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Dive into the research topics where Baining Guo is active.

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Featured researches published by Baining Guo.


ACM Transactions on Graphics | 2001

Real-time texture synthesis by patch-based sampling

Lin Liang; Ce Liu; Ying-Qing Xu; Baining Guo; Heung-Yeung Shum

We present an algorithm for synthesizing textures from an input sample. This patch-based sampling algorithm is fast and it makes high-quality texture synthesis a real-time process. For generating textures of the same size and comparable quality, patch-based sampling is orders of magnitude faster than existing algorithms. The patch-based sampling algorithm works well for a wide variety of textures ranging from regular to stochastic. By sampling patches according to a nonparametric estimation of the local conditional MRF density function, we avoid mismatching features across patch boundaries. We also experimented with documented cases for which pixel-based nonparametric sampling algorithms cease to be effective but our algorithm continues to work well.


international conference on computer graphics and interactive techniques | 2004

Mesh editing with poisson-based gradient field manipulation

Yizhou Yu; Kun Zhou; Dong Xu; Xiaohan Shi; Hujun Bao; Baining Guo; Heung-Yeung Shum

In this paper, we introduce a novel approach to mesh editing with the Poisson equation as the theoretical foundation. The most distinctive feature of this approach is that it modifies the original mesh geometry implicitly through gradient field manipulation. Our approach can produce desirable and pleasing results for both global and local editing operations, such as deformation, object merging, and smoothing. With the help from a few novel interactive tools, these operations can be performed conveniently with a small amount of user interaction. Our technique has three key components, a basic mesh solver based on the Poisson equation, a gradient field manipulation scheme using local transforms, and a generalized boundary condition representation based on local frames. Experimental results indicate that our framework can outperform previous related mesh editing techniques.


international conference on computer graphics and interactive techniques | 2008

Real-time KD-tree construction on graphics hardware

Kun Zhou; Qiming Hou; Rui Wang; Baining Guo

We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPUs streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs. As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.


international conference on computer graphics and interactive techniques | 2005

Large mesh deformation using the volumetric graph Laplacian

Kun Zhou; Jin Huang; John Snyder; Xinguo Liu; Hujun Bao; Baining Guo; Heung-Yeung Shum

We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input meshs interior; its edges simply connect nearby points in the volume. This graphs Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our systems potential with several examples.


international conference on computer graphics and interactive techniques | 2002

Synthesis of bidirectional texture functions on arbitrary surfaces

Xin Tong; Jingdan Zhang; Ligang Liu; Xi Wang; Baining Guo; Heung-Yeung Shum

The bidirectional texture function (BTF) is a 6D function that can describe textures arising from both spatially-variant surface reflectance and surface mesostructures. In this paper, we present an algorithm for synthesizing the BTF on an arbitrary surface from a sample BTF. A main challenge in surface BTF synthesis is the requirement of a consistent mesostructure on the surface, and to achieve that we must handle the large amount of data in a BTF sample. Our algorithm performs BTF synthesis based on surface textons, which extract essential information from the sample BTF to facilitate the synthesis. We also describe a general search strategy, called the k-coherent search, for fast BTF synthesis using surface textons. A BTF synthesized using our algorithm not only looks similar to the BTF sample in all viewing/lighthing conditions but also exhibits a consistent mesostructure when viewing and lighting directions change. Moreover, the synthesized BTF fits the target surface naturally and seamlessly. We demonstrate the effectiveness of our algorithm with sample BTFs from various sources, including those measured from real-world textures.


international conference on computer graphics and interactive techniques | 2006

Subspace gradient domain mesh deformation

Jin Huang; Xiaohan Shi; Xinguo Liu; Kun Zhou; Li-Yi Wei; Shang-Hua Teng; Hujun Bao; Baining Guo; Heung-Yeung Shum

In this paper we present a general framework for performing constrained mesh deformation tasks with gradient domain techniques. We present a gradient domain technique that works well with a wide variety of linear and nonlinear constraints. The constraints we introduce include the nonlinear volume constraint for volume preservation, the nonlinear skeleton constraint for maintaining the rigidity of limb segments of articulated figures, and the projection constraint for easy manipulation of the mesh without having to frequently switch between multiple viewpoints. To handle nonlinear constraints, we cast mesh deformation as a nonlinear energy minimization problem and solve the problem using an iterative algorithm. The main challenges in solving this nonlinear problem are the slow convergence and numerical instability of the iterative solver. To address these issues, we develop a subspace technique that builds a coarse control mesh around the original mesh and projects the deformation energy and constraints onto the control mesh vertices using the mean value interpolation. The energy minimization is then carried out in the subspace formed by the control mesh vertices. Running in this subspace, our energy minimization solver is both fast and stable and it provides interactive responses. We demonstrate our deformation constraints and subspace deformation technique with a variety of constrained deformation examples.


