Research Projects
Intelligent processing of visual media, National Basic Research Program (973 program) of China, Project Number: 2006CB303100, 2006-2011.
Feature sensitive geometry processing, National Natural Science Foundation, Project number: 60673004, 2007-2009.
Geometric representation and rapair of scaned point clouds, National Natural Science Foundation, Project number: 60603085, 2007-2009.
Video procesing based on structure analysis, the Specialized Research Fund for the Doctoral Program of Higher Education, Project Number: 20060003057, 2007-2009.
Publications
Technical Reports
Vectorizing Cartoon Animations
Technical Report TR-080701. Tsinghua University, Beijing, China 
Song-hai Zhang, Tao Chen, Yi-Fei Zhang, Shi-Min Hu, Ralph R. Martin
We present a system for vectorizing 2D raster format carton animations. The output animations are visually flicker free, smaller in file size, and easy to edit. We identify decorative lines separately from coloured regions. We use an accurate and semantically meaningful image decomposition algorithm which supports an arbitrary color model for each region. To ensure temporal coherence in the output cartoon, we reconstruct a universal background for all frames, and separately extract foreground regions. Simple user-assistance is required to complete the background. Each region and decorative line is vectorized and stored together with their motions from frame to frame.
Video-Based Running Water Animation in Chinese Painting Style
Technical Report TR-080801. Tsinghua University, Beijing, China
Song-hai Zhang, Tao Chen, Yi-Fei Zhang, Shi-Min Hu, Ralph R. Martin
This paper presents a novel algorithm for synthesizing animations of running water, such as waterfalls and rivers, in the style of Chinese paintings, for applications such as cartoon making. All video frames are first registered in a common coordinate system, simultaneously segmenting the water from background and computing optical flow of the water. Taking artists’ advice into account, we produce a painting structure to guide painting of brush strokes. Flow lines are placed in the water following an analysis of variance of optical flow, to cause strokes to be drawn where the water is flowing smoothly, rather than in turbulent areas: this allows a few moving strokes to depict the trends of the water flows. A variety of brush strokes is then drawn using a template determined from real Chinese paintings. The novel contributions of this paper are: a method for painting structure generation for flows in videos, and a method for stroke placement, with the necessary temporal coherence.
Metric-Driven RoSy Fields Design
Technical Report TR-080201. Tsinghua University, Beijing, China
Yu-Kun Lai, Miao Jin, Xuexiang Xie, Ying He, Jonathan Palacios, Eugene Zhang, Shi-Min Hu and Xianfeng David Gu
Designing rotational symmetries on surfaces is an important task for a wide range of graphics applications. This work introduces a rigorous and practical algorithm for automatic N-RoSy design on arbitrary surfaces with user defined field topologies. The user has full control of the number, positions and indices of the singularities, the turning numbers of the loops, and is able to edit the field interactively.
A new watermarking method for 3D model based on integral invariant
Technical Report TR-080301. Tsinghua University, Beijing, China
Yu-Ping Wang and Shi-Min Hu
In this report, we propose a new semi-fragile watermarking algorithm for the authentication of 3D models based on integral invariants. To do so, we embed a watermark image by modifying the integral invariants of some of the vertices. Basically, we shift a vertex and its neighbors in order to change the integral invariants. To extract the watermark, test all the vertices for the embedded information, and combine them to recover the watermark image. How many parts can
the watermark image be recovered would help us to make the authentication decision. Experimental test shows that this method is robust against rigid transform and noise attack, and useful to test purposely attack besides transferring noise and geometrical transforming noise. An additional contribution of this paper is a new algorithm for computing two kinds of integral invariants.
2008
Shrinkability Maps for Content-Aware Video Resizing
Pacific Graphics 2008, Computer Graphics Forum , to appear. 
Yi-Fei Zhang, Shi-Min Hu, Ralph R. Martin
A novel method is given for content-aware video resizing, i.e. targeting video to a new resolution (which may involve aspect ratio change) from the original. We precompute a per-pixel cumulative shrinkability map which takes into account both the importance of each
pixel and the need for continuity in the resized result. (If both x and y resizing are required, two separate shrinkability maps are used, otherwise one suffices). A random walk model is used for efficient offline computation of the shrinkability maps. The latter are stored with the video to create a multi-sized video, which permits arbitrarysized new versions of the video to be later very efficiently created in real-time, e.g. by a video-on-demand server supplying video streams to multiple devices with different resolutions. These shrinkability maps are highly compressible, so the resulting multi-sized videos are typically less than three times the size of the original compressed video. A scaling function operates on the multi-sized video, to give the new pixel locations in the result, giving a high-quality content-aware resized video.
