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Dive into the research topics where Bing-Yu Chen is active.

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Featured researches published by Bing-Yu Chen.


international conference on computer vision | 2009

Video stabilization using robust feature trajectories

Ken-Yi Lee; Yung-Yu Chuang; Bing-Yu Chen; Ming Ouhyoung

This paper proposes a new approach for video stabilization. Most existing video stabilization methods adopt a framework of three steps, motion estimation, motion compensation and image composition. Camera motion is often estimated based on pairwise registration between frames. Thus, these methods often assume static scenes or distant backgrounds. Furthermore, for scenes with moving objects, robust methods are required for finding the dominant motion. Such assumptions and judgements could lead to errors in motion parameters. Errors are compounded by motion compensation which smoothes motion parameters. This paper proposes a method to directly stabilize a video without explicitly estimating camera motion, thus assuming neither motion models nor dominant motion. The method first extracts robust feature trajectories from the input video. Optimization is then performed to find a set of transformations to smooth out these trajectories and stabilize the video. In addition, the optimization also considers quality of the stabilized video and selects a video with not only smooth camera motion but also less unfilled area after stabilization. Experiments show that our method can deal with complicated videos containing near, large and multiple moving objects.


international conference on computer communications | 2008

FLoD: A Framework for Peer-to-Peer 3D Streaming

Shun-Yun Hu; Ting-Hao Huang; Shao-Chen Chang; Wei-Lun Sung; Jehn-Ruey Jiang; Bing-Yu Chen

Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. However, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer (P2P) networks for 3D streaming, and argue that due to the non-linear access patterns of 3D content, P2P 3D streaming is a new class of applications apart from existing media streaming and requires new investigations. We also present FLoD, the first P2P 3D streaming framework that allows clients of 3D virtual globe or virtual environment (VE) applications to obtain relevant data from other clients while minimizing server resource usage. To demonstrate how FLoD applies to real-world scenarios, we build a prototype system that adapts JPEG 2000-based 3D mesh streaming for P2P delivery. Experiments show that server-side bandwidth usage can thus be reduced, while simulations indicate that P2P 3D streaming is fundamentally more scalable than client-server approaches.


user interface software and technology | 2013

FingerPad: private and subtle interaction using fingertips

Liwei Chan; Rong-Hao Liang; Ming-Chang Tsai; Kai-Yin Cheng; Chao-Huai Su; Mike Y. Chen; Wen-Huang Cheng; Bing-Yu Chen

We present FingerPad, a nail-mounted device that turns the tip of the index finger into a touchpad, allowing private and subtle interaction while on the move. FingerPad enables touch input using magnetic tracking, by adding a Hall sensor grid on the index fingernail, and a magnet on the thumbnail. Since it permits input through the pinch gesture, FingerPad is suitable for private use because the movements of the fingers in a pinch are subtle and are naturally hidden by the hand. Functionally, FingerPad resembles a touchpad, and also allows for eyes-free use. Additionally, since the necessary devices are attached to the nails, FingerPad preserves natural haptic feedback without affecting the native function of the fingertips. Through user study, we analyze the three design factors, namely posture, commitment method and target size, to assess the design of the FingerPad. Though the results show some trade-off among the factors, generally participants achieve 93% accuracy for very small targets (1.2mm-width) in the seated condition, and 92% accuracy for 2.5mm-width targets in the walking condition.


international conference on computer graphics and interactive techniques | 2008

Extracting depth and matte using a color-filtered aperture

Yosuke Bando; Bing-Yu Chen; Tomoyuki Nishita

This paper presents a method for automatically extracting a scene depth map and the alpha matte of a foreground object by capturing a scene through RGB color filters placed in the camera lens aperture. By dividing the aperture into three regions through which only light in one of the RGB color bands can pass, we can acquir three shifted views of a scene in the RGB planes of an image in a single exposure. In other words, a captured image has depth-dependent color misalignment. We develop a color alignment measure to estimate disparities between the RGB planes for depth reconstruction. We also exploit color misalignment cues in our matting algorithm in order to disambiguate between the foreground and background regions even where their colors are similar. Based on the extracted depth and matte, the color misalignment in the captured image can be canceled, and various image editing operations can be applied to the reconstructed image, including novel view synthesis, postexposure refocusing, and composition over different backgrounds.


Computer Graphics Forum | 2003

Animating Hair with Loosely Connected Particles

Yosuke Bando; Bing-Yu Chen; Tomoyuki Nishita

This paper presents a practical approach to the animation of hair at an interactive frame rate. In our approach,we model the hair as a set of particles that serve as sampling points for the volume of the hair, which covers thewhole region where hair is present. The dynamics of the hair, including hair‐hair interactions, is simulated usingthe interacting particles. The novelty of this approach is that, as opposed to the traditional way of modeling hair,we release the particles from tight structures that are usually used to represent hair strands or clusters. Therefore,by making the connections between the particles loose while maintaining their overall stiffness, the hair can bedynamically split and merged during lateral motion without losing its lengthwise coherence.