IEEE Computer | 2011

Kinect Identity: Technology and Experience

Tommer Leyvand; Casey Meekhof; Yichen Wei; Jian Sun; Baining Guo

Kinect Identity, a key component of Microsofts Kinect for the Xbox 360, combines multiple technologies and careful user interaction design to achieve the goal of recognizing and tracking player identity.


international conference on computer graphics and interactive techniques | 2012

An interactive approach to semantic modeling of indoor scenes with an RGBD camera

Tianjia Shao; Weiwei Xu; Kun Zhou; Jingdong Wang; Dongping Li; Baining Guo

We present an interactive approach to semantic modeling of indoor scenes with a consumer-level RGBD camera. Using our approach, the user first takes an RGBD image of an indoor scene, which is automatically segmented into a set of regions with semantic labels. If the segmentation is not satisfactory, the user can draw some strokes to guide the algorithm to achieve better results. After the segmentation is finished, the depth data of each semantic region is used to retrieve a matching 3D model from a database. Each model is then transformed according to the image depth to yield the scene. For large scenes where a single image can only cover one part of the scene, the user can take multiple images to construct other parts of the scene. The 3D models built for all images are then transformed and unified into a complete scene. We demonstrate the efficiency and robustness of our approach by modeling several real-world scenes.


international conference on computer graphics and interactive techniques | 2005

Precomputed shadow fields for dynamic scenes

Kun Zhou; Yaohua Hu; Stephen Lin; Baining Guo; Heung-Yeung Shum

We present a soft shadow technique for dynamic scenes with moving objects under the combined illumination of moving local light sources and dynamic environment maps. The main idea of our technique is to precompute for each scene entity a shadow field that describes the shadowing effects of the entity at points around it. The shadow field for a light source, called a source radiance field (SRF), records radiance from an illuminant as cube maps at sampled points in its surrounding space. For an occluder, an object occlusion field (OOF) conversely represents in a similar manner the occlusion of radiance by an object. A fundamental difference between shadow fields and previous shadow computation concepts is that shadow fields can be precomputed independent of scene configuration. This is critical for dynamic scenes because, at any given instant, the shadow information at any receiver point can be rapidly computed as a simple combination of SRFs and OOFs according to the current scene configuration. Applications that particularly benefit from this technique include large dynamic scenes in which many instances of an entity can share a single shadow field. Our technique enables low-frequency shadowing effects in dynamic scenes in real-time and all-frequency shadows at interactive rates.


IEEE Transactions on Visualization and Computer Graphics | 2011

Data-Parallel Octrees for Surface Reconstruction

Kun Zhou; Minmin Gong; Xin Huang; Baining Guo

We present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit function over the space of the octree, and finally extracts an isosurface as a watertight triangle mesh. A key component of our algorithm is a novel technique for octree construction on the GPU. This technique builds octrees in real time and uses level-order traversals to exploit the fine-grained parallelism of the GPU. Moreover, the technique produces octrees that provide fast access to the neighborhood information of each octree node, which is critical for fast GPU surface reconstruction. With an octree so constructed, our GPU algorithm performs Poisson surface reconstruction, which produces high-quality surfaces through a global optimization. Given a set of 500 K points, our algorithm runs at the rate of about five frames per second, which is over two orders of magnitude faster than previous CPU algorithms. To demonstrate the potential of our algorithm, we propose a user-guided surface reconstruction technique which reduces the topological ambiguity and improves reconstruction results for imperfect scan data. We also show how to use our algorithm to perform on-the-fly conversion from dynamic point clouds to surfaces as well as to reconstruct fluid surfaces for real-time fluid simulation.We present the first parallel surface reconstruction algorithm that runs entirely on the GPU. Like existing implicit surface reconstruction methods, our algorithm first builds an octree for the given set of oriented points, then computes an implicit function over the space of the octree, and finally extracts an isosurface as a watertight triangle mesh. A key component of our algorithm is a novel technique for octree construction on the GPU. This technique builds octrees in real time and uses level-order traversals to exploit the fine-grained parallelism of the GPU. Moreover, the technique produces octrees that provide fast access to the neighborhood information of each octree node, which is critical for fast GPU surface reconstruction. With an octree so constructed, our GPU algorithm performs Poisson surface reconstruction, which produces high-quality surfaces through a global optimization. Given a set of 500 K points, our algorithm runs at the rate of about five frames per second, which is over two orders of magnitude faster than previous CPU algorithms. To demonstrate the potential of our algorithm, we propose a user-guided surface reconstruction technique which reduces the topological ambiguity and improves reconstruction results for imperfect scan data. We also show how to use our algorithm to perform on-the-fly conversion from dynamic point clouds to surfaces as well as to reconstruct fluid surfaces for real-time fluid simulation.

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Weiwei Xu

Hangzhou Normal University

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