Fast Mesh Segmentation using Random Walks
ACM Symosium on Solid and Physical Modeling, 2008, to appear. 
Yu-Kun Lai, Shi-Min Hu, Ralph R. Martin and Paul L. Rosin
3D mesh models are now widely available for use in various applications.
The demand for automatic model analysis and understanding
is ever increasing. Mesh segmentation is an important step towards
model understanding, and acts as a useful tool for different
mesh processing applications, e.g. reverse engineering and modeling
by example. We extend a random walk method used previously
for image segmentation to give algorithms for both interactive and
automatic mesh segmentation. This method is extremely efficient,
and scales almost linearly with increasing number of faces. For
models of moderate size, interactive performance is achieved with
commodity PCs. It is easy-to-implement, robust to noise in the
mesh, and yields results suitable for downstream applications for
both graphical and engineering models.
An Incremental Approach to Feature Aligned Quad Dominant Remeshing
ACM Symosium on Solid and Physical Modeling, 2008, to appear. 
Yu-Kun Lai, Leif Kobbelt and Shi-Min Hu
In this paper we present a new algorithm which turns an unstructured triangle mesh into a quad-dominant mesh with edges aligned to the principal directions of the underlying geometry. Instead of computing a globally smooth parameterization or integrating curvature lines along a tangent vector field, we simply apply an iterative relaxation scheme which incrementally aligns the mesh edges to the principal directions. The quad-dominant mesh is eventually obtained by dropping the not-aligned diagonals from the triangle mesh. A post-processing stage is introduced to further improve the results. The major advantage of our algorithm is its conceptual simplicity since it is merely based on elementary mesh operations such as edge collapse, flip, and split. The resulting meshes exhibit a very good alignment to surface features and rather uniform distribution of mesh vertices. This makes them very well-suited, e.g., as Catmull-Clark Subdivision control meshes.
Fairing Wireframes in Industrial Design
IEEE International Conference on Shape Modeling and Applications, 2008, to appear. 
Yu-Kun Lai, Yong-Jin Liu, Yu Zang and Shi-Min Hu
Wireframe is a modeling tool widely used in industrial geometric design. The term wireframe refers to two sets of curves, with the property that each curve from one set intersects with each curve from the other set. Akin to the u-, v-isocurves in a tensor-product surface, the two sets of curves in a wireframe span an underlying surface. In many industrial design activities, wireframes are usually set up and adjusted by the designers before the whole surfaces are reconstructed. For adjustment, the fairness of wireframe has a direct influence on the quality of the underlying surface. Wireframe fairing is significantly different from fairing individual curves in that intersections should be preserved and kept in the same order. In this paper, we first present a technique for wireframe fairing by fixing the parameters during fairing. The limitation of fixed parameters is further released by an iterative gradient descent optimization method with step-size control. Experimental results show that our solution is efficient, and produces reasonably fairing results of the wireframes.
Optimal Surface Parameterization Using Inverse Curvature Map
IEEE Transaction on Visualization and Computer Graphics (Accepted)
Yongliang Yang, Junho Kim, Feng Luo, Shimin Hu, and Xianfeng Gu
Mesh parameterization is a fundamental technique in computer graphics. The major goals during mesh parameterization are to minimize both the angle distortion and the area distortion. Angle distortion can be eliminated by use of conformal mapping, in principle. Our paper focuses on solving the problem of nding the best discrete conformal mapping that also minimizes area distortion. Major theoretical results and practical algorithms are presented for optimal parameterization based on the inverse curvature map. Comparisons are conducted with existing methods and using different energies. Novel parameterization applications are also introduced. The theoretical framework of the inverse curvature map can be applied to further study discrete conformal mappings.
