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Chih-Fan Chen

dblp:37/10575 · DBLP profile ↗
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10ranked-venue papers
7as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 7 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorSystems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Rendering · 65% Geometric modeling and processing · 26% Virtual and augmented reality · 10%
Artificial intelligence
4 papers
Face, body and person analysis · 47% Image recognition and object detection · 22% Robot manipulation · 13%

Topics — the 15 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › inverse rendering
reflectance and illumination estimation
0.412019
Automatic Generation of Dynamically Relightable Virtual Objects with Consumer-Grade Depth Cameras · VR 2019
Rendering › relighting
relightable rendering
0.412019
Automatic Generation of Dynamically Relightable Virtual Objects with Consumer-Grade Depth Cameras · VR 2019
Computer vision › Face, body and person analysis
face recognition
0.322014
Robust Face Recognition With Structurally Incoherent Low-Rank Matrix Decomposition · IEEE Trans. Image Process. 2014
Low-rank matrix recovery with structural incoherence for robust face recognition · CVPR 2012
Computer vision › Face, body and person analysis › face recognition
robust face recognition
0.322014
Robust Face Recognition With Structurally Incoherent Low-Rank Matrix Decomposition · IEEE Trans. Image Process. 2014
Low-rank matrix recovery with structural incoherence for robust face recognition · CVPR 2012
Rendering › texture mapping
view-dependent texture mapping
0.312018
Virtual Content Creation Using Dynamic Omnidirectional Texture Synthesis · VR 2018
Geometric modeling and processing
3d reconstruction
0.312017
Rapid creation of photorealistic virtual reality content with consumer depth cameras · VR 2017
Geometric modeling and processing › 3d reconstruction › dense 3d reconstruction
RGB-D reconstruction
0.312017
Rapid creation of photorealistic virtual reality content with consumer depth cameras · VR 2017
Rendering
view-dependent rendering
0.312017
Rapid creation of photorealistic virtual reality content with consumer depth cameras · VR 2017
Robotics › Robot manipulation
deformable object manipulation
0.212014
Recognition of deformable object category and pose · ICRA 2014
Computer vision › Image recognition and object detection › object recognition
deformable object recognition
0.212014
Recognition of deformable object category and pose · ICRA 2014
Machine learning › Representation and self-supervised learning › representation learning › feature extraction
bag-of-features
0.112011
Exploring self-similarities of bag-of-features for image classification · ACM Multimedia 2011
Computer vision › Image recognition and object detection
image classification
0.112011
Exploring self-similarities of bag-of-features for image classification · ACM Multimedia 2011
Virtual and augmented reality › virtual reality
VR content creation
0.112018
Virtual Content Creation Using Dynamic Omnidirectional Texture Synthesis · VR 2018
Computer vision › 3D vision
depth image analysis
0.112014
Recognition of deformable object category and pose · ICRA 2014
Computer vision › 3D vision
pose estimation
0.112014
Recognition of deformable object category and pose · ICRA 2014

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

camera pose optimization · 0.7low-rank decomposition · 0.4RGB-D camera · 0.4RGB-D capture · 0.3consumer depth camera · 0.3structural incoherence · 0.2sparse coding · 0.2low-rank matrix decomposition · 0.2dictionary learning · 0.2sparse representation-based classification · 0.1low-rank matrix approximation · 0.1visual word co-occurrence modeling · 0.1bag-of-features · 0.1
YearPublicationVenuePosition
2020 Learning 3D Faces from Photo-Realistic Facial Synthesis
abstract
We present an approach to efficiently learn an accurate and complete 3D face model from a single image. Previous methods heavily rely on 3D Morphable Models to populate the facial shape space as well as an over-simplified shading model for image formulation. By contrast, our method directly augments a large set of 3D faces from a compact collection of facial scans and employs a high-quality rendering engine to synthesize the corresponding photo-realistic facial images. We first use a deep neural network to regress vertex coordinates from the given image and then refine them by a non-rigid deformation process to more accurately capture local shape similarity. We have conducted extensive experiments to demonstrate the superiority of the proposed approach on 2D-to-3D facial shape inference, especially its excellent generalization property on real-world selfie images.
