Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Hung-Kuo Chu is active.

Publication


Featured researches published by Hung-Kuo Chu.


international conference on computer graphics and interactive techniques | 2008

Skeleton extraction by mesh contraction

Oscar Kin-Chung Au; Chiew-Lan Tai; Hung-Kuo Chu; Daniel Cohen-Or; Tong-Yee Lee

Extraction of curve-skeletons is a fundamental problem with many applications in computer graphics and visualization. In this paper, we present a simple and robust skeleton extraction method based on mesh contraction. The method works directly on the mesh domain, without pre-sampling the mesh model into a volumetric representation. The method first contracts the mesh geometry into zero-volume skeletal shape by applying implicit Laplacian smoothing with global positional constraints. The contraction does not alter the mesh connectivity and retains the key features of the original mesh. The contracted mesh is then converted into a 1D curve-skeleton through a connectivity surgery process to remove all the collapsed faces while preserving the shape of the contracted mesh and the original topology. The centeredness of the skeleton is refined by exploiting the induced skeleton-mesh mapping. In addition to producing a curve skeleton, the method generates other valuable information about the objects geometry, in particular, the skeleton-vertex correspondence and the local thickness, which are useful for various applications. We demonstrate its effectiveness in mesh segmentation and skinning animation.


international conference on computer graphics and interactive techniques | 2009

Emerging images

Niloy J. Mitra; Hung-Kuo Chu; Tong-Yee Lee; Lior Wolf; Hezy Yeshurun; Daniel Cohen-Or

Emergence refers to the unique human ability to aggregate information from seemingly meaningless pieces, and to perceive a whole that is meaningful. This special skill of humans can constitute an effective scheme to tell humans and machines apart. This paper presents a synthesis technique to generate images of 3D objects that are detectable by humans, but difficult for an automatic algorithm to recognize. The technique allows generating an infinite number of images with emerging figures. Our algorithm is designed so that locally the synthesized images divulge little useful information or cues to assist any segmentation or recognition procedure. Therefore, as we demonstrate, computer vision algorithms are incapable of effectively processing such images. However, when a human observer is presented with an emergence image, synthesized using an object she is familiar with, the figure emerges when observed as a whole. We can control the difficulty level of perceiving the emergence effect through a limited set of parameters. A procedure that synthesizes emergence images can be an effective tool for exploring and understanding the factors affecting computer vision techniques.


international conference on computer graphics and interactive techniques | 2013

Halftone QR codes

Hung-Kuo Chu; Chia-Sheng Chang; Ruen-Rone Lee; Niloy J. Mitra

QR code is a popular form of barcode pattern that is ubiquitously used to tag information to products or for linking advertisements. While, on one hand, it is essential to keep the patterns machine-readable; on the other hand, even small changes to the patterns can easily render them unreadable. Hence, in absence of any computational support, such QR codes appear as random collections of black/white modules, and are often visually unpleasant. We propose an approach to produce high quality visual QR codes, which we call halftone QR codes, that are still machine-readable. First, we build a pattern readability function wherein we learn a probability distribution of what modules can be replaced by which other modules. Then, given a text tag, we express the input image in terms of the learned dictionary to encode the source text. We demonstrate that our approach produces high quality results on a range of inputs and under different distortion effects.


international conference on computer graphics and interactive techniques | 2010

Camouflage images

Hung-Kuo Chu; Wei-Hsin Hsu; Niloy J. Mitra; Daniel Cohen-Or; Tien-Tsin Wong; Tong-Yee Lee

Camouflage images contain one or more hidden figures that remain imperceptible or unnoticed for a while. In one possible explanation, the ability to delay the perception of the hidden figures is attributed to the theory that human perception works in two main phases: feature search and conjunction search. Effective camouflage images make feature based recognition difficult, and thus force the recognition process to employ conjunction search, which takes considerable effort and time. In this paper, we present a technique for creating camouflage images. To foil the feature search, we remove the original subtle texture details of the hidden figures and replace them by that of the surrounding apparent image. To leave an appropriate degree of clues for the conjunction search, we compute and assign new tones to regions in the embedded figures by performing an optimization between two conflicting terms, which we call immersion and standout, corresponding to hiding and leaving clues, respectively. We show a large number of camouflage images generated by our technique, with or without user guidance. We have tested the quality of the images in an extensive user study, showing a good control of the difficulty levels.