Shape Deformation using a Skeleton to Drive Simplex Transformations
IEEE Transaction on Visualization and Computer Graphics, Vol. 14, No. 3, May/June 2008, Page 693-706
Han-Bing Yan, Shi-Min Hu, Ralph R Martin, and Yong-Liang Yang
This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the medial axis). The significant difference from previous skeleton-based methods is that the latter use the skeleton to control movement of vertices whereas we use it to control the simplices defining the model. By doing so, errors that occur near joints in other methods can be spread over the whole mesh, via an optimization process, resulting in smooth transitions near joints of the skeleton. By controlling simplices, our method has the additional advantage that no
vertex weights need be defined on the bones, which is a tedious requirement in previous skeleton-based methods. Furthermore, by incorporating the translation vector in our optimisation, unlike other methods, we do not need to fix an arbitrary vertex, and the deformed mesh moves with the deformed skeleton. Our method can also easily be used to control deformation by moving a few chosen line segments, rather than a skeleton.
Spherical Piecewise Constant Basis Functions for All-Frequency Precomputed Radiance Transfer
IEEE Transaction on Visualization and Computer Graphics, Vol. 14, No. 2, March/April 2008, Page 454-467

Kun Xu, Yun-Tao Jia, Hongbo Fu, Shi-Min Hu and Chiew-Lan Tai
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.
Video: Download video here (13.0MB).
2007
Editing The Topology of 3D Models by Sketching
ACM SIGGRAPH 2007, ACM Transactions on Graphics, Vol. 26, No. 3, Article 42, Publication date: July 2007.
Tao Ju, Qian-Yi Zhou and Shi-Min Hu
We present a method for modifying the topology of a 3D model with user control. The heart of our method is a guided topology editing algorithm. Given a source model and a user-provided target shape, the algorithm modifies the source so that the resulting model is topologically consistent with the target. Our algorithm permits removing or adding various topological features (e.g., handles, cavities and islands) in a common framework and ensures that each topological change is made by minimal modification to the source model. To create the target shape, we have also designed a convenient 2D sketching interface for drawing 3D line skeletons. As demonstrated in a suite of examples, the use of sketching allows more accurate removal of topological artifacts than previous methods, and enables creative designs with specific topological goals.
Video: Download video here (31.8MB). (Cannot open the video? Cannot hear the audio? Get latest QuickTime player.)
Software: A software MendIT based on this paper will come soon, please refer to webpage: http://graphics.usc.edu/~qianyizh/software.html
Real-time homogeneous translucent material editing
EuroGraphics 2007, Computer Graphics Forum 26 (3), 545–552.
Kun Xu, Yue Gao, Yong Li, Tao Ju and Shi-Min Hu
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.
Video: Download video here (17.3MB).
Dynamic Delaunay tetrahedralisation of a deforming surface
Visual Comput (2007)
Jean-Baptiste Debard, Romain Balp, Raphaelle Chaine
Reconstruction algorithms make it possible to retrieve a surface from the Delaunay tetrahedralisation
(DT) of a point sampling, whose density reflects the surface local geometry and thickness. Most of
these algorithms are static and some work remains to be done to handle deforming surfaces. In such case, we
defend the idea that each point of the sampling should move with the surface using the information given
by the motion to allow fast reconstruction. In this article, we tackle the problem of producing a good
evolving sampling of a deforming surface S, and maintaining its DT along the motion. The surface is
known only through a projection operator (O1) : R3 -> S, and a normal operator (O2) that returns the
oriented normal at a point on the surface. On that basis, we offer some perspectives on how reconstruction
algorithms can be extended to the tracking of deforming surfaces.
Video: Download video here (16.2MB).
Topology Repair of Solid Models Using Skeletons
IEEE Transaction on Visualization and Computer Graphics, Vol. 13, pp. 675-685, 2007.
Qian-Yi Zhou, Tao Ju and Shi-Min Hu
We present a method for repairing topological errors on solid models in the form of small surface handles, which often arise from surface reconstruction algorithms. We utilize a skeleton representation that offers a new mechanism for identifying and measuring handles. Our method presents two unique advantages over previous approaches. First, handle removal is guaranteed not to introduce invalid geometry or additional handles. Second, by using an adaptive grid structure, our method is capable of processing huge models efficiently at high resolutions.