Ruizhe Wang 0004, Chih-Fan Chen, Hao Peng 0016, Xudong Liu 0006, Xin Li 0005
3DV2
2020 Capture to Rendering Pipeline for Generating Dynamically Relightable Virtual Objects with Handheld RGB-D Cameras
abstract
We present a complete end-to-end pipeline for generating dynamically relightable virtual objects captured using a single handheld consumer-grade RGB-D camera. The proposed system plausibly replicates the geometry, texture, illumination, and surface reflectance properties of non-Lambertian objects, making them suitable for integration within virtual reality scenes that contain arbitrary illumination. First, the geometry of the target object is reconstructed from depth images captured using a handheld camera. To get nearly drift-free texture maps of the virtual object, a set of selected images from the original color stream is used for camera pose optimization. Our approach further separates these images into diffuse (view-independent) and specular (view-dependent) components using low-rank decomposition. The lighting conditions during capture and reflectance properties of the virtual object are subsequently estimated from the computed specular maps. By combining these parameters with the diffuse texture, the reconstructed model can then be rendered in real-time virtual reality scenes that plausibly replicate real world illumination at the point of capture. Furthermore, these objects can interact with arbitrary virtual lights that vary in direction, intensity, and color.
Chih-Fan Chen, Evan A. Suma
VRST1
2019 Automatic Generation of Dynamically Relightable Virtual Objects with Consumer-Grade Depth Cameras
abstract
This research demo showcases the results of novel approach for estimating the illumination and reflectance properties of virtual objects captured using consumer-grade RGB-D cameras. This method is implemented within a fully automatic content creation pipeline that generates photo realistic objects in real-time virtual reality scenes with dynamic lighting. The geometry of the target object is first reconstructed from depth images captured using a handheld camera. To get nearly drift-free texture maps of the virtual object, a set of selected images from the original color stream is used for camera pose optimization. Our approach further separates these images into diffuse (view-independent) and specular (view-dependent) components using low-rank decomposition. The lighting conditions during capture and reflectance properties of the virtual object are subsequently estimated from the specular maps. By combining these parameters with the diffuse texture, reconstructed objects are then rendered in a real-time virtual reality demo that plausibly replicates the real world illumination and showcases dynamic lighting with varying direction, intensity, and color.
Chih-Fan Chen, Evan A. Suma
VR1
2018 Virtual Content Creation Using Dynamic Omnidirectional Texture Synthesis
abstract
We present a dynamic omnidirectional texture synthesis (DOTS) approach for generating real-time virtual reality content captured using a consumer-grade RGB-D camera. Compared to a single fixed-viewpoint color map, view-dependent texture mapping (VDTM) techniques can reproduce finer detail and replicate dynamic lighting effects that become especially noticeable with head tracking in virtual reality. However, VDTM is very sensitive to errors such as missing data or inaccurate camera pose estimation, both of which are commonplace for objects captured using consumer-grade RGB-D cameras. To overcome these limitations, our proposed optimization can synthesize a high resolution view-dependent texture map for any virtual camera location. Synthetic textures are generated by uniformly sampling a spherical virtual camera set surrounding the virtual object, thereby enabling efficient real-time rendering for all potential viewing directions.
Chih-Fan Chen, Evan A. Suma
VR1
2017 View-dependent virtual reality content from RGB-D images
abstract
High-fidelity virtual content is essential for the creation of compelling and effective virtual reality (VR) experiences. However, creating photorealistic content is not easy, and handcrafting detailed 3D models can be time and labor intensive. Structured camera arrays, such as light-stages, can scan and reconstruct high-fidelity virtual models, but the expense makes this technology impractical for most users. In this paper, we present a complete end-to-end pipeline for the capture, processing, and rendering of view-dependent 3D models in virtual reality from a single consumer-grade depth camera. The geometry model and the camera trajectories are automatically reconstructed and optimized from a RGB-D image sequence captured offline. Based on the head-mounted display (HMD) position, the three closest images are selected for real-time rendering and fused together to smooth the transition between viewpoints. The specular reflections and light-burst effects can also be preserved and reproduced. We confirmed that our method does not require technical background knowledge by testing our system with data captured by non-expert operators.
