and balloons from the manga pages. Then, we use a data-driven graphical model to infer per-panel motion and emotion states from low-level visual patterns. Finally, by combining domain knowledge of film production and characteristics of manga, we simulate camera movements over the manga pages, yielding an animation. The results augment the still manga contents with animated motion that reveals the mood and tension of the story, while maintaining the original narrative. We have tested our method on manga series of different genres, and demonstrated that our method can generate animations that are more effective in storytelling and pacing, with less human efforts, as compared with prior works. We also show two applications of our method, mobile comic reading, and comic trailer generation.
Ying Cao 0001, Xufang Pang, Antoni B. Chan, Rynson W. H. Lau
IEEE Trans. Multim.4
2016 Exemplar-Driven Top-Down Saliency Detection via Deep Association
abstract
Top-down saliency detection is a knowledge-driven search task. While some previous methods aim to learn this "knowledge" from category-specific data, others transfer existing annotations in a large dataset through appearance matching. In contrast, we propose in this paper a locateby-exemplar strategy. This approach is challenging, as we only use a few exemplars (up to 4) and the appearances among the query object and the exemplars can be very different. To address it, we design a two-stage deep model to learn the intra-class association between the exemplars and query objects. The first stage is for learning object-to-object association, and the second stage is to learn background discrimination. Extensive experimental evaluations show that the proposed method outperforms different baselines and the category-specific models. In addition, we explore the influence of exemplar properties, in terms of exemplar number and quality. Furthermore, we show that the learned model is a universal model and offers great generalization to unseen objects.
Shengfeng He, Rynson W. H. Lau
CVPR2
2016 Robust individual and holistic features for crowd scene classification
Wenxi Liu, Rynson W. H. Lau, Dinesh Manocha
Pattern Recognit.2
2016 Fast Weighted Histograms for Bilateral Filtering and Nearest Neighbor Searching
abstract
The locality sensitive histogram (LSH) injects spatial information into the local histogram in an efficient manner, and has been demonstrated to be very effective for visual tracking. In this paper, we explore the application of this efficient histogram in two important problems. We first extend the LSH to linear time bilateral filtering, and then propose a new type of histogram for efficiently computing edge-preserving nearest neighbor fields (NNFs). While the existing histogram-based bilateral filtering methods are the state of the art for efficient grayscale image processing, they are limited to box spatial filter kernels only. In our first application, we address this limitation by expressing the bilateral filter as a simple ratio of linear functions of the LSH, which is able to extend the box spatial kernel to an exponential kernel. The computational complexity of the proposed bilateral filter is linear in the number of image pixels. In our second application, we derive a new bilateral weighted histogram (BWH) for NNF. The new histogram maintains the efficiency of LSH, which allows approximate NNF to be computed independent of patch size. In addition, BWH takes both spatial and color information into account, and thus provides higher accuracy for histogram-based matching, especially around color edges.
Shengfeng He, Qingxiong Yang, Rynson W. H. Lau, Ming-Hsuan Yang 0001
IEEE Trans. Circuits Syst. Video Technol.3
2016 Exemplar-AMMs: Recognizing Crowd Movements From Pedestrian Trajectories
abstract
In this paper, we present a novel method to recognize the types of crowd movement from crowd trajectories using agent-based motion models (AMMs). Our idea is to apply a number of AMMs, referred to as exemplar-AMMs, to describe the crowd movement. Specifically, we propose an optimization framework that filters out the unknown noise in the crowd trajectories and measures their similarity to the exemplar-AMMs to produce a crowd motion feature. We then address our real-world crowd movement recognition problem as a multilabel classification problem. Our experiments show that the proposed feature outperforms the state-of-the-art methods in recognizing both simulated and real-world crowd movements from their trajectories. Finally, we have created a synthetic dataset, SynCrowd, which contains two-dimensional (2D) crowd trajectories in various scenarios, generated by various crowd simulators. This dataset can serve as a training set or benchmark for crowd analysis work.
Wenxi Liu, Rynson W. H. Lau, Xiaogang Wang 0001, Dinesh Manocha
IEEE Trans. Multim.2
2016 Directing user attention via visual flow on web designs
abstract
We present a novel approach that allows web designers to easily direct user attention via visual flow on web designs. By collecting and analyzing users' eye gaze data on real-world webpages under the task-driven condition, we build two user attention models that characterize user attention patterns between a pair of page components. These models enable a novel web design interaction for designers to easily create a visual flow to guide users' eyes (i.e., direct user attention along a given path) through a web design with minimal effort. In particular, given an existing web design as well as a designer-specified path over a subset of page components, our approach automatically optimizes the web design so that the resulting design can direct users' attention to move along the input path. We have tested our approach on various web designs of different categories. Results show that our approach can effectively guide user attention through the web design according to the designer's high-level specification.
Xufang Pang, Ying Cao 0001, Rynson W. H. Lau, Antoni B. Chan
ACM Trans. Graph.3
2015 Oriented Object Proposals
abstract
In this paper, we propose a new approach to generate oriented object proposals (OOPs) to reduce the detection error caused by various orientations of the object. To this end, we propose to efficiently locate object regions according to pixelwise object probability, rather than measuring the objectness from a set of sampled windows. We formulate the proposal generation problem as a generative probabilistic model such that object proposals of different shapes (i.e., sizes and orientations) can be produced by locating the local maximum likelihoods. The new approach has three main advantages. First, it helps the object detector handle objects of different orientations. Second, as the shapes of the proposals may vary to fit the objects, the resulting proposals are tighter than the sampling windows with fixed sizes. Third, it avoids massive window sampling, and thereby reducing the number of proposals while maintaining a high recall. Experiments on the PASCAL VOC 2007 dataset show that the proposed OOP outperforms the state-of-the-art fast methods. Further experiments show that the rotation invariant property helps a class-specific object detector achieve better performance than the state-of-the-art proposal generation methods in either object rotation scenarios or general scenarios. Generating OOPs is very fast and takes only 0.5s per image.
Shengfeng He, Rynson W. H. Lau
ICCV2
2015 SuperCNN: A Superpixelwise Convolutional Neural Network for Salient Object Detection
Shengfeng He, Rynson W. H. Lau, Wenxi Liu, Zhe Huang 0004, Qingxiong Yang
Int. J. Comput. Vis.2
2015 Leveraging Long-Term Predictions and Online Learning in Agent-Based Multiple Person Tracking
abstract
We present a multiple-person tracking algorithm, based on combining particle filters (PFs) and reciprocal velocity obstacle (RVO), an agent-based crowd model that infers collision-free velocities so as to predict a pedestrian's motion. In addition to position and velocity, our tracking algorithm can estimate the internal goals (desired destination or desired velocity) of the tracked pedestrian in an online manner, thus removing the need to specify this information beforehand. Furthermore, we leverage the longer term predictions of RVO by deriving a higher order PF, which aggregates multiple predictions from different prior time steps. This yields a tracker that can recover from short-term occlusions and spurious noise in the appearance model. Experimental results show that our tracking algorithm is suitable for predicting pedestrians' behaviors online without needing scene priors or hand-annotated goal information, and improves tracking in real-world crowded scenes under low frame rates.
Wenxi Liu, Antoni B. Chan, Rynson W. H. Lau, Dinesh Manocha
IEEE Trans. Circuits Syst. Video Technol.3
2015 Saliency-Guided Color-to-Gray Conversion Using Region-Based Optimization
abstract
Image decolorization is a fundamental problem for many real-world applications, including monochrome printing and photograph rendering. In this paper, we propose a new color-to-gray conversion method that is based on a region-based saliency model. First, we construct a parametric color-to-gray mapping function based on global color information as well as local contrast. Second, we propose a region-based saliency model that computes visual contrast among pixel regions. Third, we minimize the salience difference between the original color image and the output grayscale image in order to preserve contrast discrimination. To evaluate the performance of the proposed method in preserving contrast in complex scenarios, we have constructed a new decolorization data set with 22 images, each of which contains abundant colors and patterns. Extensive experimental evaluations on the existing and the new data sets show that the proposed method outperforms the state-of-the-art methods quantitatively and qualitatively.
Shengfeng He, Bin Sheng 0001, Lizhuang Ma, Rynson W. H. Lau
IEEE Trans. Image Process.5
2015 On Mitigating the Risk of Cross-VM Covert Channels in a Public Cloud
abstract
Virtualization is one of the key enablers in cloud computing. At the same time, though, it is also widely considered as a double-edged sword that may cause information leakage between virtual machines (VM) co-residing on the same physical server via various cross-VM covert channels. In this paper, we first explore the impact of different bystander workloads on cross-VM covert channels. Then, we use a Continuous Time Markov Process to model the impact of bystanders on the cross-VM covert channel in terms of both the work scheduling of the virtualization platform and the intensity of the bystander workloads. Based on empirical study, we quantify the relationship between the influential factors and the transmission quality of the covert channel. A tailored and lightweight VM provisioning strategy, which aims to ensure that bystander workloads on each server can cause sufficiently high error rates to covert channels, is proposed to mitigate the threat of cross-VM covert channels while maintaining the resource efficiency of virtualization. The efficiency and efficacy of the proposed VM provisioning strategy is evaluated through trace-driven simulations.
Rui Zhang 0031, Xiaojun Su, Jianping Wang 0001, Cong Wang 0001, Wenyin Liu, Rynson W. H. Lau
IEEE Trans. Parallel Distributed Syst.6
2014 LinearDragger: a linear selector for target acquisition on touch screens
abstract
Touch input is increasingly popular nowadays, especially for mobile devices such as smartphones and tablet computers. However, the human finger has considerably large fingertip size and finger input is imprecise. As such, acquiring small targets on a touch screen is still a challenging task. In this paper, we present the LinearDragger, a new and integrated one-finger target acquisition technique for small and clustered targets. The proposed method has three advantages. First, it allows users to select targets in dense clustered groups easily with a single touch-drag-release operation. Second, it maps the 2D selection problem into a more precise 1D selection problem, which is independent of the target distribution. Third, it avoids finger occlusion and does not create visual distraction. As a result, it is particularly suitable for applications with dense targets and rich visual elements. Results of our controlled experiments show that when selecting small targets, LinearDragger takes about 70% and 30% less selection time than target acquisition without using any techniques and with the state-of-the-art target acquisition technique that involves a single touch operation, respectively, while maintaining a reasonable error rate.
Oscar Kin-Chung Au, Xiaojun Su, Rynson W. H. Lau
CHI3
2014 The implicit fan cursor: a velocity dependent area cursor
abstract
We present the Implicit Fan Cursor (IFC) - a novel target pointing technique using a cursor with a fan-shape activation area. The IFC couples the cursor's activation area with its velocity, i.e., the speed and direction of the mouse motion, behaving like a 2D spotlight cursor at low speed and a circular area cursor at high speed. Thus, it enables the user to precisely acquire distant targets at low speed and easily acquire nearest targets at high speed, without explicit mode switching. This technique minimizes cursor movement, while taking into consideration of the precision of cursor movement at different speeds. It also ensures that only one target is captured at any time. The results of our controlled experiments show that the IFC outperforms the point cursor and the area cursor techniques, particularly in terms of cursor moving distance, and that its performance can be accurately modeled using the Fitts' law.