Slides: Download slides here (24.8MB). A poster for this paper is also available, download poster here (7.5MB).
Software: A software TopoMender based on this paper is now available, please refer to webpage: http://graphics.usc.edu/~qianyizh/software.html
Robust Feature Classification and Editing
IEEE Transaction on Visualization and Computer Graphics, Vol. 13, pp. 34-45, 2007.
Yu-Kun Lai, Qian-Yi Zhou, Shi-Min Hu, Johannes Wallner and Helmut Pottmann
Sharp edges, ridges, valleys and prongs are critical for the appearance and an accurate representation of a 3D model. In this paper, we propose a novel approach that deals with the global shape of features in a robust way. Based on a remeshing algorithm which delivers an isotropic mesh in a feature sensitive metric, features are recognized on multiple scales via integral invariants of local neighborhoods. Morphological and smoothing operations are then used for feature region extraction and classification into basic types such as ridges, valleys and prongs. The resulting representation of feature regions is further used for feature-specific editing operations.
Handling Degenerate Cases in Exact Geodesic Computation on Triangle Meshes
The Visual Computers, Vol. 23, No. 9-11, pp:661-668, 2007.
Yong-Jin Liu, Qian-Yi Zhou and Shi-Min Hu
The computation of exact geodesics on triangle meshes is a widely used operation in computer-aided
design and computer graphics. Practical algorithms for
computing such exact geodesics have been recently proposed by Surazhsky et al (2005). By applying these geometric algorithms to real-world data, degenerate cases
frequently appear. In this paper we classify and enumerate all the degenerate cases in a systematic way. Based on
the classification, we present solutions to handle all the
degenerate cases consistently and correctly. The common
users may find the present techniques useful when they
implement a robust code of computing exact geodesic
paths on meshes.
2006
Reassembling Fractured Objects by Geometric Matching
ACM Transactions on Graphics Volume 25 , Issue 3 pp.569-578. (ACM SIGGRAPH 2006) 
Qi-Xing Huang, Simon Flory, Natasha Gelfand, Michael Hofer and Helmut Pottmann
We present a system for automatic reassembly of broken 3D solids.
Given as input 3D digital models of the broken fragments, we analyze
the geometry of the fracture surfaces to find a globally consistent
reconstruction of the original object. Our reconstruction
pipeline consists of a graph-cuts based segmentation algorithm for
identifying potential fracture surfaces, feature-based robust global
registration for pairwise matching of fragments, and simultaneous
constrained local registration of multiple fragments. We develop
several new techniques in the area of geometry processing, including
the novel integral invariants for computing multi-scale surface
characteristics, registration based on forward search techniques and
surface consistency, and a non-penetrating iterated closest point algorithm.
We illustrate the performance of our algorithms on a number
of real-world examples.
Geometric Modeling with Conical Meshes and Developable Surfaces
ACM Transactions on Graphics Volume 25 , Issue 3 pp.681-689. (ACM SIGGRAPH 2006) 
Yang Liu, Helmut Pottmann, Johannes Wallner, Yong-Liang Yang and Wenping Wang
In architectural freeform design, the relation between shape and fabrication poses new challenges and requires more sophistication from the underlying geometry. The new concept of conical meshes satisfies central requirements for this application: They are quadrilateral meshes with planar faces, and therefore particularly suitable for the design of freeform glass structures. Moreover, they possess a natural offsetting operation and provide a support structure orthogonal to the mesh. Being a discrete analogue of the network of principal curvature lines, they represent fundamental shape characteristics. We show how to optimize a quad mesh such that its faces become planar, or the mesh becomes even conical. Combining this perturbation with subdivision yields a powerful new modeling tool for all types of quad meshes with planar faces, making subdivision attractive for architecture design and providing an elegant way of modeling developable surfaces.
Geometry and Convergence Analysis of Algorithms for Registration of 3D Shapes
Geometry and convergence analysis of algorithms for registration of 3D shapes, International Journal of Computer Vision, 2006, Vol. 67, No. 3, 277-296.
