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Image Vectorizaton |
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Raster
image vectorization is increasingly important since vector
based graphical contents have been adopted in personal computers and
on the Internet. In this paper, we introduce an effective
vector-based representation and its associated vectorization
algorithm for full-color raster images. There are two important
characteristics of our representation. First, the image plane is
decomposed into nonoverlapping parametric triangular patches with
curved boundaries. The simplicial layout supports an adaptive patch
distribution and a flexible topology. Second, a subset of the curved
patch boundaries are dedicated to accurately representing
curvilinear features. They are aligned with features automatically.
Therefore, patches are expected to have moderate internal variations
that can be well approximated using smooth functions. We have
developed effective techniques for patch boundary optimization and
patch color fitting.
A real-time GPU-based parallel algorithm has also been developed for
rasterizing the resulting vector image. Experiments and comparisons
indicate our image vectorization algorithm achieves a more accurate
and compact vector-based representation than existing ones.
Publications:
Tian Xia, Binbin Liao, and Yizhou Yu,
Patch-Based Image Vectorization with Automatic Curvilinear
Feature Alignment, ACM Transactions on Graphics,
SIGGRAPH Asia 2009,
to appear. |
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Texture Selection
Based on Active Learning |
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Interactive
selection of desired textures and textured objects from a video is a
challenging problem in video editing. In this paper, we present a
scalable framework that accurately selects textured objects with only
moderate user interaction. Our method applies the active learning
methodology, and the user only needs to label minimal initial training
data and subsequent query data. An active learning algorithm uses these
labeled data to obtain an initial classifier and iteratively improves it
until its performance becomes satisfactory. A revised graph cut
algorithm based on the trained classifier has also been developed to
improve the spatial coherence of selected texture regions. We show that
our system is responsive even with videos of a large number of frames,
and it frees the user from extensive labeling work. A variety of
operations, such as color editing, compositing and texture cloning, can
be then applied to the selected textures to achieve interesting editing
effects.
Publications:
Tian Xia, Qing Wu, and
Yizhou Yu, Lazy Texture Selection Based on Active Learning,
The Visual Computer Journal, to appear.
[PDF] |
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Hierarchical Tensor
Approximation of Visual Data |
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Visual
data comprises of multi-scale and inhomogeneous signals. In this paper,
we exploit these characteristics and develop a compact data
representation technique based on a hierarchical tensor-based
transformation. In this technique, an original multi-dimensional dataset
is transformed into a hierarchy of signals to expose its multi-scale
structures. The signal at each level of the hierarchy is further divided
into a number of smaller tensors to expose its spatially inhomogeneous
structures. These smaller tensors are further transformed and pruned
using a tensor approximation technique. Our hierarchical tensor
approximation supports progressive transmission and partial
decompression. Experimental results indicate that our technique can
achieve higher compression ratios and quality than previous methods,
including wavelet transform and single-level tensor approximation. We
have successfully applied our technique to multiple tasks involving
multi-dimensional visual data, including medical and scientific data
visualization, data-driven rendering and dynamic texture synthesis.
Publications:
Qing Wu, Tian Xia, Hsueh-Yi
Lin, Hongcheng Wang, and Yizhou Yu, Hierarchical Tensor Approximation
of Multi-Dimensional Visual Data, IEEE Transactions on
Visualization and Computer Graphics, Vol. 14, No. 1, 2008,
pp.186-199.
Qing Wu, Tian Xia, and
Yizhou Yu, Hierarchical Tensor Approximation of Multi-Dimensional
Images, 14th IEEE International Conference on Image Processing,
Vol. IV, pp.49-52, San Antonio, September 2007. [PDF]
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Streaming Mesh
Optimization |
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Computational
simulation of physical phenomena plays a central role in many important
applications, including scientific visualization and the generation
visual effects for entertainment. Typically, these simulations rely on
high-quality meshes to model physical objects. Meshes with badly shaped
elements degrade both the accuracy and efficiency of the simulation.
Traditionally, mesh optimization has relied on global algorithms which
are ill-suited to the massive meshes demanded by many modern
applications. In this paper, we describe a streaming framework for
tetrahedral mesh optimization. We provide empirical results
demonstrating that streaming is faster and more memory efficient than
global optimization while resulting in essentially identical mesh
quality. We also describe a novel streaming method for optimizing the
surface of a tetrahedral mesh that is efficient, preserves features, and
significantly increases the tetrahedral mesh quality.
Publications:
Tian Xia and Eric
Shaffer, Streaming Mesh Optimization for CAD, Proceedings of
the 4th International Symposium on Visual Computing (ISVC 2008), pp.
1022-1033, Las Vegas, December 2008. [PDF]
Tian Xia and Eric Shaffer,
Streaming Tetrahedral Mesh Optimization, Proceedings of ACM
Symposium on Solid and Physical Modeling 2008 (SPM 2008), pp.
281-287, Stony Brook, June 2008. [PDF]
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Undergraduate Project (CAD & CG State Key Lab, Zhejiang University,
2004) |
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Real-time
Simulation of Snow Dynamics |
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Little
work has been presented on the real-time generation of a dynamic snowing
scene, partially due to the fact that the process of simulating a
dynamic snowing scene involves a complex modeling of the wind field and
the interaction between the wind and the snow. In this paper, we
construct a three-dimensional wind field based on the discrete form of
the Boltzmann equation. By fully considering the physical
characteristics of the wind and the snow, we simulate the falling,
deposition, and erosion of the snow in 3D space. Experimental results
show that realistic wind-driven snow scenes under different speed of the
wind with different amounts of snowfall can be rendered in real-time.
Publications:
Changbo Wang, Zhangye
Wang, Tian Xia, and Qunsheng Peng, Real-time Snowing Simulation,
The Visual Computer Journal, 2006, Vol. 22, No. 5, pp.315-323. [PDF]
Changbo Wang, Tian Xia,
Zhangye Wang, and Qunsheng Peng, Real-time Simulation of Wind-driven
Snow Scene, The 17th annual conference on Computer Animation and
Social Agents (CASA2004),
Geneva, Switzerland, July 2004.
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