Xiaojun Su, Oscar Kin-Chung Au, Rynson W. H. Lau
CHI3
2014 Saliency Detection with Flash and No-flash Image Pairs
Shengfeng He, Rynson W. H. Lau
ECCV (3)2
2014 Dynamic Resource Management in Cloud-based Distributed Virtual Environments
abstract
As an elastic hosting platform, cloud computing has been attracting many attentions for transferring compute-intensive applications from static self-hosting to flexible cloud-based hosting. Distributed virtual environments (DVEs) which typically involve massive users interacting at the same time and feature significant workload dynamics either in spatial due to in-game user mobility or in temporal due to the fluctuating user population, potentially are suitable applications with cloud-based hosting because of the need of resource elasticity. We explore the dynamic resource management for cloud-based DVEs by taking into account their multi-level workload dynamics which differ them from other applications. Simulation results demonstrates the advantages of our developed methods over existing ones.
Yunhua Deng, Zhe Huang 0004, Alexandru Iosup, Rynson W. H. Lau
ACM Multimedia5
2014 A Robust Panel Extraction Method for Manga
abstract
Automatically extracting frames/panels from digital comic pages is crucial for techniques that facilitate comic reading on mobile devices with limited display areas. However, automatic panel extraction for manga, i.e., Japanese comics, can be especially challenging, largely because of its complex panel layout design mixed with various visual symbols throughout the page. In this paper, we propose a robust method for automatically extracting panels from digital manga pages. Our method first extracts the panel block by closing open panels and identifying a page background mask. It then performs a recursive binary splitting to partition the panel block into a set of sub-blocks, where an optimal splitting line at each recursive level is determined adaptively.
Xufang Pang, Ying Cao 0001, Rynson W. H. Lau, Antoni B. Chan
ACM Multimedia3
2014 Data-driven sequential goal selection model for multi-agent simulation
abstract
With recent advances in distributed virtual worlds, online users have access to larger and more immersive virtual environments. Sometimes the number of users in virtual worlds is not large enough to make the virtual world realistic. In our paper, we present a crowd simulation algorithm that allows a large number of virtual agents to navigate around the virtual world autonomously by sequentially selecting the goals. Our approach is based on our sequential goal selection model (SGS) which can learn goal-selection patterns from synthetic sequences. We demonstrate our algorithm's simulation results in complex scenarios containing more than 20 goals.
Wenxi Liu, Zhe Huang 0004, Rynson W. H. Lau, Dinesh Manocha
VRST3
2014 An Eigen-based motion retrieval method for real-time animation
Pengjie Wang 0001, Rynson W. H. Lau, Jiang Wang 0015, Haiyu Song 0002
Comput. Graph.2
2014 An effective quad-dominant meshing method for unorganized point clouds
Xufang Pang, Zhan Song, Rynson W. H. Lau
Graph. Model.3
2014 Look over here: attention-directing composition of manga elements
abstract
Picture subjects and text balloons are basic elements in comics, working together to propel the story forward. Japanese comics artists often leverage a carefully designed composition of subjects and balloons (generally referred to as panel elements ) to provide a continuous and fluid reading experience. However, such a composition is hard to produce for people without the required experience and knowledge. In this paper, we propose an approach for novices to synthesize a composition of panel elements that can effectively guide the reader's attention to convey the story. Our primary contribution is a probabilistic graphical model that describes the relationships among the artist's guiding path, the panel elements, and the viewer attention, which can be effectively learned from a small set of existing manga pages. We show that the proposed approach can measurably improve the readability, visual appeal, and communication of the story of the resulting pages, as compared to an existing method. We also demonstrate that the proposed approach enables novice users to create higher-quality compositions with less time, compared with commercially available programs.
Ying Cao 0001, Rynson W. H. Lau, Antoni B. Chan
ACM Trans. Graph.2
2014 Data-driven segmentation and labeling of freehand sketches
abstract
We present a data-driven approach to derive part-level segmentation and labeling of free-hand sketches, which depict single objects with multiple parts. Our method performs segmentation and labeling simultaneously, by inferring a structure that best fits the input sketch, through selecting and connecting 3D components in the database. The problem is formulated using Mixed Integer Programming, which optimizes over both the local fitness of the selected components and the global plausibility of the connected structure. Evaluations show that our algorithm is significantly better than the straightforward approaches based on direct retrieval or part assembly, and can effectively handle challenging variations in the sketch.
Zhe Huang 0004, Hongbo Fu 0001, Rynson W. H. Lau
ACM Trans. Graph.3
2014 Dynamic load balancing in distributed virtual environments using heat diffusion
abstract
Distributed virtual environments (DVEs) are attracting a lot of attention in recent years, due to the increasing popularity of online gaming and social networks. As the number of concurrent users of a DVE increases, a critical problem is on how the workload among multiple servers can be balanced in order to maintain real-time performance. Although a number of load balancing methods have been proposed, they either try to produce high quality load balancing results and become too slow or emphasize on efficiency and the load balancing results become less effective. In this article, we propose a new approach to address this problem based on heat diffusion. Our work has two main contributions. First, we propose a local and a global load balancing methods for DVEs based on heat diffusion. Second, we investigate two performance factors of the proposed methods, the convergence threshold and the load balancing interval. We have conducted a number of experiments to extensively evaluate the performance of the proposed methods. Our experimental results show that the proposed methods outperform existing methods in that our methods are effective in reducing server overloading while at the same time being efficient.
Yunhua Deng, Rynson W. H. Lau
ACM Trans. Multim. Comput. Commun. Appl.2
2014 A Fine-Grained Outcome-Based Learning Path Model
abstract
A learning path (or curriculum sequence) comprises steps for guiding a student to effectively build up knowledge and skills. Assessment is usually incorporated at each step for evaluating student learning progress. SCORM and IMS-LD have been established to define data structures for supporting systematic learning path construction. Although IMS-LD includes the concept of learning activity, no facilities are offered to help define its semantics, and pedagogy cannot be properly formulated. In addition, most existing work for learning path generation is content-based. They only focus on what learning content is delivered at each learning path step, and pedagogy is not incorporated. Such modeling limits the assessment of student learning outcome only by the mastery level of learning content. Other forms of assessments, such as generic skills, cannot be supported. In this paper, we propose a fine-grained outcome-based learning path model allowing learning activities and their assessment criteria to be formulated by Bloom's Taxonomy. Therefore, pedagogy can be explicitly defined and reused. Our model also supports the assessment of both subject content and generic skills related learning outcomes, providing more comprehensive student progress guidance and evaluation.
Fan Yang 0020, Frederick W. B. Li, Rynson W. H. Lau
IEEE Trans. Syst. Man Cybern. Syst.3
2014 On View Consistency in Multi-Server Distributed Virtual Environments
abstract
A distributed virtual environment (DVE) is a shared virtual environment (VE) that allows remote users to interact with each other through networks. DVEs are becoming very popular due to some prominent applications, such as online games and virtual worlds. To support a large number of users, a multi-server DVE architecture may be adopted, with each server managing a subset of users. However, there are two critical problems with this architecture: view inconsistency caused by delays and server overloading caused by uneven distribution of users. While the first problem affects users' perception of the VE and causes user disputes, the second problem affects the system response time. In this paper, we first show that the view inconsistency problem and the load balancing problem are conflicting objectives. We then propose an efficient joint optimization framework to address both problems. Our results show that the proposed method can improve the view inconsistency problem significantly, which is important to the interactivity of DVE applications.
Rynson W. H. Lau, Hua Hu 0001, Benjamin W. Wah
IEEE Trans. Vis. Comput. Graph.2
2014 Structured Mechanical Collage
abstract
We present a method to build 3D structured mechanical collages consisting of numerous elements from the database given artist-designed proxy models. The construction is guided by some graphic design principles, namely unity, variety and contrast. Our results are visually more pleasing than previous works as confirmed by a user study.
Zhe Huang 0004, Jiang Wang 0015, Hongbo Fu 0001, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.4
2014 Recent development in multimedia e-learning technologies
Rynson W. H. Lau, Neil Y. Yen, Frederick W. B. Li, Benjamin W. Wah
World Wide Web1
2013 Visual Tracking via Locality Sensitive Histograms
abstract
This paper presents a novel locality sensitive histogram algorithm for visual tracking. Unlike the conventional image histogram that counts the frequency of occurrences of each intensity value by adding ones to the corresponding bin, a locality sensitive histogram is computed at each pixel location and a floating-point value is added to the corresponding bin for each occurrence of an intensity value. The floating-point value declines exponentially with respect to the distance to the pixel location where the histogram is computed, thus every pixel is considered but those that are far away can be neglected due to the very small weights assigned. An efficient algorithm is proposed that enables the locality sensitive histograms to be computed in time linear in the image size and the number of bins. A robust tracking framework based on the locality sensitive histograms is proposed, which consists of two main components: a new feature for tracking that is robust to illumination changes and a novel multi-region tracking algorithm that runs in real time even with hundreds of regions. Extensive experiments demonstrate that the proposed tracking framework outperforms the state-of-the-art methods in challenging scenarios, especially when the illumination changes dramatically.
Shengfeng He, Qingxiong Yang, Rynson W. H. Lau, Jiang Wang 0015, Ming-Hsuan Yang 0001
CVPR3
2013 Consistent stereo image editing
abstract
Stereo images and videos are very popular in recent years, and techniques for processing this media are attracting a lot of attention. In this paper, we extend the shift-map method for stereo image editing. Our method simultaneously processes the left and right images on pixel level using a global optimization algorithm. It enforces photo consistence between the two images and preserves 3D scene structures. It also addresses the occlusion and disocclusion problem, which may enable many stereo image editing functions, such as depth mapping, object depth adjustment and non-homogeneous image resizing. Our experiments show that the proposed method produces high quality results in various editing functions.
Tao Yan 0001, Shengfeng He, Rynson W. H. Lau
ACM Multimedia3
2013 Seamless stitching of stereo images for generating infinite panoramas
abstract
A stereo infinite panorama is a panoramic image that may be infinitely extended by continuously stitching together stereo images that depict similar scenes, but are taken from different geographic locations. It can be used to create interesting walkthrough environment. An important issue underlying this application is to seamlessly stitch two stereo images together. Although many methods have been proposed for stitching 2D images, they may not work well on stereo images, due to the difficulty in ensuring disparity consistency. In this paper, we propose a novel method to stitch two stereo images seamlessly. We first apply the graph cut algorithm to compute a seam for stitching, with a novel disparity-aware energy function to both ensure disparity continuity and suppress visual artifacts around the seam. We then apply a modified warping-based disparity scaling algorithm to suppress the seam in depth domain. Experiments show that our stitching method is capable of producing high quality stereo infinite panoramas.