Helmut Pottmann, Qi-Xing Huang, Yong-Liang Yang and Shi-Min Hu
The computation of a rigid body transformation which optimally aligns a set of
measurement points with a surface and related registration problems are studied
from the viewpoint of geometry and optimization.We provide a convergence analysis
for widely used registration algorithms such as ICP, using either closest points (Besl
and McKay [2]) or tangent planes at closest points (Chen and Medioni [4]), and for
a recently developed approach based on quadratic approximants of the squared
distance function [24]. ICP based on closest points exhibits local linear convergence
only. Its counterpart which minimizes squared distances to the tangent planes at
closest points is a Gauss-Newton iteration; it achieves local quadratic convergence
for a zero residual problem and { if enhanced by regularization and step size control
{ comes close to quadratic convergence in many realistic scenarios. Quadratically
convergent algorithms are based on the approach in [24]. The theoretical results are
supported by a number of experiments; there, we also compare the algorithms with
respect to global convergence behavior, stability and running time.
Surface Fitting Based on a Feature Sensitive Parameterization
Computer-Aided Design, vol. 38(7), 2006, pp. 800--807.
Yu-Kun Lai, Shi-Min Hu and Helmut Pottmann
Most approaches to least squares fitting of a B-spline surface to measurement data require a parametrization of the data point set and
the choice of suitable knot vectors. We propose to use uniform knots in connection with a feature sensitive parametrization. This
parametrization allocates more parameter space to highly curved feature regions and thus automatically provides more control points
where they are needed.
A Sweepline Algorithm for Euclidean Voronoi Diagram of Circles
Computer-Aided Design, 2006, Vol. 38, No. 3, 260-278.
Li Jin, Donguk Kim, Lisen Mu, Deok-Soo Kim and Shi-Min Hu
Presented in this paper is a sweepline algorithm to compute the Voronoi diagram of a set of circles in a two-dimensional Euclidean space. The radii of the circles are non-negative and not necessarily equal. It is allowed that circles intersect each other, and a circle contains others. The proposed algorithm constructs the correct Voronoi diagram as a sweepline moves on the plane from top to bottom. While moving on the plane, the sweepline stops only at certain event points where the topology changes occur for the Voronoi diagram being constructed. The worst-case time complexity of the proposed algorithm is O((nCm)log n), where n is the number of input circles, and m is the number of intersection points among circles. As m can be O(n2), the presented algorithm is optimal with O(n2 log n) worst-case time complexity.
Robust Principal Curvatures on Multiple Scales
Proceedings of 4th Eurographics Symposium on Geometry Processing (2006). Eurographics Association, p.223-226.
Yong-Liang Yang, Yu-Kun Lai, Shi-Min Hu and Helmut Pottmann
Geometry processing algorithms often require the robust extraction of curvature information. We propose to
achieve this with principal component analysis (PCA) of local neighborhoods, defined via spherical kernels centered
on the given surface F. Intersection of a kernel ball Br or its boundary sphere Sr with the volume bounded
by F leads to the so-called ball and sphere neighborhoods. Information obtained by PCA of these neighborhoods
turns out to be more robust than PCA of the patch neighborhood Br \F previously used. The relation of the quantities
computed by PCA with the principal curvatures of F is revealed by an asymptotic analysis as the kernel
radius r tends to zero. This also allows us to define principal curvatures “at scale r” in a way which is consistent
with the classical setting. The advantages of the new approach are discussed in a comparison with results obtained
by normal cycles and local fitting; whereas the former method somewhat lacks in robustness, the latter does not
achieve a consistent behavior at features on coarse scales. As to applications, we address computing principal
curves and feature extraction on multiple scales.
Surface Mosaics
In: Proceedings of Pacific Graphics, special issues of The Visual Computer, vol. 22(9–11), 2006, pp. 604–611.
Yu-Kun Lai, Shi-Min Hu and Ralph R. Martin
This paper considers the problem of placing mosaic
tiles on a surface to produce a surface mosaic. We assume
that the user specifies a mesh model, the size of the
tiles and the amount of grout, and optionally, a few control
vectors at key locations on the surface indicating the
preferred tile orientation at these points. From these inputs,
we place equal-sized rectangular tiles over the mesh such
as to almost cover it, with controlled orientation. The alignment
of the tiles follows a vector field which is interpolated
over the surface from the control vectors, and also forced
into alignment with any sharp creases, open boundaries, and
boundaries between regions of different colors. Our method
efficiently solves the problem by posing it as one of globally
optimizing a spring-like energy in the Manhattan metric, using
overlapping local parameterizations.We demonstrate the
effectiveness of our algorithm with various examples.