Computer Animation and Virtual Worlds | 2006

Generating genus‐n‐to‐m mesh morphing using spherical parameterization

Tong-Yee Lee; Chih-Yuan Yao; Hung-Kuo Chu; Ming-Jen Tai; Cheng-Chieh Chen

Surface parameterization is a fundamental tool in computer graphics and benefits many applications such as texture mapping, morphing, and re‐meshing. Many spherical parameterization schemes with very nice properties have been proposed and widely used in the past. However, it is well known that the spherical parameterization is limited to genus‐0 models. In this paper, we first propose a novel framework to extend spherical parameterization for handling a genus‐n surface. In this framework, we represent a surface S of arbitrary genus by a positive mesh O and several negative meshes Ni. Each negative surface is used to represent a hole. A positive surface O is obtained by removing all holes in the original surface S. Then, both positive and negative meshes are genus‐0 and can be spherically parameterized, respectively. To compute S, we can use a Boolean difference operation to subtract negative Ni from a positive O. Next, we apply this novel framework to generate genus‐n‐to‐m mesh morphing application without restriction of n = m. Finally, there are many interesting non‐genus‐0 mesh morphing sequences generated. Copyright


IEEE Transactions on Visualization and Computer Graphics | 2009

Multiresolution Mean Shift Clustering Algorithm for Shape Interpolation

Hung-Kuo Chu; Tong-Yee Lee

In this paper, we solve the problem of 3D shape interpolation with significant pose variation. For an ideal 3D shape interpolation, especially the articulated model, the shape should follow the movement of the underlying articulated structure and be transformed in a way that is as rigid as possible. Given input shapes with compatible connectivity, we propose a novel multiresolution mean shift (MMS) clustering algorithm to automatically extract their near-rigid components. Then, by building the hierarchical relationship among extracted components, we compute a common articulated structure for these input shapes. With the aid of this articulated structure, we solve the shape interpolation by combining 1) a global pose interpolation of near-rigid components from the source shape to the target shape with 2) a local gradient field interpolation for each pair of components, followed by solving a Poisson equation in order to reconstruct an interpolated shape. As a result, an aesthetically pleasing shape interpolation can be generated, with even the poses of shapes varying significantly. In contrast to a recent state-of-the-art work (Kilian et al., 2007), the proposed approach can achieve comparable or even better results and have better computational efficiency as well.


Computer Graphics Forum | 2015

SmartAnnotator An Interactive Tool for Annotating Indoor RGBD Images

Yu-Shiang Wong; Hung-Kuo Chu; Niloy J. Mitra

RGBD images with high quality annotations, both in the form of geometric (i.e., segmentation) and structural (i.e., how do the segments mutually relate in 3D) information, provide valuable priors for a diverse range of applications in scene understanding and image manipulation. While it is now simple to acquire RGBD images, annotating them, automatically or manually, remains challenging. We present SmartAnnotator, an interactive system to facilitate annotating raw RGBD images. The system performs the tedious tasks of grouping pixels, creating potential abstracted cuboids, inferring object interactions in 3D, and generates an ordered list of hypotheses. The user simply has to flip through the suggestions for segment labels, finalize a selection, and the system updates the remaining hypotheses. As annotations are finalized, the process becomes simpler with fewer ambiguities to resolve. Moreover, as more scenes are annotated, the system makes better suggestions based on the structural and geometric priors learned from previous annotation sessions. We test the system on a large number of indoor scenes across different users and experimental settings, validate the results on existing benchmark datasets, and report significant improvements over low‐level annotation alternatives. (Code and benchmark datasets are publicly available on the project page.)


Computer Animation and Virtual Worlds | 2005

Progressive mesh metamorphosis

Chao Hung Lin; Tong-Yee Lee; Hung-Kuo Chu; Chih-Yuan Yao

This paper describes a new integrated scheme for metamorphosis between two closed manifold genus‐0 polyhedral models. Spherical parameterizations of the source and target models are created first. To control the morphing, any number of feature vertex pairs is specified and a fold‐over free warping method is used to align two spherical embeddings. Our method does not create a merged meta‐mesh or execute re‐meshing to construct a common connectivity for morphs. Alternatively, a scheme for the progressive connectivity transformation of two spherical parameterizations is employed to generate the intermediate meshes. A novel semi‐overlay with a geomorph scheme is proposed to reduce the popping effects caused by the connectivity transformation. We demonstrate several examples of aesthetically pleasing morphing sequences using the proposed scheme. Copyright