Tao Yan 0001, Zhe Huang 0004, Rynson W. H. Lau
VRST3
2013 Synthetic Controllable Turbulence Using Robust Second Vorticity Confinement
abstract
Abstract Capturing fine details of turbulence on a coarse grid is one of the main tasks in real‐time fluid simulation. Existing methods for doing this have various limitations. In this paper, we propose a new turbulence method that uses a refined second vorticity confinement method, referred to as robust second vorticity confinement, and a synthesis scheme to create highly turbulent effects from coarse grid. The new technique is sufficiently stable to efficiently produce highly turbulent flows, while allowing intuitive control of vortical structures. Second vorticity confinement captures and defines the vortical features of turbulence on a coarse grid. However, due to the stability problem, it cannot be used to produce highly turbulent flows. In this work, we propose a robust formulation to improve the stability problem by making the positive diffusion term to vary with helicity adaptively. In addition, we also employ our new method to procedurally synthesize the high‐resolution flow fields. As shown in our results, this approach produces stable high‐resolution turbulence very efficiently.
Shengfeng He, Rynson W. H. Lau
Comput. Graph. Forum2
2013 Depth Mapping for Stereoscopic Videos
abstract
Stereoscopic videos have become very popular in recent years. Most of these videos are developed primarily for viewing on large screens located at some distance away from the viewer. If we watch these videos on a small screen located near to us, the depth range of the videos will be seriously reduced, which can significantly degrade the 3D effects of these videos. To address this problem, we propose a linear depth mapping method to adjust the depth range of a stereoscopic video according to the viewing configuration, including pixel density and distance to the screen. Our method tries to minimize the distortion of stereoscopic image contents after depth mapping, by preserving the relationship of neighboring features and preventing line and plane bending. It also considers the depth and motion coherences. While depth coherence ensures smooth changes of the depth field across frames, motion coherence ensures smooth content changes across frames. Our experimental results show that the proposed method can improve the stereoscopic effects while maintaining the quality of the output videos.
Tao Yan 0001, Rynson W. H. Lau, Liusheng Huang
Int. J. Comput. Vis.2
2013 The alpha parallelogram predictor: A lossless compression method for motion capture data
Pengjie Wang 0001, Rynson W. H. Lau, Haiyu Song 0002
Inf. Sci.4
2012 Crowd simulation using Discrete Choice Model
abstract
We present a new algorithm to simulate a variety of crowd behaviors using the Discrete Choice Model (DCM). DCM has been widely studied in econometrics to examine and predict customers' or households' choices. Our DCM formulation can simulate virtual agents' goal selection and we highlight our algorithm by simulating heterogeneous crowd behaviors: evacuation, shopping, and rioting scenarios.
Wenxi Liu, Rynson W. H. Lau, Dinesh Manocha
VR2
2012 Predicting Pedestrian Trajectories Using Velocity-Space Reasoning
Sujeong Kim, Stephen J. Guy, Wenxi Liu, Rynson W. H. Lau, Ming C. Lin, Dinesh Manocha
WAFR4
2012 Embedding Retrieval of Articulated Geometry Models
abstract
Due to the popularity of computer games and animation, research on 3D articulated geometry model retrieval has attracted a lot of attention in recent years. However, most existing works extract high-dimensional features to represent models and suffer from practical limitations. First, misalignment in high-dimensional features may produce unreliable euclidean distances and affect retrieval accuracy. Second, the curse of dimensionality also degrades efficiency. In this paper, we propose an embedding retrieval framework to improve the practicability of these methods. It is based on a manifold learning technique, the Diffusion Map (DM). We project all pairwise distances onto a low-dimensional space. This improves retrieval accuracy because intercluster distances are exaggerated. Then we adapt the Density-Weighted Nyström extension and further propose a novel step to locally align the Nyström embedding to the eigensolver embedding so as to reduce extension error and preserve retrieval accuracy. Finally, we propose a heuristic to handle disconnected manifolds by augmenting the kernel matrix with multiple similarity measures and shortcut edges, and further discuss the choice of DM parameters. We have incorporated two existing matching algorithms for testing. Our experimental results show improvement in precision at high recalls and in speed. Our work provides a robust retrieval framework for the matching of multimedia data that lie on manifolds.
Gary K. L. Tam, Rynson W. H. Lau
IEEE Trans. Pattern Anal. Mach. Intell.2
2012 Automatic stylistic manga layout
abstract
Manga layout is a core component in manga production, characterized by its unique styles. However, stylistic manga layouts are difficult for novices to produce as it requires hands-on experience and domain knowledge. In this paper, we propose an approach to automatically generate a stylistic manga layout from a set of input artworks with user-specified semantics, thus allowing less-experienced users to create high-quality manga layouts with minimal efforts. We first introduce three parametric style models that encode the unique stylistic aspects of manga layouts, including layout structure, panel importance, and panel shape. Next, we propose a two-stage approach to generate a manga layout: 1) an initial layout is created that best fits the input artworks and layout structure model, according to a generative probabilistic framework; 2) the layout and artwork geometries are jointly refined using an efficient optimization procedure, resulting in a professional-looking manga layout. Through a user study, we demonstrate that our approach enables novice users to easily and quickly produce higher-quality layouts that exhibit realistic manga styles, when compared to a commercially-available manual layout tool.
Ying Cao 0001, Antoni B. Chan, Rynson W. H. Lau
ACM Trans. Graph.3
2012 A statistical similarity measure for aggregate crowd dynamics
abstract
We present an information-theoretic method to measure the similarity between a given set of observed, real-world data and visual simulation technique for aggregate crowd motions of a complex system consisting of many individual agents. This metric uses a two-step process to quantify a simulator's ability to reproduce the collective behaviors of the whole system, as observed in the recorded real-world data. First, Bayesian inference is used to estimate the simulation states which best correspond to the observed data, then a maximum likelihood estimator is used to approximate the prediction errors. This process is iterated using the EM-algorithm to produce a robust, statistical estimate of the magnitude of the prediction error as measured by its entropy (smaller is better). This metric serves as a simulator-to-data similarity measurement. We evaluated the metric in terms of robustness to sensor noise, consistency across different datasets and simulation methods, and correlation to perceptual metrics.
Stephen J. Guy, Jur P. van den Berg, Wenxi Liu, Rynson W. H. Lau, Ming C. Lin, Dinesh Manocha
ACM Trans. Graph.4
2012 On Delay Adjustment for Dynamic Load Balancing in Distributed Virtual Environments
abstract
Distributed virtual environments (DVEs) are becoming very popular in recent years, due to the rapid growing of applications, such as massive multiplayer online games (MMOGs). As the number of concurrent users increases, scalability becomes one of the major challenges in designing an interactive DVE system. One solution to address this scalability problem is to adopt a multi-server architecture. While some methods focus on the quality of partitioning the load among the servers, others focus on the efficiency of the partitioning process itself. However, all these methods neglect the effect of network delay among the servers on the accuracy of the load balancing solutions. As we show in this paper, the change in the load of the servers due to network delay would affect the performance of the load balancing algorithm. In this work, we conduct a formal analysis of this problem and discuss two efficient delay adjustment schemes to address the problem. Our experimental results show that our proposed schemes can significantly improve the performance of the load balancing algorithm with neglectable computation overhead.
Yunhua Deng, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.2
2012 Guest Editors' Introduction: Special Section on ACM VRST
abstract
The articles in this special section contain selected papers from the 2010 ACM Virtual Reality Software and Technology Symposium.
Taku Komura, Qunsheng Peng 0001, George Baciu, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.4
2012 A gradient-domain-based edge-preserving sharpen filter
Rynson W. H. Lau, Yan Gui, Mingang Chen, Lizhuang Ma
Vis. Comput.2
2011 The third ACM international workshop on multimedia technologies for distance learning (MTDL 2011)
abstract
The MTDL 2011 workshop in its third edition aims to continue in the contribution and evaluation of the impact of multimedia technologies to e-Learning. This workshop is held in conjunction with the ACM Multimedia 2011 Conference in Scottsdale, Arizona, U.S.A. As a cover paper of this workshop, we briefly summarize important issues to be addressed in e-learning in the first section, followed by a discussion of important issues proposed in the 5 papers accepted to the workshop (among the 9 submissions), plus 3 invited papers.
Rynson W. H. Lau, Timothy K. Shih, Frederick W. B. Li, Neil Y. Yen
ACM Multimedia1
2011 A real-time database architecture for motion capture data
abstract
Due to the popularity of motion capture data in many applications, such as games, movies and virtual environments, huge collections of motion capture data are now available. It is becoming important to store these data in compressed form while being able to retrieve them without much overhead. However, there is little work that addresses both issues together. In this paper, we address these two issues by proposing a novel database architecture. First, we propose a lossless compression algorithm to compress the motion clips, which is based on a novel Alpha Parallelogram Predictor (APP) to estimate the degree of freedom (DOF) of each child joint from its immediate neighbors and parents that have already been processed. Second, we propose to store selected eigenvalues and eigenvectors of each motion clip, which only require a very small amount of memory overheads, for faster filtering of irrelevant motions. Based on this architecture, real-time queries become a three-step process. In the first two steps, we perform a quick filtering to identify relevant motion clips in the database through a two-level indexing structure. In the third step, only a small number of candidate clips are uncompressed and accurately matched with a Dynamic Time Warping algorithm. Our results show that users can efficiently search clips from this losslessly compressed motion database.
Pengjie Wang 0001, Rynson W. H. Lau, Jiang Wang 0015, Haiyu Song 0002
ACM Multimedia2
2011 Game-on-demand: : An online game engine based on geometry streaming
abstract
In recent years, online gaming has become very popular. In contrast to stand-alone games, online games tend to be large-scale and typically support interactions among users. However, due to the high network latency of the Internet, smooth interactions among the users are often difficult. The huge and dynamic geometry data sets also make it difficult for some machines, such as handheld devices, to run those games. These constraints have stimulated some research interests on online gaming, which may be broadly categorized into two areas: technological support and user-perceived visual quality . Technological support concerns the performance issues while user-perceived visual quality concerns the presentation quality and accuracy of the game. In this article, we propose a game-on-demand engine that addresses both research areas. The engine distributes game content progressively to each client based on the player's location in the game scene. It comprises a two-level content management scheme and a prioritized content delivery scheme to help identify and deliver relevant game content at appropriate quality to each client dynamically. To improve the effectiveness of the prioritized content delivery scheme, it also includes a synchronization scheme to minimize the location discrepancy of avatars (game players). We demonstrate the performance of the proposed engine through numerous experiments.