Spherical Harmonics Scaling
In: Proceedings of Pacific Graphics, special issues of The Visual Computer, vol. 22(9–11), 2006
Jiaping Wang, Kun Xu, Kun Zhou, Stephen Lin, Shimin Hu and Baining Guo
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 low frequency shadowing for general deformable object, and to efficient approximation of spherical irradiance functions within a mid-range illumination environment.
Feature Sensitive Mesh Segmentation
ACM Symp. Solid and Physical Modeling, pp. 7-16, 2006.
Yu-Kun Lai, Qian-Yi Zhou, Shi-Min Hu and Ralph R. Martin
Segmenting meshes into natural regions is useful for model understanding and many practical applications. In this paper, we present a novel, automatic algorithm for segmenting meshes into meaningful pieces. Our approach is a clustering-based top-down hierarchical segmentation algorithm. We extend recent work on feature sensitive isotropic remeshing to generate a mesh hierarchy especially suitable for segmentation of large models with regions at multiple scales. Using integral invariants for estimation of local characteristics, our method is robust and efficient. Moreover, statistical quantities can be incorporated, allowing our approach to segment regions with different geometric characteristics or textures.
Rendering Soft Shadows using Multilayered Shadow Fins
Computer Graphics Forum, 2006, Vol.25, No.1, 1-14.
Xiao-Hua Cai, Yun-Tao Jia, Xi Wang, Shi-Min Hu and Ralph R. Martin
Generating soft shadows in real-time is difficult. Exact methods (such as ray tracing, and multiple light source
simulation) are too slow, while approximate methods often over-estimate the umbra regions. In this paper, we
introduce a new algorithm based on the shadow map method to quickly and accurately render soft shadows produced
by a light source. Our method builds inner and outer translucent fins on objects to represent the penumbra
area inside and outside hard shadows respectively. The fins are traced into multi-layered light space maps to
store illuminance adjustment to shadows. The viewing space illuminance buffer is then calculated using those
maps. Finally, by blending illuminance and shading, a scene with highly accurate soft shadow effects is produced.
Our method does not suffer from umbra over-estimation. Physical relations between light, objects, and shadows
demonstrate the soundness of our approach.
2005
Video Completion using Tracking and Fragment Merging
The Visual Computer, 2005, Vol. 21, No. 8-10, 601-601. (Pacific Graphics 2005) 
Yun-Tao Jia, Shi-Min Hu and Ralph R. Martin
Video completion is the
problem of automatically filling
space–time holes in video sequences
left by the removal of unwanted
objects in a scene. We solve it using
texture synthesis, filling a hole
inwards using three steps iteratively:
we select the most promising target
pixel at the edge of the hole, we find
the source fragment most similar
to the known part of the target’s
neighborhood, and we merge source
and target fragments to complete the
target neighborhood, reducing the
size of the hole.
Earlier methods were slow, due to
searching the whole video data for
source fragments or completing holes
pixel by pixel; they also produced
blurred results due to sampling and
smoothing. For speed, we track
moving objects, allowing us to use
a much smaller search space when
seeking source fragments; we also
complete holes fragment by fragment
instead of pixelwise. Fine details are
maintained by use of a graph cut
algorithm when merging source and
target fragments. Further techniques
ensure temporal consistency of hole
filling over successive frames.
Examples demonstrate the
effectiveness of our method.
Geometric texture synthesis and transfer via geometry images
ACM Solid and Physical Modeling, MIT, USA, June 13-15, 2005, 15-26.
Yu-Kun Lai, Shi-Min Hu, Xianfeng Gu, Ralph R. Martin
In this paper, we present an automatic method which can transfer
geometric textures from one object to another, and can apply
a manually designed geometric texture to a model. Our method
is based on geometry images as introduced by Gu et al. The key
ideas in this method involve geometric texture extraction, boundary
consistent texture synthesis, discretized orientation and scaling, and
reconstruction of synthesized geometry. Compared to other methods,
our approach is efficient and easy-to-implement, and produces
results of high quality.