Computer Graphics Forum | 2005

Cubical Marching Squares: Adaptive Feature Preserving Surface Extraction from Volume Data

Chien.-Chang Ho; Fu-Che Wu; Bing-Yu Chen; Yung-Yu Chuang; Ming Ouhyoung

In this paper, we present a new method for surface extraction from volume data which preserves sharp features, maintains consistent topology and generates surface adaptively without crack patching. Our approach is based on the marching cubes algorithm, a popular method to convert volumetric data to polygonal meshes. The original marching cubes algorithm suffers from problems of topological inconsistency, cracks in adaptive resolution and inability to preserve sharp features. Most of marching cubes variants only focus on one or some of these problems. Although these techniques could be combined to solve these problems altogether, such a combination might not be straightforward. Moreover, some feature-preserving variants introduce an additional problem, inter-cell dependency. Our method provides a relatively simple and easy-to-implement solution to all these problems by converting 3D marching cubes into 2D cubical marching squares, resolving topology ambiguity with sharp features and eliminating inter-cell dependency by sampling face sharp features. We compare our algorithm with other marching cubes variants and demonstrate its effectiveness on various applications.


user interface software and technology | 2015

CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a Fisheye Ring

Liwei Chan; Yi-Ling Chen; Chi-Hao Hsieh; Rong-Hao Liang; Bing-Yu Chen

This paper presents CyclopsRing, a ring-style fisheye imaging wearable device that can be worn on hand webbings to en- able whole-hand and context-aware interactions. Observing from a central position of the hand through a fisheye perspective, CyclopsRing sees not only the operating hand, but also the environmental contexts that involve with the hand-based interactions. Since CyclopsRing is a finger-worn device, it also allows users to fully preserve skin feedback of the hands. This paper demonstrates a proof-of-concept device, reports the performance in hand-gesture recognition using random decision forest (RDF) method, and, upon the gesture recognizer, presents a set of interaction techniques including on-finger pinch-and-slide input, in-air pinch-and-motion input, palm-writing input, and their interactions with the environ- mental contexts. The experiment obtained an 84.75% recognition rate of hand gesture input from a database of seven hand gestures collected from 15 participants. To our knowledge, CyclopsRing is the first ring-wearable device that supports whole-hand and context-aware interactions.


Computer Graphics Forum | 2008

Capturing Intention‐based Full‐Frame Video Stabilization

Bing-Yu Chen; Ken-Yi Lee; Wei-Ting Huang; Jong-Shan Lin

Annoying shaky motion is one of the significant problems in home videos, since hand shake is an unavoidable effect when capturing by using a hand‐held camcorder. Video stabilization is an important technique to solve this problem, but the stabilized videos resulting from some current methods usually have decreased resolution and are still not so stable. In this paper, we propose a robust and practical method of full‐frame video stabilization while considering users capturing intention to remove not only the high frequency shaky motions but also the low frequency unexpected movements. To guess the users capturing intention, we first consider the regions of interest in the video to estimate which regions or objects the user wants to capture, and then use a polyline to estimate a new stable camcorder motion path while avoiding the users interested regions or objects being cut out. Then, we fill the dynamic and static missing areas caused by frame alignment from other frames to keep the same resolution and quality as the original video. Furthermore, we smooth the discontinuous regions by using a three‐dimensional Poisson‐based method. After the above automatic operations, a full‐frame stabilized video can be achieved and the important regions and objects can also be preserved.


Bioinformatics | 2005

A web-based three-dimensional protein retrieval system by matching visual similarity

Jeng-Sheng Yeh; Ding-Yun Chen; Bing-Yu Chen; Ming Ouhyoung

SUMMARY A web-based three-dimensional (3D) protein retrieval system is available for protein structure data including all PDB and FSSP dataset. In this system, we use a visual-based matching method to compare the protein structure from multiple viewpoints. It takes less than three seconds for each query with 90% accuracy on an average.


Computer Graphics Forum | 2008

Example-based Multiple Local Color Transfer by Strokes

Chung-Lin Wen; Chang-Hsi Hsieh; Bing-Yu Chen; Ming Ouhyoung

This paper investigates a new approach for color transfer. Rather than transferring color from one image to another globally, we propose a system with a stroke‐based user interface to provide a direct indication mechanism. We further present a multiple local color transfer method. Through our system the user can easily enhance a defect (source) photo by referring to some other good quality (target) images by simply drawing some strokes. Then, the system will perform the multiple local color transfer automatically. The system consists of two major steps. First, the user draws some strokes on the source and target images to indicate corresponding regions and also the regions he or she wants to preserve. The regions to be preserved which will be masked out based on an improved graph cuts algorithm. Second, a multiple local color transfer method is presented to transfer the color from the target image(s) to the source image through gradient‐guided pixel‐wise color transfer functions. Finally, the defect (source) image can be enhanced seamlessly by multiple local color transfer based on some good quality (target) examples through an interactive and intuitive stroke‐based user interface.

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Rong-Hao Liang

National Taiwan University

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Tomoyuki Nishita

Hiroshima Shudo University

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Liwei Chan

National Chiao Tung University

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Kai-Yin Cheng

National Taiwan University

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Ming Ouhyoung

National Taiwan University

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Sheng-Jie Luo

National Taiwan University

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Yung-Yu Chuang

National Taiwan University

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Shuen-Huei Guan

National Taiwan University

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Yi-Ling Chen

National Taiwan University

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