Frederick W. B. Li, Rynson W. H. Lau, Danny Kilis, Lewis W. F. Li
ACM Trans. Multim. Comput. Commun. Appl.2
2011 Advances in ubiquitous media technologies and applications
Rynson W. H. Lau, Ralf Klamma, Shu-Ching Chen, Benjamin W. Wah
World Wide Web1
2010 Hybrid load balancing for online games
abstract
As massively multiplayer online games are becoming very popular, how to support a large number of concurrent users while maintaining the game performance has become an important research topic. There are two main research directions based on the multi-server architecture, global load balancing, which is optimal but computationally expensive, or local load balancing, which is not optimal but efficient. In this paper, we propose a hybrid load balancing approach to support massively multiplayer online gaming. Our idea is to augment a local load balancing algorithm with some global load information, which may be obtained less frequently. We propose two methods to implement the hybrid approach. Our results show that the proposed methods reduce the frequency of server overloading and improve the overall game performance significantly.
Rynson W. H. Lau
ACM Multimedia1
2010 The second ACM international workshop on multimedia technologies for distance learning (MTDL 2010)
abstract
The MTDL 2010 workshop in its second edition aims to continue in the contribution and evaluation of the impact of multimedia technologies to e-Learning. This workshop is held in conjunction with the ACM Multimedia 2010 Conference in Firenze (Italy). As a cover paper of this workshop, we briefly summarize important issues to be addressed in e-learning in the first section, followed by a discussion of important issues proposed in the 6 papers accepted to the workshop (among the 14 submissions).
Timothy K. Shih, Rynson W. H. Lau, Nadia Magnenat-Thalmann, Marc Spaniol, Baltasar Fernández-Manjón
ACM Multimedia2
2010 On error bound estimation for motion prediction
abstract
A collaborative virtual environment (CVE) allows remote users to access and modify shared data through networks, such as the Internet. However, when the users are connected via the Internet, the network latency problem may become significant and affect the performance of user interactions. Existing works to address the network latency problem mainly focus on developing motion prediction methods that appear statistically accurate for certain applications. However, it is often not known how reliable they are in a CVE. In this work, we study the sources of error introduced by a motion predictor and propose to address the errors by estimating the error bounds of each prediction made by the motion predictor. Without loss of generality, we discuss how we may estimate the upper and lower error bounds based on a particular motion predictor. Finally, we evaluate the effectiveness of our method extensively through a number of experiments and show the effectiveness of using the estimated error bound in an area-based visibility culling algorithm for DVE navigation.
Rynson W. H. Lau, Kenneth Lee
VR1
2010 Heat diffusion based dynamic load balancing for distributed virtual environments
abstract
Distributed virtual environments (DVEs) are becoming very popular in recent years, due to their application in online gaming and social networking. One of the main research problems in DVEs is on how to balance the workload when a lot of concurrent users are accessing it. There are a number of load balancing methods proposed to address this problem. However, they either spend too much time on optimizing the partitioning process and become too slow or emphasize on efficiency and the repartitioning process becomes too ineffective. In this paper, we propose a new dynamic load balancing approach for DVEs based on the heat diffusion approach which has been studied in other areas and proved to be very effective and efficient for dynamic load balancing. We have two main contributions. First, we propose an efficient cell selection scheme to identify and select appropriate cells for load migration. Second, we propose two heat diffusion based load balancing algorithms, local and global diffusion. Our results show that the new algorithms are both efficient and effective compared with some existing methods, and the global diffusion method performs the best.
Yunhua Deng, Rynson W. H. Lau
VRST2
2009 ACM 2009 workshop on ambient media computing (AMC'09) overview
abstract
No abstract available.
Howard Leung, Cha Zhang, Qing Li 0001, Rynson W. H. Lau, Benjamin W. Wah, Abdulmotaleb El Saddik, K. Selçuk Candan, Irene Cheng 0001
ACM Multimedia4
2009 ACM international workshop on multimedia technologies for distance learning (MTDL 2009)
abstract
The MTDL 2009 workshop aims to discuss the impact of multimedia technologies to e-Learning. This workshop is held in conjunction with the ACM Multimedia 2009 Conference in Beijing. As a cover paper of this workshop, we briefly summarize important technologies used in e-learning in the first section, followed by a discussion of important issues proposed in the 11 papers accepted to the workshop (among the 24 submissions).
Timothy K. Shih, Rynson W. H. Lau, Neil Y. Yen
ACM Multimedia2
2009 Guest Editors' Introduction: Knowledge and Data Engineering for E-Learning
abstract
The 13 papers in this special issue focus on knowledge and data engineering for e-learning. Some of these papers were recommended submissions from the best ranked papers presented at the Sixth International Conference on Web-Based Learning (ICWL '07), held in August 2007 in Edinburgh, United Kingdom.
Qing Li 0001, Rynson W. H. Lau, Dennis McLeod, Jiming Liu 0001
IEEE Trans. Knowl. Data Eng.2
2008 Technology supports for distributed and collaborative learning over the internet
abstract
With the advent of Internet and World Wide Web (WWW) technologies, distance education (e-learning or Web-based learning) has enabled a new era of education. There are a number of issues that have significant impact on distance education, including those from educational, sociological, and psychological perspectives. Rather than attempting to cover exhaustively all the related perspectives, in this survey article, we focus on the technological issues. A number of technology issues are discussed, including distributed learning, collaborative learning, distributed content management, mobile and situated learning, and multimodal interaction and augmented devices for e-learning. Although we have tried to include the state-of-the-art technologies and systems here, it is anticipated that many new ones will emerge in the near future. As such, we point out several emerging issues and technologies that we believe are promising, for the purpose of highlighting important directions for future research.
Qing Li 0001, Rynson W. H. Lau, Timothy K. Shih, Frederick W. B. Li
ACM Trans. Internet Techn.2
2008 Introduction to special issue internet technologies for distance education
abstract
No abstract available.
Qing Li 0001, Rynson W. H. Lau, Timothy K. Shih, Dennis McLeod
ACM Trans. Internet Techn.2
2008 Hand Motion Prediction for Distributed Virtual Environments
abstract
We use our hands to manipulate objects in our daily life. The hand is capable of accomplishing diverse tasks such as pointing, gripping, twisting and tearing. However, there is not much work that considers using the hand as input in distributed virtual environments (DVEs), in particular over the Internet. The main reasons are that the Internet suffers from high network latency, which affects interaction, and the hand has many degrees of freedom, which adds additional challenges to synchronizing the collaboration. In this paper, we propose a prediction method specifically designed for human hand motion to address the network latency problem in DVEs. Through a thorough analysis of finger motion, we have identified various finger motion constraints and we propose a constraint-based motion prediction method for hand motion. To reduce the average prediction error under high network latency, e.g., over the Internet, we further propose a revised dead reckoning scheme here. Our performance results show that the proposed prediction method produces a lower prediction error than some popular methods while the revised dead reckoning scheme produces a lower average prediction error than the traditional dead reckoning scheme, in particular at high network latency.
Addison Chan, Rynson W. H. Lau, Lewis W. F. Li
IEEE Trans. Vis. Comput. Graph.2
2007 Motion Retrieval Based on Energy Morphing
abstract
Matching and retrieval of motion sequences has become an important research area in recent years, due to the increasing availability and popularity of motion capture data. The main challenge in matching two motion sequences is the diversity of the captured motions, including variable length, local shifting, local and global scaling. Most existing methods employ Dynamic Time Warping (DTW) or Uniform Scaling to handle these problems. In this paper, we propose a novel content-based method for matching of this human motion captured data. We convert the matching problem of motion capture data into a transportation problem. To solve this problem efficiently, we employ Earth Mover's Distance (EMD) as the matching framework. To penalize any strayed matching, we provide a ground distance that works similar to Sakoe- Chiba band of DTW. Empirical results obtained are encouraging.
Gary K. L. Tam, Qingzheng Zheng, Mark Corbyn, Rynson W. H. Lau
ISM4
2007 Guest Editors' Introduction: Special Section on ACM VRST 2005
abstract
The three papers in this special section were presented at the 2005 ACM Virtual Reality Software and Technology (VRST) conference.
Yiorgos Chrysanthou, Rynson W. H. Lau, Gurminder Singh
IEEE Trans. Vis. Comput. Graph.2
2007 Deformable Model Retrieval Based on Topological and Geometric Signatures
abstract
With the increasing popularity of 3D applications such as computer games, a lot of 3D geometry models are being created. To encourage sharing and reuse, techniques that support matching and retrieval of these models are emerging. However, only a few of them can handle deformable models, that is, models of different poses, and these methods are generally very slow. In this paper, we present a novel method for efficient matching and retrieval of 3D deformable models. Our research idea stresses using both topological and geometric features at the same time. First, we propose Topological Point Ring (TPR) analysis to locate reliable topological points and rings. Second, we capture both local and global geometric information to characterize each of these topological features. To compare the similarity of two models, we adapt the Earth Mover Distance (EMD) as the distance function and construct an indexing tree to accelerate the retrieval process. We demonstrate the performance of the new method, both in terms of accuracy and speed, through a large number of experiments.
Gary K. L. Tam, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.2
2006 Motion Prediction in Gesture-based Collaborative Design Environments
abstract
A collaborative design environment (CDE) is a shared environment over some communication networks. It allows remote users to interact with each other to perform some design tasks. To support collaborative design, the human hand is a very natural and convenient tool as it is capable of accomplishing diverse tasks such as pointing, gripping, twisting and tearing. However, there is not much work that considers using the human hand as input in CDEs, in particular over the Internet. The main reasons for this are that the Internet suffers from high network latency, which affects the interaction, and the human hand has many degrees of freedom, which adds additional challenges to synchronizing the collaboration. In this paper, we propose a prediction method specifically designed for human hand motion to address the network latency. Through a thorough analysis of human finger motion, we have identified various finger motion constraints. By considering these motion constraints, we propose a constraint-based motion prediction method for hand motion. We present a number of experiments to demonstrate the performance of our prediction method and the dead reckoning algorithm based on the proposed predictor.
Addison Chan, Rynson W. H. Lau, Lewis W. F. Li
VR2
2006 Efficient rendering of deformable objects for real-time applications
abstract
Abstract Deformable objects can be used to model soft objects such as clothing, human faces and animal characters. They are important as they can improve the realism of the applications. However, most existing hardware accelerators cannot render deformable objects directly. A tessellation process is often used to convert a deformable object into polygons so that the hardware graphics accelerator may render them. Unfortunately, this tessellation process is computationally very expensive. While the object is deforming, the tessellation process needs to be performed repeatedly to convert the deforming objects into polygons. As a result, deformable objects are seldom used in real‐time applications such as virtual environments and computer games. Since trimmed NURBS surfaces are often used to represent deformable objects, in this paper we present an efficient method for incremental rendering of deformable trimmed NURBS surfaces. A trimmed NURBS surface typically deforms through the deformation of the trimmed NURBS surface and/or the trimming curve. Our method handles both trimmed surface deformation as well as trimming curve deformation. Experimental results show that our method performs significantly faster than the method used in OpenGL and can be used in real‐time applications, such as computer games. Copyright © 2006 John Wiley & Sons, Ltd.