Other publications in 2005
1. Xu-Ping Zhu, Shi-Min Hu, Chiew-Lan Tai, and Ralph R Martin, A Marching Method for Computing Intersection Curves of Two Subdivision Solids, in Mathematics of Srufaces XI, Eds. R. R. Martin, H. Bez, M. A. Sabin, 458-471, 2005.
2. Johannes Wallner, Hans-Peter Schrocker, Shi-min Hu, Tolerance in geometric constraints solving, Reliable Computing, 2005, Vol. 11, No. 3, 235-251.
3. Shi-min Hu, Johannes Wallner, A second order algorithm for orthogonal projection onto curves and surfaces, Computer Aided Geometric Design, 2004, Vol.22, No. 3, 251-260.
4. Qi-Xing Huang, Shi-Min Hu and Ralph R. Martin, Fast degree elevation and knot insertion for B-spline curves, Computer Aided Geometric Design, 2005, Vol 22, No. 2, 183-197.
2004
Generalized Displacement Maps
Proceedings of Eurographics Symposium on Rendering, 2004
Xi Wang, Xin Tong, Stephen Lin, Shimin Hu, Baining Guo and Heung-Yeung Shum
In this paper, we introduce a real-time algorithm to render the rich visual effects of general non-height-field geometric
details, known as mesostructure. Our method is based on a five-dimensional generalized displacement map
(GDM) that represents the distance of solid mesostructure along any ray cast from any point within a volumetric
sample. With this GDM information, we propose a technique that computes mesostructure visibility jointly in object
space and texture space which enables both control of texture distortion and efficient computation of texture
coordinates and shadowing. GDM can be rendered with either local or global illumination as a per-pixel process
in graphics hardware to achieve real-time rendering of general mesostructure.
Other publications in 2004
1. Han-Bing Yan, Shi-Min Hu, Ralph R. Martin, Morphing Based on Strain Field Interpolation, Journal of Computer Animation and Virtual Worlds (CAVW), 2004, Vol.15, No.3-4, 443-452.
2. Shi-min Hu, Johannes Wallner, Error Propagation through Geometric Transformations, Journal for Geometry and Graphics, 2004, Vol.8, No.2, 171-183.
3. Shi-Min Hu, Chen-feng Li, Hui Zhang, Actual Morphing: A phsical-based approach for blending two 2D/3D shapes, ACM Symposium on Solid Modeling and Applications, Genova, Italy, June 9-11, 2004.
2003
Interactive Modeling of Tree Bark
In: Proceedings of Pacific Graphics 2003, IEEE CS Press, Oct 8-10, 2003
Xi Wang, Lifeng Wang, Ligang Liu, Shi-Min Hu and Baining Guo
There exist many computer graphics techniques which
could achieve high quality tree generation. However, only
a few works focus on realistic modeling of tree bark. Difficulties
lie in the complex appearance of the bark surfaces
which are largely determined by their mesostructures. Unlike
traditional physical based methods, in this paper, we
present an appearance-based method to model tree bark
surfaces from a single image. We address three main issues
here: feature specification, height field assignment and
texture correction. For feature specification, we use texton
channel analysis to specify a variant of common bark features,
including ironbark, vertical and horizontal fractures,
tessellation, furrowed cork, and lenticels. For height field
assignment, we develop an intuitive and easy-to-use user
interface (UI). Here similarity-based texture editing is used
for assigning height fields within a texton channel mask.
For texture correction, we use the modeled height fields to
eliminate the underlying lighting effects in a captured texture.
Our modeling system is image-based: it takes as input
a bark image and produces as output a textured height
field representing a bark sample. We demonstrate that our
method is an effective and easy-to-use technique to interactively
model a variety of photo realistic bark surfaces.
View-Dependent Displacement Mapping
In: Proceedings of SIGGRAPH 2003, ACM Transaction on Graphics, Vol. 22, No. 3. 334-339.
Lifeng Wang, Xi Wang, Xin Tong, Steve Lin, Shimin Hu, Baining Guo and Heung-Yeung Shum
Significant visual effects arise from surface mesostructure, such as
fine-scale shadowing, occlusion and silhouettes. To efficiently render
its detailed appearance, we introduce a technique called viewdependent
displacement mapping (VDM) that models surface displacements
along the viewing direction. Unlike traditional displacement
mapping, VDM allows for efficient rendering of selfshadows,
occlusions and silhouettes without increasing the complexity
of the underlying surface mesh. VDM is based on per-pixel
processing, and with hardware acceleration it can render mesostructure
with rich visual appearance in real time.
Other publications in 2003
1. Xu-Ping Zhu, Shi-Min Hu and Martin Ralph, Skeleton-Based Seam Computation for Triangulated Surface Parameterization, In Proceedings of Mathematics in Surfaces X, Sept 2003, Leeds, UK; Lecture Notes in Computer Science, 2003. [PS]
2. Chiew-Lan Tai, Hu Shi-Min and Qixing Huang, Approximate merging of B-Spline curves via knot adjustment and constrained optimization, Computer Aided Design, 2003, Vol. 35, No. 10, 893 - 899.
3. Tao Wang, Yong Rui, Shi-Min Hu and Jia-guang Sun, Adaptive tree similarity learning for image retrieval, Multimedia Systems, 2003, Vol. 9, 131-143.
2002
1. Shi-Min Hu, Chiew-Lan Tai, Song-Hai Zhang, An Extension algorithm for B-spline curves by curve unclamping, Computer Aided Design, 2002, Vol. 34, No. 5, 415-4191.
2. Yan-Tao Li, Shi-Min Hu and Jia-Guang Sun, A Constructive Approach to Solving 3-D Geometric Constraint Systems Using Dependence Analysis, Computer Aided Design, 2002, Vol. 34, No. 2, 97-108.
3. Liu Shi-Xia, Hu Shi-Min, Sun Jiaguang, Two accelerating techniques for 3D reconstruction, Journal of Computer Science and Technology, 17(3), 362-368, 2002.
2001
1. Shi-Xia Liu, Shi-Min Hu, Yu-Jian Chen, Jia-Guang Sun, Reconstruction of curved solids from engineering drawings, Computer Aided Design, 2001, Vol. 33, No. 14, 1059-1072.
2. Shi-Min Hu, Youfu Li, Tao JU, Xiang Zhu, Modifying the shape of NURBS surfaces with geometric constraints, Computer Aided Design, 2001, Vol. 33, No. 12, 903-912.
3. Shi-Min, Hu Conversion between triangular and rectangular Bezier patches, Computer Aided Geometric Design, 2001, Vol.18, No. 7, 667-671. (In Special issue of memory of P. Bezier).
4. Shi-Min Hu, Hui Zhang, Chiew-Lan Tai, Jia-Guang Sun, Direct Manipulation of FFD: Efficient Explicit Solutions and Decomposible Multiple Point Constraints, The Visual Computers, 2001, Vol. 17, No. 6, 370-379.
5. Jun-Hai Yong, Shi-Min Hu, Jia-Guang Sun, Degree reduction of B-spline curves, Computer Aided Geometric Design, 2001, Vol. 13, NO. 2, 2001, 117-127.
6. Shi-Min Hu, Ruofeng Tong, Tao JU, Jia-Guang Sun, Approximate merging of a pair of Bezier curves, Computer Aided Design, Vol 33, No. 2, 125-136, 2001.
7. Jun-Hai Yong, Shi-Min Hu, JIa-Guang Sun, CIM Algorithm for Approximating Three Dimensional Polygonal Curves, Journal of Computer Science and Technology, 16(6), 489-497,2001.
8. Tao Wang, Yong Rui and Shi-Min Hu, Optimal Adaptive Learning for Image Retrieval, Proceedings of IEEE Computer Vision and Pattern Recognition (CVPR 2001), I-1140 to 1147, Kauai, Hawaii, December 11-13, 2001.
9. Yan-Tao Li, Shi-Min Hu, Jia-Guang Sun, On the numerical redundancies of geometric constraint systems, Proceedings of Pacific Graphics 2001, 118-123, IEEE Computre Society Press, 2001, Tokyo.
10. Jian-Hua Wu, Shi-Min Hu, Chiew-Lan Tai and Jia-Guang Sun, An effective feature-preserving mesh simplification scheme based on face constriction, Proceedings of Pacific Graphics 2001, 12-21, IEEE Computre Society Press, 2001, Tokyo.