Chih-Fan Chen, Mark T. Bolas, Evan A. Suma
ICIP1
2017 Rapid creation of photorealistic virtual reality content with consumer depth cameras
abstract
Virtual objects are essential for building environments in virtual reality (VR) applications. However, creating photorealistic 3D models is not easy, and handcrafting the detailed 3D model from a real object can be time and labor intensive. An alternative way is to build a structured camera array such as a light-stage to reconstruct the model from a real object. However, these technologies are very expensive and not practical for most users. In this work, we demonstrate a complete end-to-end pipeline for the capture, processing, and rendering of view-dependent 3D models in virtual reality from a single consumer-grade RGB-D camera. The geometry model and the camera trajectories are automatically reconstructed from a RGB-D image sequence captured offline. Based on the HMD position, selected images are used for real-time model rendering. The result of this pipeline is a 3D mesh with view-dependent textures suitable for real-time rendering in virtual reality. Specular reflections and light-burst effects are especially noticeable when users view the objects from different perspectives in a head-tracked environment.
Chih-Fan Chen, Mark T. Bolas, Evan A. Suma
VR1
2014 Recognition of deformable object category and pose
abstract
We present a novel method for classifying and estimating the categories and poses of deformable objects, such as clothing, from a set of depth images. The framework presented here represents the recognition part of the entire pipeline of dexterous manipulation of deformable objects, which contains grasping, recognition, regrasping, placing flat, and folding. We first create an off-line simulation of the deformable objects and capture depth images from different view points as training data. Then by extracting features and applying sparse coding and dictionary learning, we build up a codebook for a set of different poses of a particular deformable object category. The whole framework contains two layers which yield a robust system that first classifies deformable objects on category level and then estimates the current pose from a group of predefined poses of a single deformable object. The system is tested on a variety of similar deformable objects and achieves a high output accuracy. By knowing the current pose of the garment, we can continue with further tasks such as regrasping and folding.
Yinxiao Li, Chih-Fan Chen, Peter K. Allen
ICRA2
2014 Robust Face Recognition With Structurally Incoherent Low-Rank Matrix Decomposition
abstract
For the task of robust face recognition, we particularly focus on the scenario in which training and test image data are corrupted due to occlusion or disguise. Prior standard face recognition methods like Eigenfaces or state-of-the-art approaches such as sparse representation-based classification did not consider possible contamination of data during training, and thus their recognition performance on corrupted test data would be degraded. In this paper, we propose a novel face recognition algorithm based on low-rank matrix decomposition to address the aforementioned problem. Besides the capability of decomposing raw training data into a set of representative bases for better modeling the face images, we introduce a constraint of structural incoherence into the proposed algorithm, which enforces the bases learned for different classes to be as independent as possible. As a result, additional discriminating ability is added to the derived base matrices for improved recognition performance. Experimental results on different face databases with a variety of variations verify the effectiveness and robustness of our proposed method.
Chia-Po Wei, Chih-Fan Chen, Yu-Chiang Frank Wang
IEEE Trans. Image Process.2
2012 Low-rank matrix recovery with structural incoherence for robust face recognition
abstract
We address the problem of robust face recognition, in which both training and test image data might be corrupted due to occlusion and disguise. From standard face recognition algorithms such as Eigenfaces to recently proposed sparse representation-based classification (SRC) methods, most prior works did not consider possible contamination of data during training, and thus the associated performance might be degraded. Based on the recent success of low-rank matrix recovery, we propose a novel low-rank matrix approximation algorithm with structural incoherence for robust face recognition. Our method not only decomposes raw training data into a set of representative basis with corresponding sparse errors for better modeling the face images, we further advocate the structural incoherence between the basis learned from different classes. These basis are encouraged to be as independent as possible due to the regularization on structural incoherence. We show that this provides additional discriminating ability to the original low-rank models for improved performance. Experimental results on public face databases verify the effectiveness and robustness of our method, which is also shown to outperform state-of-the-art SRC based approaches.
Chih-Fan Chen, Chia-Po Wei, Yu-Chiang Frank Wang
CVPR1
2011 Exploring self-similarities of bag-of-features for image classification
abstract
The use of bag-of-features (BOF) models has been a popular technique for image classification and retrieval. In order to better represent and discriminate images from different classes, we advance BOF and explore the self-similarities of visual words for improved performance. The proposed self-similarity hypercubes (SSH) model, which observes the concurrent occurrences of visual words in an image, is able to describe the structural information of the BOF in an image. Our experiments confirm that our SSH provides additional and complementary information to BOF and thus results in improved classification performance. Unlike most prior methods requiring extraction or integration of multiple types of features for similar improvements, our SSH works in the same domain as the BOF does. Moreover, we do not limit the use of our SSH to any particular type of image descriptors, and its generalization is also verified.
Chih-Fan Chen, Yu-Chiang Frank Wang
ACM Multimedia1