Gary K. L. Cheung, Rynson W. H. Lau, Frederick W. B. Li
Comput. Animat. Virtual Worlds2
2006 Guest Editors' Introduction: Special Section on ACM VRST
Rynson W. H. Lau, Hans-Peter Seidel
IEEE Trans. Vis. Comput. Graph.1
2006 A Trajectory-Preserving Synchronization Method for Collaborative Visualization
abstract
In the past decade, a lot of research work has been conducted to support collaborative visualization among remote users over the networks, allowing them to visualize and manipulate shared data for problem solving. There are many applications of collaborative visualization, such as oceanography, meteorology and medical science. To facilitate user interaction, a critical system requirement for collaborative visualization is to ensure that remote users will perceive a synchronized view of the shared data. Failing this requirement, the user's ability in performing the desirable collaborative tasks will be affected. In this paper, we propose a synchronization method to support collaborative visualization. It considers how interaction with dynamic objects is perceived by application participants under the existence of network latency, and remedies the motion trajectory of the dynamic objects. It also handles the false positive and false negative collision detection problems. The new method is particularly well designed for handling content changes due to unpredictable user interventions or object collisions. We demonstrate the effectiveness of our method through a number of experiments.
Lewis W. F. Li, Frederick W. B. Li, Rynson W. H. Lau
IEEE Trans. Vis. Comput. Graph.3
2005 Edge-Pancyclicity of Twisted Cubes
Jianxi Fan, Xiaola Lin, Xiaohua Jia, Rynson W. H. Lau
ISAAC4
2005 Computing inverse kinematics with linear programming
abstract
Inverse Kinematics (IK) is a popular technique for synthesizing motions of virtual characters. In this paper, we propose a Linear Programming based IK solver (LPIK) for interactive control of arbitrary multibody structures. There are several advantages of using LPIK. First, inequality constraints can be handled, and therefore the ranges of the DOFs and collisions of the body with other obstacles can be handled easily. Second, the performance of LPIK is comparable or sometimes better than the IK method based on Lagrange multipliers, which is known as the best IK solver today. The computation time by LPIK increases only linearly proportional to the number of constraints or DOFs. Hence, LPIK is a suitable approach for controlling articulated systems with large DOFs and constraints for real-time applications.
Edmond S. L. Ho, Taku Komura, Rynson W. H. Lau
VRST3
2005 Foreword
George Baciu, Ming C. Lin, Rynson W. H. Lau, Daniel Thalmann
Comput. Animat. Virtual Worlds3
2005 Animating reactive motion using momentum-based inverse kinematics
abstract
Abstract Interactive generation of reactive motions for virtual humans as they are hit, pushed and pulled are very important to many applications, such as computer games. In this paper, we propose a new method to simulate reactive motions during arbitrary bipedal activities, such as standing, walking or running. It is based on momentum based inverse kinematics and motion blending. When generating the animation, the user first imports the primary motion to which the perturbation is to be applied to. According to the condition of the impact, the system selects a reactive motion from the database of pre‐captured stepping and reactive motions. It then blends the selected motion into the primary motion using momentum‐based inverse kinematics. Since the reactive motions can be edited in real‐time, the criteria for motion search can be much relaxed than previous methods, and therefore, the computational cost for motion search can be reduced. Using our method, it is possible to generate reactive motions by applying external perturbations to the characters at arbitrary moment while they are performing some actions. Copyright © 2005 John Wiley & Sons, Ltd.
Taku Komura, Edmond S. L. Ho, Rynson W. H. Lau
Comput. Animat. Virtual Worlds3
2005 Image registration for image-based rendering
abstract
Image-based rendering (IBR) has received much attention in recent years for its ability to synthesize photo-realistic novel views. To support translational motion, existing IBR methods either require a large amount of reference images or assume that some geometric information is available. However, rendering with a large amount of images is very expensive in terms of image acquisition, data storage, and memory costs. As IBR accepts various kinds of geometric proxy, we may use image registration techniques, such as stereo matching and structure and motion recognition, to obtain geometric information to help reduce the number of images required. Unfortunately, existing image registration techniques only support a small search range and require closely sampled reference images. This results in a high spatial sampling rate, making IBR impractical for use in scalable walkthrough environments. Our primary objective of this project is to develop an image registration technique that would recover the geometric proxy for IBR while, at the same time, reducing the number of reference images required. In this paper, we analyze the roles and requirements of an image registration technique for reducing the spatial sampling rate. Based on these requirements, we present a novel image registration technique to automatically recover the geometric proxy from reference images. With the distinguishing feature of supporting a large search range, the new method can accurately identify correspondences even though the reference images may only be sparsely sampled. This can significantly reduce the acquisition effort, the model size, and the memory cost.
Angus M. K. Siu, Rynson W. H. Lau
IEEE Trans. Image Process.2
2005 Multiserver support for large-scale distributed virtual environments
abstract
CyberWalk is a distributed virtual walkthrough system that we have developed. It allows users at different geographical locations to share information and interact within a shared virtual environment (VE) via a local network or through the Internet. In this paper, we illustrate that as the number of users exploring the VE increases, the server will quickly become the bottleneck. To enable good performance, CyberWalk utilizes multiple servers and employs an adaptive region partitioning technique to dynamically partition the whole VE into regions. All objects within each region will be managed by one server. Under normal circumstances, when a viewer is exploring a region, the server of that region will be responsible for serving all requests from the viewer. When a viewer is crossing the boundary of two or more regions, the servers of all the regions involved will be serving requests from the viewer since the viewer might be able to view objects within all these regions. This is analogous to evaluating a database query using a parallel database server, which could improve the performance of serving a viewer's request tremendously. We evaluate the performance of this multiserver architecture of CyberWalk via a detail simulation model.
Beatrice Ng, Rynson W. H. Lau, Antonio Si, Frederick W. B. Li
IEEE Trans. Multim.2
2005 Motion prediction for caching and prefetching in mouse-driven DVE navigation
abstract
A distributed virtual environment (DVE) allows geographically separated users to participate in a shared virtual environment via connected networks. However, when the users are connected by the Internet, bandwidth limitation and network latency may seriously affect the performance and the interactivity of the system. This explains why there are very few DVE applications for the Internet. To address these shortcomings, caching and prefetching techniques are usually employed. Unfortunately, the effectiveness of these techniques depends largely on the accuracy of the prediction method used. Although there are a few methods proposed for predicting 3D motion, most of them are primarily designed for predicting the motion of specific objects by assuming certain object motion behaviors. We notice that in desktop DVE applications, such as virtual walkthrough and network gaming, the 2D mouse is still the most popular device used for navigation input. Through studying the motion behavior of a mouse during 3D navigation, we have developed a hybrid motion model for predicting the mouse motion during such navigation---a linear model for prediction at low-velocity motion and an elliptic model for prediction at high-velocity motion. The predicted mouse motion velocity is then mapped to the 3D environment for predicting the user's 3D motion. We describe how this prediction method can be integrated into the caching and prefetching mechanisms of our DVE prototype. We also demonstrate the effectiveness of the method and the resulting caching and prefetching mechanisms through extensive experiments.
Addison Chan, Rynson W. H. Lau, Beatrice Ng
ACM Trans. Internet Techn.2
2004 Recovering Camera Pose from Omni-directional Images
abstract
Omni-directional images are widely used in image-based walkthrough applications, in which camera pose recovery is one of the initial and important processes. Existing methods may recover camera pose of omnidirectional images from lines. However, it may not work well when there is insufficient scene structure in the images. In addition, existing methods involve non-linear optimization and iterative algorithms, which may lead to the convergence problem and high computational cost. In this paper, we propose an automatic camera pose recovery method for a network of omni-directional images. Our method only requires 2D point correspondences as input. We divide the problem into the orientation and position components, and determine them separately. The relative rotations between adjacent views are aggregated to estimate the global orientations. An algorithm is developed to adjust the rotations for avoiding global inconsistency and error accumulation. For position recovery, we have derived a linear global formulation for establishing correspondences and positions among multiple views. Globally optimized positions can be obtained simply by solving the formulation. We demonstrate the performance of our method with some experiments. 1.
Ada S. K. Wan, Angus M. K. Siu, Rynson W. H. Lau
BMVC3
2004 Deformable Object Model Matching by Topological and Geometric Similarity
abstract
We present a novel method for efficient 3D model comparison. The method is designed to match highly deformed models through capturing two types of information. First, we propose a feature point extraction algorithm, which is based on "Level Set Diagram ", to reliably capture the topological points of a general 3D model. These topological points represent the skeletal structure of the model. Second, we also capture both spatial and curvature information, which describes the global surface of a 3D model. This is different from traditional topological 3D matching methods that use only low-dimension local features. Our method can accurately distinguish different types of 3D models even if they have similar topology. By applying the bipartite graph matching technique, our method can achieve a high precision of 0.54 even at a recall rate of 1.0 as demonstrated in our experimental results.
Gary K. L. Tam, Rynson W. H. Lau, Chong-Wah Ngo
Computer Graphics International2
2004 A robust method for recovering geometric proxy from multiple panoramic images
abstract
The use of multiple panoramic images for walkthrough applications is attracting more attention in recent years. The geometric proxy, which can be recovered from wide-baseline images can be used to reduce the sampling rate. However correspondence matching across widely separated panoramic images requires searching a large disparity range, which can significantly increase the number of false matches. In addition, 3D point estimation along the antipodal direction of panoramic images is unreliable due to small vergence angle. Moreover, existing methods only recover 3D points, which do not provide information about object continuity in the scene. In this paper, we propose a robust method for recovering geometric proxy of a scene from multiple wide-baseline panoramic images. Correspondences are matched under the epipolar constraint. A robust algorithm is developed to remove false matches and estimate a set of reliable sparse 3D points. We further recover information about object continuity with topology and pattern similarity checking.
Ada S. K. Wan, Angus M. K. Siu, Rynson W. H. Lau, Chong-Wah Ngo
ICIP3
2004 Distributed sound rendering for interactive virtual environments
abstract
Sound rendering deals with adding environmental effects to localized sound sources. There are a few sound rendering methods proposed, with different targets of application, such as architectural simulation and modeling of multi-user interactive environments. To improve the rendering performance, some of these methods employ parallel hardware architectures or dedicated sound processing hardware. We propose a distributed sound rendering architecture for real-time sound rendering in an interactive environment with moving observers and sound sources. We also propose the distributed prioritized sound rendering method to improve the rendering performance while preserving the perceptual quality. The new architecture has the advantages that it is based on low cost PCs and is scalable.
K. K. P. Chan, Rynson W. H. Lau
ICME2
2004 Supporting continuous consistency in multiplayer online games
abstract
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some time before the changes are reflected to other concurrent players. This significantly affects the interactivity of the game. Sometimes, it may even cause disputes among the players. In this paper, we present a continuous consistency control mechanism to support collaborative game applications. Specifically, we propose a relaxed consistency control model for continuous events. Based on this model, we have developed a method to provide a global-wise continuous synchronization on the states of dynamic game objects presented among concurrent game players. We show the performance of the proposed method through some experiments.
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. Lau
ACM Multimedia3
2004 Image-based modeling and rendering with geometric proxy
abstract
In this paper, we present an image-based method to recover a geometric proxy and generate novel views. We use an integrated modeling and rendering approach to deal with the difficulty of modeling, and reduce the sampling rate. Our system is based on two novel techniques. First, we propose the Adaptive Mesh Segmentation (AMS) technique for recovering geometric proxy of a scene environment. Second, we propose the Trifocal Morphing technique for efficient rendering with the geometric proxy, which can handle non-matched regions of the scene. Our method allows images to be sparsely captured and thus highly reduces the manual image acquisition effort as well as the data size.
Angus M. K. Siu, Rynson W. H. Lau
ACM Multimedia2
2004 GameOD: an internet based game-on-demand framework
abstract
Multiplayer online 3D games are becoming very popular in recent years. However, existing games require the complete game content to be installed prior to game playing. Since the content is usually large in size, it may be difficult to run these games on a PDA or other handheld devices. It also pushes game companies to distribute their games as CDROMs/DVDROMs rather than online downloading. On the other hand, due to network latency, players may perceive discrepant status of some dynamic game objects. In this paper, we present a game-on-demand (GameOD) framework to distribute game content progressively in an on-demand manner. It allows critical contents to be available at the players' machines in a timely fashion. We present a simple distributed synchronization method to allow concurrent players to synchronize their perceived game status. Finally, we show some performance results of the proposed framework.
Frederick W. B. Li, Rynson W. H. Lau, Danny Kilis
VRST2
2004 Modeling and rendering of walkthrough environments with panoramic images
abstract
An important, potential application of image-based techniques is to create photo-realistic image-based environments for interactive walkthrough. However, existing image-based studies are based on different assumptions with different focuses. There is a lack of a general framework or architecture for evaluation and development of a practical image-based system. In this paper, we propose an architecture to unify different image-based methods. Based on the architecture, we propose an image-based system to support interactive walkthrough of scalable environments. In particular, we introduce the concept of angular range, which is useful for designing a scalable configuration, recovering geometric proxy as well as rendering. We also propose a new method to recover geometry information even from outdoor scenes and a new rendering method to address the problem of abrupt visual changes in a scalable environment.
Angus M. K. Siu, Ada S. K. Wan, Rynson W. H. Lau
VRST3
2003 Relief occlusion-adaptive meshes for 3D imaging
abstract
Image morphing, which is a 2D imaging technique, allows smooth transition between images. However, a limitation of existing image morphing techniques is the lack of user interaction. Another limitation is that shape warping often causes distortion due to barycentric mapping. In this paper, we present a novel 3D morphological technique to address these problems. A new concept of relief occlusion-adaptive meshes is introduced, allowing a user to change the viewpoint of the output images in the morphing process. By making use of the intrinsic geometric relationship among the reference images for projective transformation, the distortion due to barycentric mapping is prevented. Unlike other warping-based view transferring techniques, our morphological technique provides very smooth transition between reference images and supports both rigid and non-rigid scenes.
Angus M. K. Siu, Rynson W. H. Lau
ICME2
2003 Trifocal Morphing
abstract
Image morphing allows smooth transition between 2D images. However, one of the limitations of existing image morphing techniques is the lack of interaction - the viewpoints of the interpolated images are restrained to the line joining the optical centers of the source and the destination images. Another limitation of existing image morphing techniques is that shape warping often causes distortion due to barycentric mapping. We present our trifocal morphing technique to address these problems. The new technique allows a user to change the viewpoint of the output images, i.e., increasing the degrees of freedom of interaction, and supports both interpolation and extrapolation. By making use of the intrinsic geometric relationship among the reference images for projective transformation, the distortion from barycentric mapping is also prevented. Unlike other warping-based view transferring techniques, trifocal morphing provides very smooth transition between reference images and supports both rigid and nonrigid scenes.
Angus M. K. Siu, Ada S. K. Wan, Rynson W. H. Lau, Chong-Wah Ngo
IV3
2003 Incremental rendering of deformable trimmed NURBS surfaces
abstract
Trimmed NURBS surfaces are often used to model smooth and complex objects. Unfortunately, most existing hardware graphics accelerators cannot render them directly. Although there are a lot of methods proposed to accelerate the rendering of such surfaces, majority of them are based on tessellation, which is developed primarily for handling non-deforming objects. For an object that may deform in run-time, such as clothing, facial expression, human and animal character, the tessellation process will need to be performed repeatedly while the object is deforming. However, as the tessellation process is very time consuming, interactive display of deforming objects is difficult. This explains why deformable objects are rarely used in virtual reality applications. In this paper, we present a efficient method for incremental rendering of deformable trimmed NURBS surfaces. This method can handle both trimmed surface deformation and trimming curve deformation. Experimental results show that our method performs significantly faster than the method used in OpenGL.
Gary K. L. Cheung, Rynson W. H. Lau, Frederick W. B. Li
VRST2
2003 A performance study on multi-server DVE systems
Beatrice Ng, Frederick W. B. Li, Rynson W. H. Lau, Antonio Si, Angus M. K. Siu
Inf. Sci.3
2003 An efficient low-cost antialiasing method based on adaptive postfiltering
abstract
Aliasing in computer-synthesized images not only limits the realism of the images, but also affects the user's concentration. Many antialiasing methods have been proposed to solve this problem, but almost all of them are computation intensive, and some of them are also memory intensive. While these may not be limitations for high-end applications such as medical visualization and architectural design, this kind of antialiasing methods may still be far too costly for the low-cost applications. In this paper, we propose an antialiasing method that operates in the image domain. It is based on fitting curves to the discontinuity edges extracted from the aliased images to reshade those edge pixels. (Note that a curve may be considered as a general form of lines.) To improve the performance and the simplicity of the method, we propose to preprocess all possible edge patterns and fit curves in advance. During runtime, we only need to construct an index to obtain the filtering information from a lookup table. The new method is extremely simple and efficient. It provides a very good compromise between hardware cost and output image quality. In addition, because the new method has a very low computational cost, and hence low power consumption for hardware implementation, it is particularly suitable for low-cost mobile applications such as computer game consoles and palm computers, where low implementation cost and low power consumption are important design factors.
Rynson W. H. Lau
IEEE Trans. Circuits Syst. Video Technol.1
2003 CyberWalk: a web-based distributed virtual walkthrough environment
abstract
A distributed virtual walkthrough environment allows users connected to the geometry server to walk through a specific place of interest, without having to travel physically. This place of interest may be a virtual museum, virtual library or virtual university. There are two basic approaches to distribute the virtual environment from the geometry server to the clients, complete replication and on-demand transmission. Although the on-demand transmission approach saves waiting time and optimizes network usage, many technical issues need to be addressed in order for the system to be interactive. CyberWalk is a web-based distributed virtual walkthrough system developed based on the on-demand transmission approach. It achieves the necessary performance with a multiresolution caching mechanism. First, it reduces the model transmission and rendering times by employing a progressive multiresolution modeling technique. Second, it reduces the Internet response time by providing a caching and prefetching mechanism. Third, it allows a client to continue to operate, at least partially, when the Internet is disconnected. The caching mechanism of CyberWalk tries to maintain at least a minimum resolution of the object models in order to provide at least a coarse view of the objects to the viewer. All these features allow CyberWalk to provide sufficient interactivity to the user for virtual walkthrough over the Internet environment. In this paper, we demonstrate the design and implementation of CyberWalk. We investigate the effectiveness of the multiresolution caching mechanism of CyberWalk in supporting virtual walkthrough applications in the Internet environment through numerous experiments, both on the simulation system and on the prototype system.
Jimmy H. P. Chim, Rynson W. H. Lau, Hong Va Leong, Antonio Si
IEEE Trans. Multim.2
2003 VSculpt : a distributed virtual sculpting environment for collaborative design
abstract
A collaborative virtual sculpting system supports a team of geographically separated designers/engineers connected by networks to participate in designing three-dimensional (3D) virtual engineering tools or sculptures. It encourages international collaboration at a minimal cost. However, in order for the system to be useful, two factors need to be addressed: intuitiveness and real-time interaction. Although a lot of effort has been put into developing virtual sculpting environments, only limited work addresses collaborative virtual sculpting. This is because in order to support real-time collaborative virtual sculpting, many challenging issues need to be addressed. We propose a collaborative virtual sculpting framework, called VSculpt. Through adapting some techniques we developed earlier and integrating them with some techniques developed here, the proposed framework provides a real-time intuitive environment for collaborative design. In particular, it addresses issues on efficient rendering and transmission of deformable objects, intuitive object deformation using the CyberGlove and concurrent object deformation by multiple clients. We demonstrate and evaluate the performance of the proposed framework through a number of experiments.
Frederick W. B. Li, Rynson W. H. Lau, Frederick F. C. Ng
IEEE Trans. Multim.2
2002 Adaptive partitioning for multi-server distributed virtual environments
abstract
A distributed virtual environment (DVE) allows users at different geographical locations to share information and interact within a common virtual environment (VE) via a local network or through the Internet. However, when the number of users exploring the VE increases, the server will quickly become the bottleneck. To enable good performance, we are currently developing a multi-server DVE prototype. In this paper, we describe an adaptive data partitioning technique to dynamically partition the whole VE into regions. All objects within each region will be managed by a single server. As the loading of the servers changes, we show how it can be redistributed while minimizing the communication cost. Our initial results show that the proposed adaptive partitioning technique significantly improves the performance of the overall system.
Rynson W. H. Lau, Beatrice Ng, Antonio Si, Frederick W. B. Li
ACM Multimedia1
2002 LARGE a collision detection framework for deformable objects
abstract
Many collision detection methods have been proposed. Most of them can only be applied to rigid objects. In general, these methods precompute some geometric information of each object, such as bounding boxes, to be used for run-time collision detection. However, if the object deforms, the precomputed information may not be valid anymore and hence needs to be recomputed in every frame while the object is deforming. In this paper, we presents an efficient collision detection framework for deformable objects, which considers both inter-collisions and self-collisions of deformable objects modeled by NURBS surfaces. Towards the end of the paper, we show some experimental results to demonstrate the performance of the new method.