IEEE Transactions on Visualization and Computer Graphics | 2016

Court Reconstruction for Camera Calibration in Broadcast Basketball Videos

Pei-Chih Wen; Wei-Chih Cheng; Yu-Shuen Wang; Hung-Kuo Chu; Nick C. Tang; Hong-Yuan Mark Liao

We introduce a technique of calibrating camera motions in basketball videos. Our method particularly transforms player positions to standard basketball court coordinates and enables applications such as tactical analysis and semantic basketball video retrieval. To achieve a robust calibration, we reconstruct the panoramic basketball court from a video, followed by warping the panoramic court to a standard one. As opposed to previous approaches, which individually detect the court lines and corners of each video frame, our technique considers all video frames simultaneously to achieve calibration; hence, it is robust to illumination changes and player occlusions. To demonstrate the feasibility of our technique, we present a stroke-based system that allows users to retrieve basketball videos. Our system tracks player trajectories from broadcast basketball videos. It then rectifies the trajectories to a standard basketball court by using our camera calibration method. Consequently, users can apply stroke queries to indicate how the players move in gameplay during retrieval. The main advantage of this interface is an explicit query of basketball videos so that unwanted outcomes can be prevented. We show the results in Figs. 1, 7, 9, 10 and our accompanying video to exhibit the feasibility of our technique.We introduce a technique of calibrating camera motions in basketball videos. Our method particularly transforms player positions to standard basketball court coordinates and enables applications such as tactical analysis and semantic basketball video retrieval. To achieve a robust calibration, we reconstruct the panoramic basketball court from a video, followed by warping the panoramic court to a standard one. As opposed to previous approaches, which individually detect the court lines and corners of each video frame, our technique considers all video frames simultaneously to achieve calibration; hence, it is robust to illumination changes and player occlusions. To demonstrate the feasibility of our technique, we present a stroke-based system that allows users to retrieve basketball videos. Our system tracks player trajectories from broadcast basketball videos. It then rectifies the trajectories to a standard basketball court by using our camera calibration method. Consequently, users can apply stroke queries to indicate how the players move in gameplay during retrieval. The main advantage of this interface is an explicit query of basketball videos so that unwanted outcomes can be prevented. We show the results in Figs. 1, 7, 9, 10 and our accompanying video to exhibit the feasibility of our technique.


Computer Graphics Forum | 2015

Pixel2Brick: Constructing Brick Sculptures from Pixel Art

Ming-Hsun Kuo; You-En Lin; Hung-Kuo Chu; Ruen-Rone Lee; Yong-Liang Yang

LEGO®, a popular brick‐based toy construction system, provides an affordable and convenient way of fabricating geometric shapes. However, building arbitrary shapes using LEGO bricks with restrictive colors and sizes is not trivial. It requires careful design process to produce appealing, stable and constructable brick sculptures. In this work, we investigate the novel problem of constructing brick sculptures from pixel art images. In contrast to previous efforts that focus on 3D models, pixel art contains rich visual contents for generating engaging LEGO designs. On the other hand, the characteristics of pixel art and corresponding brick sculpture pose new challenges to the design process. We present Pixel2Brick, a novel computational framework to automatically construct brick sculptures from pixel art. This is based on implementing a set of design guidelines concerning the visual quality as well as the structural stability of built sculptures. We demonstrate the effectiveness of our framework with various brick sculptures (both real and virtual) generated from a variety of pixel art images. Experimental results show that our framework is efficient and gains significant improvements over state‐of‐the‐arts.

Collaboration


Dive into the Hung-Kuo Chu's collaboration.

Top Co-Authors

Avatar

Tong-Yee Lee

National Cheng Kung University

View shared research outputs
Top Co-Authors

Avatar

Chih-Yuan Yao

National Taiwan University of Science and Technology

View shared research outputs
Top Co-Authors

Avatar

Yu-Shuen Wang

National Chiao Tung University

View shared research outputs
Top Co-Authors

Avatar

Ruen-Rone Lee

National Tsing Hua University

View shared research outputs
Top Co-Authors

Avatar

Niloy J. Mitra

University College London

View shared research outputs
Top Co-Authors

Avatar

Chao Hung Lin

National Cheng Kung University

View shared research outputs
Top Co-Authors

Avatar

Yu-Shiang Wong

National Tsing Hua University

View shared research outputs
Top Co-Authors

Avatar

Yong-Liang Yang

King Abdullah University of Science and Technology

View shared research outputs
Top Co-Authors

Avatar

Chia-Sheng Chang

National Tsing Hua University

View shared research outputs
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge