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Publications
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Efficient Affinity-based Edit Propagation using K-D Tree
Kun Xu, Yong Li , Tao Ju, Shi-Min Hu, Tian-Qiang Liu
Accepted by Siggraph Asia 2009.
Image/video editing by strokes has become increasingly popular due to the ease of interaction. Propagating the user inputs to the rest of the image/video, however, is often time and memory consuming especially for large data. We propose here an efficient scheme that allows affinity-based edit propagation to be computed on data containing tens of millions of pixels at interactive rate (in matter of seconds). The key in our scheme is a novel means for approximately solving the optimization problem involved in edit propagation, using adaptive clustering in a high-dimensional, affinity space. Our approximation significantly reduces the cost of existing affinity-based propagation methods while maintaining visual fidelity, and enables interactive stroke-based editing even on high resolution images and long video sequences using commodity computers.
[ paper ] [
video ]
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Edit Propagation on Bidirectional Texture Functions
Kun Xu, Jiaping Wang, Xin Tong, Shi-Min Hu, Baining Guo
Accepted by Pacific Graphics 2009.
We propose an efficient method for editing bidirectional texture functions (BTFs) based on edit propagation scheme. In our approach, users specify sparse edits on a certain slice of BTF. An edit propagation scheme is then applied to propagate edits to the whole BTF data. The consistency of the BTF data is maintained by propagating similar edits to points with similar underlying geometry/reflectance. For this purpose, we propose to use view independent features including normals and re?ectance features reconstructed from each view to guide the propagation process. We also propose an adaptive sampling scheme for speeding up the propagation process. Since our method needn’t any accurate geometry and re?ectance information, it allows users to edit complex BTFs with interactive feedback.
[ paper ] [
video ]
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Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
Kun Xu, Yun-Tao Jia, Hongbo Fu, Shi-Min Hu, Chiew-Lan Tai
Accepted by IEEE Transaction of Visualization and Computer Graphics (TVCG), 2008.
This paper presents a novel basis function, called spherical piecewise constant basis function (SPCBF), for precomputed radiance transfer. SPCBFs have several desirable properties: rotatability, ability to represent all-frequency signals, and support for efficient multiple product. By partitioning the illumination sphere into a set of subregions, and associating each subregion with an SPCBF valued 1 inside the region and 0 elsewhere, we precompute the light coefficients using the resulting SPCBFs. We run-time approximate BRDF and visibility coefficients with the same set of SPCBFs through fast lookup of summed-area-table (SAT) and visibility distance table (VDT), respectively. SPCBFs enable new effects such as object rotation in all-frequency rendering of dynamic scenes and onthe-fly BRDF editing under rotating environment lighting. With graphics hardware acceleration, our method achieves real-time frame rates.
[ paper ] [ video ]
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Real-time homogeneous translucent material editing
Kun Xu, Yue Gao, Yong Li, Tao Ju, Shi-Min Hu
Accepted by EuroGraphics 2007.
This paper presents a novel method for real-time homogeneous translucent material editing under fixed illumination. We consider the complete analytic BSSRDF model proposed by Jensen et al.[JMLH01], including both multiple scattering and single scattering. Our method allows the user to adjust the analytic parameters of BSSRDF and provides high-quality, real-time rendering feedback. Inspired by recently developed Precomputed Radiance Transfer (PRT) techniques, we approximate both the multiple scattering diffuse reflectance function and the single scattering exponential attenuation function in the analytic model using basis functions, so that re-computing the outgoing radiance at each vertex as parameters change reduces to simple dot products. In addition, using a non-uniform piecewise polynomial basis, we are able to achieve smaller approximation error than using bases adopted in previous PRT-based works, such as spherical harmonics and wavelets. Using hardware acceleration, we demonstrate that our system generates images comparable to [JMLH01] at real-time frame-rates.
[ paper ] [ video ]
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Spherical Harmonics
Scaling Jiaping
Wang, Kun Xu, Kun Zhou, Stephen
Lin, Shimin Hu, Baining
Guo
Pacific Conference on Computer Graphics and
Applications, Oct 2006.
The Visual Computer, Volume 22, p713-720, Sept
2006.
In this
paper, we present a new SH operation, called spherical
harmonics scaling, to shrink or expand a spherical
function in frequency domain. We show that this problem can be
elegantly formulated as a linear transformation of SH projections,
which is efficient to compute and easy to implement on a GPU.
Spherical harmonics scaling is particularly useful for extrapolating
visibility and radiance functions at a sample point to points closer
to or farther from an occluder or light source. With SH scaling, we
present applications to lowfrequency shadowing for general
deformable object, and to efficient approximation of spherical
irradiance functions within a mid-range illumination
environment.
[ paper ]
[ video ]
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Experiences
- Research Intern at Internet Graphics Group, Microsoft Research Asia (2004.10 - 2005.10)
- mentor: Xin Tong
- location: Beijing, P.R. China
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Awards
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Microsoft Fellowship, 2008
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Links
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