Rynson W. H. Lau, Oliver Chan, Mo Luk, Frederick W. B. Li
VRST1
2002 A multi-server architecture for distributed virtual walkthrough
abstract
CyberWalk is a distributed virtual walkthrough system that we have developed. It allows users at different geographical locations to share information and interact within a common virtual environment (VE) via a local network or through the Internet. In this paper, we illustrate that when the number of users exploring the VE increases, the server will quickly become the bottleneck. To enable good performance, CyberWalk utilizes multiple servers and employs an adaptive data partitioning techniques to dynamically partition the whole VE into regions. All objects within each region will be managed by one server. Under normal circumstances, when a viewer is exploring a region, the server of that region will be responsible for serving all requests from the viewer. When a viewer is crossing the boundary of two or more regions, the servers of all the regions involved will be serving requests from the viewer since the viewer might be able to view objects within all those regions. We evaluate the performance of this multi-server architecture of CyberWalk via a detail simulation model.
Beatrice Ng, Antonio Si, Rynson W. H. Lau, Frederick W. B. Li
VRST3
2002 Web-Based 3D Geometry Model Retrieval
Rynson W. H. Lau, Ben Wong
World Wide Web1
2001 A Motion Prediction Method for Mouse-Based Navigation
abstract
A distributed virtual reality system allows remote users to share and to view a common virtual environment via connected networks. However, network latency and bandwidth are often the most crucial performance bottlenecks. We have recently developed a distributed virtual walkthrough environment that supports on-demand model transmission over the Internet through the use of, in addition to other techniques, a simple prefetching technique called EWMA. Although the prefetching technique has been shown to be effective in predicting 3D motion during our simulation experiments, it is less effective in our prototype experiments. The main reason is that most input devices used for navigation are 2D in nature (mostly 2D mice) and EWMA is not too effective in predicting user motion in moving a 2D mouse. To overcome this limitation, we propose in this paper a method for predicting the user motion in moving the mouse during a 3D navigation. To improve the accuracy of the prediction, we also propose a constrained navigation method. We will demonstrate the effectiveness of the new method through experimental results.
Addison Chan, Rynson W. H. Lau, Antonio Si
Computer Graphics International2
2001 NURBS Streams
abstract
Deformable objects are important in modeling clothing, facial expressions, animal characters and other soft objects. However, they are rarely used in distributed virtual environments. This is because both the transmission and the tessellation of deformable objects are too time-consuming to run in real time. Part of the problem can be solved by our earlier (1997, 1999) method on the real-time rendering of deformable NURBS (non-uniform rational B-spline) surfaces. In this paper, we present a technique to organize the data structures that are used to store the pre-computed polygon models and the deformation coefficients in supporting the rendering of deformable NURBS surfaces from a hierarchical form into a linear form, called NURBS streams. The NURBS streams not only support the progressive transmission and rendering of deformable NURBS surfaces, but also simplify the software and hardware implementation of the rendering method. To further speed up the rendering of these NURBS streams, we also introduce the idea of a virtual rendering list to keep track of incremental node changes between successive frames.
Frederick W. B. Li, Rynson W. H. Lau
Computer Graphics International2
2001 Web-Based Image Retrieval: A Hybrid Approach
abstract
In recent years, image retrieval has received tremendous attention and some progress has been made. However, most existing work on image retrieval focuses on specific issues and techniques local to image computing or access. Little work has been done to combine various aspects into a single framework. We describe our approach of developing a general-purpose image retrieval system over the Web. A main feature of our system is its hybrid approach by integrating both semantic and visual feature retrieval methods. By combining keyword-based query selection with content-based retrieval techniques, the system is able to provide effective image searching and retrieval. The results are further improved through a relevance feedback process. A research prototype system has been constructed on the Web environment, and experimental results demonstrate the effectiveness of the new approach.
Yueting Zhuang, Qing Li 0001, Rynson W. H. Lau
Computer Graphics International3
2001 Distance Courseware Discrimination Based on Representative Sentence Assaying
abstract
In order to train distance learning students the discernment ability, teachers often suggest Web courseware on specific topics, such as controversial social issues, with different viewpoints. Traditional discriminating strategies based on simple keyword matching often lead to low accuracy of discrimination. This paper proposes a method called DRSA (discriminating via representative sentence assaying), which is based on a five-stage process: extracting representative phrases, calculating a characteristic array, mining a threshold array, objective judgment, and subjective judgment. Experimental results show that our algorithms are very efficient in discriminating documents into positive and negative views.
Changjie Tang, Rynson W. H. Lau, Qing Li 0001, Zhonghua Yu
DASFAA2
2001 Collaborative Distributed Virtual Sculpting
abstract
A lot of effort is now being put into developing collaborative distributed virtual environments. However very few projects address collaborative virtual sculpting in which the shapes of the target objects are likely changing continuously. Some major issues including user interaction, data transmission, concurrent object editing by multiple clients and rendering of deforming objects must be addressed in a real-time context. We propose a framework for collaborative virtual sculpting in a distributed virtual environment. The system is based on a hybrid model which merges the client-server and the peer-to-peer architectures to allow fast data replication. To support real-time deformation and rendering of deformable objects, we model each of these objects using NURBS surfaces and render them using the real-time deformable NURBS rendering method that we have developed. We present a data structure for the transmission of these deformable objects. We also introduce the idea of editing region and the corresponding locking mechanism for simultaneous editing of the same object by multiple clients. Toward the end of the paper we show some performance results of the prototype system.
Frederick W. B. Li, Rynson W. H. Lau, Frederick F. C. Ng
VR2
2001 A hybrid motion prediction method for caching and prefetching in distributed virtual environments
abstract
Although there are a few methods proposed for predicting 3D motion, most of these methods are primarily designed for predicting the motion of specific objects, by assuming certain object motion behaviors. We notice that in desktop distributed 3D applications, such as virtual walkthrough and computer games, the 2D mouse is still the most popular device being used as navigation input. Through studying the motion behavior of a mouse during 3D navigation, we propose a hybrid motion model for predicting the mouse motion during a 3D walkthrough. At low motion velocity, we use a linear model for prediction and at high motion velocity, we use an elliptic model for prediction. We describe how this prediction method can be integrated into our distributed virtual environment for object model caching and prefetching. We also demonstrate the effectiveness of the prediction method and the resulting caching and prefetching mechanisms through extensive experiments.
Addison Chan, Rynson W. H. Lau, Beatrice Ng
VRST2
2001 Object Caching and Prefetching in Distributed Virtual Walkthrough
Rynson W. H. Lau, Jimmy H. P. Chim, Mark Green 0001, Hong Va Leong, Antonio Si
Real Time Syst.1
2001 Adaptive Parallel Rendering on Multiprocessors and Workstation Clusters
abstract
This paper presents the design and performance of a new parallel graphics renderer for 3D images. This renderer is based on an adaptive supersampling approach that works for time/space-efficient execution on two classes of parallel computers. Our rendering scheme takes subpixel supersamples only along polygon edges. This leads to a significant reduction in rendering time and in buffer memory requirements. Furthermore, we offer a balanced rasterization of all transformed polygons. Experimental results prove these advantages on both a shared-memory SGI multiprocessor server and a Unix cluster of Sun workstations. We reveal performance effects of the new rendering scheme on subpixel resolution, polygon number, scene complexity, and memory requirements. The balanced parallel renderer demonstrates scalable performance with respect to increase in graphic complexity and in machine size. Our parallel renderer outperforms Crow's scheme in benchmark experiments performed. The improvements are made in three fronts: (1) reduction in rendering time, (2) higher efficiency with balanced workload,: and (3) adaptive to available buffer memory size. The balanced renderer can be more cost-effectively embedded within many 3D graphics algorithms, such as those for edge smoothing and 3D visualization. Our parallel renderer is MPI-coded, offering high portability and cross-platform performance. These advantages can greatly improve the QoS in 3D imaging and in real-time interactive graphics.
Wai-Sum Lin, Rynson W. H. Lau, Kai Hwang 0001, Xiaola Lin, Paul Y. S. Cheung
IEEE Trans. Parallel Distributed Syst.2
2000 Personalized Courseware Construction based on Web Data Mining
abstract
In order to adapt the teaching in accordance to an individual student's ability in a distance learning environment, a method to construct personalized courseware is proposed by building a personalized Web tutor tree and mining both context and structure of the courseware. The concept of Web tutor objects and the notion of similarity are proposed. Five algorithms, including Naive Algorithm for tutor topic tree and Level-generate Algorithm to generate a Web tutor topic of K+1 levels, and the experimental results are presented.
Changjie Tang, Rynson W. H. Lau, Qing Li 0001, Huabei Yin, Danny Kilis
WISE (2)2
2000 Virtual 3D Sculpting
abstract
This paper presents a virtual sculpting method for interactive 3D object deformation. The method is based on the use of an electronic glove. A parametric control hand surface defined by an open-uniform B-spline tensor product surface is first created to model the hand gesture. The geometric attributes of the object in the Euclidean 3D space are then mapped to the parametric domain of the control hand surface through a ray projection method. By maintaining the distances between the mapped pairs, change of hand gesture can be efficiently transferred to control the deformation of the object. Copyright © 2000 John Wiley & Sons, Ltd.
Janis P. Y. Wong, Rynson W. H. Lau, Lizhuang Ma
Comput. Animat. Virtual Worlds2
1999 Dynamic Image Quality Measurements of Real-time Rendering Algorithms
abstract
We present a dynamic measure to capture temporal image distortions, such as popping artifacts, resulting from algorithms performing real-time rendering tasks. Experimental results show that it can form the basis for evaluating and comparing the algorithms' temporal image quality.
P. Yuan, Mark Green 0001, Rynson W. H. Lau
VR3
1999 Real-time rendering of deformable parametric free-form surfaces
abstract
Deformable objects are required to improve the realism of virtual reality applications. They are particularly useful in modeling clothes, facial expression, human and animal characters. A common method to render these objects is by tessellation. However, the tessellation process is computationally very expensive. If the object deforms, we need to retessellate the surface every frame, as its shape changes from one frame to the next. This computational burden poses a significant challenge to the real-time rendering of deformable objects. Consequently, deformable objects are seldom incorporated in existing virtual reality systems. In this paper, we present an incremental method for rendering deformable objects modeled by parametric free-form surfaces. We also introduce two new frame coherence techniques for crack prevention and parameter caching. Finally, we present a single hierarchical data structure which provides a multi-resolution representation of the object model.
