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Jingtao Fan

dblp:43/3688 · DBLP profile ↗
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5ranked-venue papers
0as first author
1since 2021 · last 2021
0000-0003-4817-4141ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1Applied, interdisciplinary, general and emerging computing · 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
1 paper
Image and video processing · 50% Computational photography and imaging · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Cloud and datacenter computing · 25% GPUs and heterogeneous computing · 25% Hardware accelerators and domain-specific architectures · 25%

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

TopicWeightPapersLastEvidence papers
Image and video processing › compressive sensing
compressive imaging
0.512021
Sinusoidal Sampling Enhanced Compressive Camera for High Speed Imaging · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Computational photography and imaging
high-speed imaging
0.512021
Sinusoidal Sampling Enhanced Compressive Camera for High Speed Imaging · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Computational photography and imaging
snapshot compressive imaging
0.512021
Sinusoidal Sampling Enhanced Compressive Camera for High Speed Imaging · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Image and video processing › compressive sensing › compressive imaging
video compressive sensing
0.512021
Sinusoidal Sampling Enhanced Compressive Camera for High Speed Imaging · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Embedded and real-time systems › streaming applications
adaptive streaming
0.412019
T-Gaming: A Cost-Efficient Cloud Gaming System at Scale · IEEE Trans. Parallel Distributed Syst. 2019
Cloud and datacenter computing › cloud applications
cloud gaming
0.412019
T-Gaming: A Cost-Efficient Cloud Gaming System at Scale · IEEE Trans. Parallel Distributed Syst. 2019
GPUs and heterogeneous computing › GPU resource management
GPU virtualization
0.412019
T-Gaming: A Cost-Efficient Cloud Gaming System at Scale · IEEE Trans. Parallel Distributed Syst. 2019
Hardware accelerators and domain-specific architectures
video encoding
0.412019
T-Gaming: A Cost-Efficient Cloud Gaming System at Scale · IEEE Trans. Parallel Distributed Syst. 2019

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

sinusoidal sampling · 0.5random coding · 0.5compressive sensing reconstruction · 0.5deep reinforcement learning · 0.4
YearPublicationVenuePosition
2021 Sinusoidal Sampling Enhanced Compressive Camera for High Speed Imaging
abstract
Compressive sensing technique allows capturing fast phenomena at a much higher frame rate than the camera sensor, by recovering a frame sequence from their encoded combination. However, most conventional compressive video sensing methods limit the achieved frame rate improvement to tenfold and only support low resolution recovery. Making use of the camera's redundant spatial resolution for further frame rate improve, here we report a novel compressive video acquisition technique termed Sinusoidal Sampling Enhanced Compressive Camera (S2EC2) to encode denser frames within a snapshot. Specifically, we decompose the dense frames into groups and apply combinational coding: random codes within each group for compressive acquisition; group specific sinusoidal codes to multiplex different groups onto the high resolution sensor. The sinusoidal codes designed for these groups would shift their frequency components by different offsets in the Fourier domain and staggered the dominant frequencies of the coded measurements of these groups. Correspondingly, the reconstruction successfully separate coded measurements of different groups and recovers frames within each group. Besides, we also solve the implementation problem of insufficient gray scale spatial light modulation speed, and build a prototype achieving 2000 fps reconstruction with a 15.6 fps camera (the actual compression ratio is 0.009). The extensive experiments validate the proposed approach.
Chao Deng 0005, Yuanlong Zhang, Yifeng Mao, Jingtao Fan, Jin-Li Suo, Qionghai Dai
IEEE Trans. Pattern Anal. Mach. Intell.4
2019 T-Gaming: A Cost-Efficient Cloud Gaming System at Scale
abstract
Cloud gaming (CG) system could pursue both high-quality gaming experience via intensive computing, and ultimate convenience anywhere at anytime through any energy-constrained mobile devices. Despite the abundance of efforts devoted, state-of-the-art CG systems still suffer from multiple key limitations: expensive deployment cost, high bandwidth consumption and unsatisfied quality of experience (QoE). As a result, existing works are not widely adopted in reality. This paper proposes a Transparent Gaming framework called T-Gaming that allows users to play any popular high-end desktop/console games on-the-fly over the Internet. T-Gaming utilizes the off-the-shelf consumer GPUs without resorting to the expensive proprietary GPU virtualization (vGPU) technology to reduce the deployment cost. Moreover, it enables prioritized video encoding based on the human visual feature to reduce the bandwidth consumption without noticeable visual quality degradation. Last but not least, T-Gaming adopts adaptive real-time streaming based on deep reinforcement learning (RL) to improve user's QoE. To evaluate the performance of T-Gaming, we implement and test a prototype system in the real world. Compared with the existing cloud gaming systems, T-Gaming not only reduces the expense per user by 75 percent hardware cost reduction and 14.3 percent network cost reduction, but also improves the normalized average QoE by 3.6-27.9 percent.
Hao Chen 0036, Xu Zhang 0006, Yiling Xu, Ju Ren 0001, Jingtao Fan, Zhan Ma 0001, Wenjun Zhang 0001
IEEE Trans. Parallel Distributed Syst.5
2017 Video-Based Outdoor Human Reconstruction
abstract
A human body scanning system of great practical convenience, which can be used in an outdoor environment, is proposed. The system uses only a single conventional video camera without the aid of special sensors or controlled illuminations. We leverage the structure from motion calibration results directly and improve the available video-based dense 3D reconstruction by integrating the surface smoothness constraints. The point cloud reinforcement is proposed to detect and adjust the conflict point data for the slender and shaky body parts. Combined with the silhouette adaptation, the proposed point cloud reinforcement achieves reasonable and plausible mesh reconstruction on these challenging parts. We further introduce the close-shot frames to refine the prereconstructed mesh model, leading to a colored watertight model. The overall system is approximate to automatic since only one or two times of painting brush interaction are required for robust and high-quality multiview image segmentation. The experiment results on various test sequences demonstrate the effectiveness and the robustness of the proposed method, even under very challenging scenarios when shaking body, varying illumination, and textureless regions occur.
Hao Zhu 0004, Yebin Liu, Jingtao Fan, Qionghai Dai, Xun Cao
IEEE Trans. Circuits Syst. Video Technol.3
2009 A fuzzy background model for moving object detection
abstract
Background modeling is a key step of background subtraction methods used in the context of static camera. The goal is to obtain a clean background and then detect moving objects by comparing it with the current frame. This paper describes a novel fuzzy approach for moving object detection which is capable of processing images extremely rapidly and achieving high detection rates. This work integrates the local binary pattern texture feature and HSI color feature by a novel fuzzy way using the Choquet integral, which extends the moving object detection work for light illumination changing and shadowing. The results of several dataset videos show the robustness and effectiveness of the proposed method.
Jingtao Fan
CAD/Graphics3
2007 Chinese Character Recognition Method Based on Multi-features and Parallel Neural Network Computation
Wei He 0016, Jingtao Fan
ICIC (1)5