Frederick W. B. Li, Rynson W. H. Lau
VRST2
1999 A method for progressive and selective transmission of multi-resolution models
abstract
Although there are many adaptive (or view-dependent) multi-resolution methods developed, support for progressive transmission and reconstruction has not been addressed. A major reason for this is that most of these methods require large portion of the hierarchical data structure to be available at the client before rendering starts, due to the neighboring dependency constraints. In this paper, we present an efficient multi-resolution method that allows progressive and selective transmission of multi-resolution models. This is achieved by reducing the neighboring dependency to a minimum. The new method allows visually important parts of an object to be transmitted to the client at higher priority than the less important parts and progressively reconstructed there for display. We will present the new method and discuss how it works in a client-server environment. We will also show the data structure of the transmission record and some performance results of the method.
Danny S. P. To, Rynson W. H. Lau, Mark Green 0001
VRST2
1998 An Anti-Aliasing Method for Parallel Rendering
abstract
We describe a parallel rendering method based on the adaptive supersampling technique to produce anti-aliased images with minimal memory consumption. Unlike traditional supersampling methods, this one does not supersample every pixel, but only those edge pixels. We consider various strategies to reduce the memory consumption in order for the method to be applicable in situations where limited or fixed amount of pre-allocated memory is available. This is a very important issue, especially in parallel rendering. We have implemented our algorithm on a parallel machine based on the message passing model. Towards the end of the paper, we present some experimental results on the memory usage and the performance of the method.
Sam Lin, Rynson W. H. Lau, Xiaola Lin, Paul Y. S. Cheung
Computer Graphics International2
1998 Virtual 3D Sculpturing with a Parametric Hand Surface
abstract
Many techniques have been developed for 3D object deformation. These techniques have been widely used in most CAD/CAM systems. Intuitive while efficient methods for interactive 3D object deformation in a VR environment, however, are rare. One of our current research projects is to develop such a technique based on the use of a sensor glove. The idea is to create a hand surface interpolating through all the data points of the sensor glove. Through mapping the vertices of an object model to the hand surface, the object model may be deformed simply by changing the hand gesture. An initial method for implementing this idea was presented in our recent paper. In this paper, we discuss some of the limitations of the earlier method and present a refined method that overcomes most of the limitations. The resulting method is both efficient and intuitive as demonstrated by the results of our experiments.
Janis P. Y. Wong, Rynson W. H. Lau, Lizhuang Ma
Computer Graphics International2
1998 On Caching and Prefetching of Virtual Objects in Distributed Virtual Environments
abstract
Article Free Access Share on On caching and prefetching of virtual objects in distributed virtual environments Authors: Jimmy H. P. Chim Department of Computing, The Hong Kong Polytechnic University, Hong Kong Department of Computing, The Hong Kong Polytechnic University, Hong KongView Profile , Mark Green Department of Computer Science, University of Alberta, Edmonton, Alberta, T6G 2H1, Canada Department of Computer Science, University of Alberta, Edmonton, Alberta, T6G 2H1, CanadaView Profile , Rynson W. H. Lau Department of Computer Science, City University of Hong Kong, Hong Kong Department of Computer Science, City University of Hong Kong, Hong KongView Profile , Hong Va Leong Department of Computer Science, City University of Hong Kong, Hong Kong Department of Computer Science, City University of Hong Kong, Hong KongView Profile , Antonio Si Sun Microsystems, 901 San Antonio Road, Palo Alto, CA Sun Microsystems, 901 San Antonio Road, Palo Alto, CAView Profile Authors Info & Claims MULTIMEDIA '98: Proceedings of the sixth ACM international conference on MultimediaSeptember 1998 Pages 171–180https://doi.org/10.1145/290747.290769Published:01 September 1998Publication History 51citation594DownloadsMetricsTotal Citations51Total Downloads594Last 12 Months27Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF
Jimmy H. P. Chim, Mark Green 0001, Rynson W. H. Lau, Hong Va Leong, Antonio Si
ACM Multimedia3
1998 Multi-resolution model transmission in distributed virtual environments
abstract
Distributed virtual environments allow users at different geographical locations to share and interact within a common virtual environment via a local network or through the Internet. To deliver a good performance for such applications, we need to address several issues in different research disciplines. First, we must be able to model virtual objects effectively. The recently developed multi-resolution techniques for object modeling are of great value here, since they are capable of simplifying the object models and therefore reducing the time to render them. This may greatly reduce the demand for rendering performance on the client machines. Second, with the constraint of the limited bandwidth of the Internet, we need to reduce the response time by reducing the amount of data requested over the network. Caching of suitable object models of high affinity will reduce the amount of data requested over the network for a faster response time. Prefetching object models by predicting those ...
Jimmy H. P. Chim, Rynson W. H. Lau, Antonio Si, Hong Va Leong, Danny S. P. To, Mark Green 0001, Miu-Ling Lam
VRST2
1998 Contour-Based Warping
Kwai Hung Chan, Rynson W. H. Lau
Graph. Model. Image Process.2
1997 Surface deformation using the sensor glove
abstract
Intuitive 30 sulfate control and deformation are czucial to CAD/CAM.To do this in a virtual environment, however, the tecZznique must be very efficient.A common method for shape deformation is the free-form deformation (FFD) method, in which the complete object is deformed by defozming a 30 grid of the object.In this paper, we propose an intuitive method for sulfate deformation based on deforming a hand s&ace, which is basically a bicubic B-spline sudace interpolating or approximating key data points of a sensor glove (i.e.finger joints and palm center of the user's hand).By setting up a corresponding mapping between the virtual object being deformed and the hand sugace, the object can be deformed with tlze control of the sensor glove.As the usersexes hislherfingers, the object changes its shape accordingly.Such control can be local or global.For local deformation, we introduce a region jilter function which imposes locality on the mapping/deformation.The new algorithm is made very efficient tlzrough incremental update.It is also intuitive as zfthe zzser were using his hand to deform the object directly.Experimental results show the potential of the new method.
Lizhuang Ma, Rynson W. H. Lau, Jieqing Feng, Qunsheng Peng 0001, Janis P. Y. Wong
VRST2
1997 A framework for performance evaluation of real-time rendering algorithms in virtual reality
abstract
We describe a framework for a performance evaluation system for real-time rendering algorithms in Virtual Reality. The system embeds a numeric method to evaluate image quality and approaches to construct different types of VR tasks to conduct fair tests of real-time rendering algorithms. We test a real-time rendering algorithm with this framework. Experimental results show that the system supports broad tests of real-time rendering algorithms, and can form the basis for comparing their performance. Keywords: real-time rendering algorithms, virtual reality, performance evaluation 1 Introduction Given enough CPU-time, current computer graphics technologies can render very complex scenes and produce nearly photo-realistic pictures. However, for interactive computer graphics, such as virtual reality applications, data management and programming decisions have to be made in trading off rendering quality for interactive update rates. This has been called the real-time rendering problem. I...
Ping Yuan, Mark Green 0001, Rynson W. H. Lau
VRST3
1997 Interactive Rendering of Deforming NURBS Surfaces
abstract
Non‐uniform rational B‐splines (NURBS) has been widely accepted as a standard tool for geometry representation and design. Its rich geometric properties allow it to represent both analytic shapes and free‐form curves and surfaces precisely. Moreover, a set of tools is available for shape modification or more implicitly, object deformation. Existing NURBS rendering methods include de Boor algorithm, Oslo algorithm, Shantz’s adaptive forward differencing algorithm and Silbermann’s high speed implementation of NURBS. However, these methods consider only speeding up the rendering process of individual frames. Recently, Kumar et al. proposed an incremental method for rendering NURBS surfaces, but it is still limited to static surfaces. In real‐time applications such as virtual reality, interactive display is needed. If a virtual environment contains a lot of deforming objects, these methods cannot provide a good solution. In this paper, we propose an efficient method for interactive rendering of deformable objects by maintaining a polygon model of each deforming NURBS surface and adaptively refining the resolution of the polygon model. We also look at how this method may be applied to multi‐resolution modelling.
Frederick W. B. Li, Rynson W. H. Lau, Mark Green 0001
Comput. Graph. Forum2
1996 The Failure of Anti-Hacking Legislation: A Hong Kong Perspective
abstract
This paper observes the Hong Kong Government's position on Internet issues, and discusses why present computerrelated legislation fails to attain its goal of anti-hacking.The paper gives a Hong Kong perspective to government's effort to curb intrusion of businesses on the Internet.The Internet has grown dramatically in recent years with tens of millions of people having access to it.There are also increases in both varieties and number of businesses operating on the Internet.It is therefore more profitable for serious intruders to break into the global network and obtain illegal access to network resources.The situation will only deteriorate if not handled promptly and in a proper manner.
Rynson W. H. Lau, Kwok-Yan Lam, Siu Leung Chung
CCS1
1996 Real-time multi-resolution modeling for complex virtual environments
abstract
The rendering and animation of complex scenes containing many objects represented by large numbers of display primitives requires time proportional to the total number of primitives in the scene. To improve the performance of a given graphics engine, multi-resolution modeling techniques are usually used to reduce the total number of primitives required to be rendered. However, existing techniques are usually slow and some of them may not even preserve the topology of the object geometry faithfully. In this paper, we present an efficient and simple algorithm to generate an object model of the desired resolution given a high resolution model of an object and the distance of the object from the view point. The major advantages of the new method are that it preserves the topology of the given model, it can be used to generate multi-resolution models on the fly and in real-time, and its performance is predictable. The last advantage makes it well fit into the framework that we proposed m our work on real-time rendering in virtual reality[1].
Veysi Isler, Rynson W. H. Lau, Mark Green 0001
VRST2
1995 The Compositing Buffer: A Flexible Method for Image Generation and Image Editing
abstract
Abstract In this paper, we describe a new buffer architecture called the Compositing Buffer. Although it is based on the A‐buffer architecture described by Carpenter1, the new architecture introduces two important ideas which make image generation more flexible. The first idea is the storing of bitmask index instead of the bitmask. This allows accurate images to be generated while at the same time, minimising memory usage. The second idea is the introduction of the concept of dynamic object. This allows images to be edited interactively. Applications of the two ideas will also be discussed in the paper.
Rynson W. H. Lau, Neil E. Wiseman
Comput. Graph. Forum1
1992 Accurate Image Generation and Interactive Image Editing with the A-buffer
abstract
Abstract The A‐buffer suggested by Carpenter [2] is a hidden surface removal method which deals with arbitrary overlapping edges in a pixel. In this paper, we suggest a way of increasing the subpixel resolution by storing the bitmask index rather than the bitmask. This allows much more accurate images to be generated while at the same time, minimising memory usage. It also allows zooming to reveal more information. We also suggest an enhancement to the A‐buffer by allowing the creation of dynamic objects. These dynamic objects can then be edited (deleted, moved, etc.) interactively as image modification and assembly is going on. This new buffer forms part of the image composition system we have been working on.
Rynson W. H. Lau, Neil E. Wiseman
Comput. Graph. Forum1