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Dive into the research topics where Ming Ouhyoung is active.

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Featured researches published by Ming Ouhyoung.


Computer Graphics Forum | 2003

On Visual Similarity Based 3D Model Retrieval

Ding-Yun Chen; Xiao-Pei Tian; Yu-Te Shen; Ming Ouhyoung

A large number of 3D models are created and available on the Web, since more and more 3D modelling anddigitizing tools are developed for ever increasing applications. The techniques for content‐based 3D model retrievalthen become necessary. In this paper, a visual similarity‐based 3D model retrieval system is proposed.This approach measures the similarity among 3D models by visual similarity, and the main idea is that if two 3Dmodels are similar, they also look similar from all viewing angles. Therefore, one hundred orthogonal projectionsof an object, excluding symmetry, are encoded both by Zernike moments and Fourier descriptors as features forlater retrieval. The visual similarity‐based approach is robust against similarity transformation, noise, model degeneracyetc., and provides 42%, 94% and 25% better performance (precision‐recall evaluation diagram) thanthree other competing approaches: (1) the spherical harmonics approach developed by Funkhouser et al., (2) theMPEG‐7 Shape 3D descriptors, and (3) the MPEG‐7 Multiple View Descriptor. The proposed system is on the Webfor practical trial use (http://3d.csie.ntu.edu.tw), and the database contains more than 10,000 publicly available3D models collected from WWW pages. Furthermore, a user friendly interface is provided to retrieve 3D modelsby drawing 2D shapes. The retrieval is fast enough on a server with Pentium IV 2.4 GHz CPU, and it takes about2 seconds and 0.1 seconds for querying directly by a 3D model and by hand drawn 2D shapes, respectively.


ieee international conference on automatic face and gesture recognition | 1998

A real-time continuous gesture recognition system for sign language

Rung-Huei Liang; Ming Ouhyoung

A large vocabulary sign language interpreter is presented with real-time continuous gesture recognition of sign language using a data glove. Sign language, which is usually known as a set of natural language with formal semantic definitions and syntactic rules, is a large set of hand gestures that are daily used to communicate with the hearing impaired. The most critical problem, end-point detection in a stream of gesture input is first solved and then statistical analysis is done according to four parameters in a gesture: posture, position, orientation, and motion. The authors have implemented a prototype system with a lexicon of 250 vocabularies and collected 196 training sentences in Taiwanese Sign Language (TWL). This system uses hidden Markov models (HMMs) for 51 fundamental postures, 6 orientations, and 8 motion primitives. In a signer-dependent way, a sentence of gestures based on these vocabularies can be continuously recognized in real-time and the average recognition rate is 80.4%,.


international conference on consumer electronics | 1995

A low-cost force feedback joystick and its use in PC video games

Ming Ouhyoung; Wu-Nan Tsai; Ming-Chang Tsai; Jiann-Rong Wu; Chung-Hsi Huang; Tzong-Jer Yang

The authors have developed a low-cost and compact force feedback joystick as a new user interface to communicate with a computer. They adopted a DC-motor powered joystick to create the illusion of force to a human hand. As applications in entertainment, without modifying the source code of the PC video games, they intercept the interrupts reserved for mouse, colormap and keyboard input and replace them with a new interrupt service routine in which force effects are added for the new PC video games. Effects such as hitting a wall, pushing a spring, reaction force of firing a hand gun, and crash of a vehicle can be easily simulated, thus making haptic simulation readily available in virtual environments. >


international conference on robotics and automation | 1988

Using a manipulator for force display in molecular docking

Ming Ouhyoung; Michael E. Pique; John T. Hughes; Neela Srinivasan; Frederick P. Brooks

A real-time molecular docking system is developed that uses an electrically coupled remote manipulator as a force display. The system, which uses integrates interactive computer graphics and high-speed calculation of the interaction forces between a drug and a receptor site in a molecule, is designed to be a tool for molecular scientists. The manipulator is used to generate the forces and torques exerted on the drug molecule when it is aligned with the receptor site by the users hand. The manipulator serves both as an input device for 6-D manipulation and as an output device for generating forces. Preliminary testing indicates that the system might enhance the biochemists understanding and performance.<<ETX>>


international conference on computer graphics and interactive techniques | 2008

Facial performance synthesis using deformation-driven polynomial displacement maps

Wan-Chun Ma; Andrew Jones; Jen-Yuan Chiang; Tim Hawkins; Sune Frederiksen; Pieter Peers; Marko Vukovic; Ming Ouhyoung; Paul E. Debevec

We present a novel method for acquisition, modeling, compression, and synthesis of realistic facial deformations using polynomial displacement maps. Our method consists of an analysis phase where the relationship between motion capture markers and detailed facial geometry is inferred, and a synthesis phase where novel detailed animated facial geometry is driven solely by a sparse set of motion capture markers. For analysis, we record the actor wearing facial markers while performing a set of training expression clips. We capture real-time high-resolution facial deformations, including dynamic wrinkle and pore detail, using interleaved structured light 3D scanning and photometric stereo. Next, we compute displacements between a neutral mesh driven by the motion capture markers and the high-resolution captured expressions. These geometric displacements are stored in a polynomial displacement map which is parameterized according to the local deformations of the motion capture dots. For synthesis, we drive the polynomial displacement map with new motion capture data. This allows the recreation of large-scale muscle deformation, medium and fine wrinkles, and dynamic skin pore detail. Applications include the compression of existing performance data and the synthesis of new performances. Our technique is independent of the underlying geometry capture system and can be used to automatically generate high-frequency wrinkle and pore details on top of many existing facial animation systems.


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.


2003 Shape Modeling International. | 2003

Skeleton extraction of 3D objects with radial basis functions

Wan-Chun Ma; Fu-Che Wu; Ming Ouhyoung

A skeleton is a lower dimensional shape description of an object. The requirements of a skeleton differ with applications. For example, object recognition requires skeletons with primitive shape features to make similarity comparison. On the other hand, surface reconstruction needs skeletons, which contain detailed geometry information to reduce the approximation error in the reconstruction process. Whereas many previous works are concerned about skeleton extraction, most of these methods are sensitive to noise, time consuming, or restricted to specific 3D models. A practical approach for extracting skeletons from general 3D models using radial basis functions (RBFs) is proposed. A skeleton generated with this approach conforms more to the human perception. Given a 3D polygonal model, the vertices are regarded as centers for RBF level set construction. Next, a gradient descent algorithm is applied to each vertex to locate the local maxima in the RBF; the gradient is calculated directly from the partial derivatives of the RBF. Finally, with the inherited connectivity from the original model, local maximum pairs are connected with links driven by the active contour model. The skeletonization process is completed when the potential energy of these links is minimized.


IEEE Transactions on Acoustics, Speech, and Signal Processing | 1989

The synthesis rules in a Chinese text-to-speech system

Lin-Shan Lee; Chiu-yu Tseng; Ming Ouhyoung

The synthesis rules developed for a successfully implemented Chinese text-to-speech system are described in detail. The design approach is based on a syllable concatenation that is rooted in the special characteristics of the Chinese language. Special attention given to the lexical tones and other prosodic rules, such as concatenation rules, sandhi rules, stress rules, intonation patterns, syllable duration rules, pause insertion rules, and energy modification rules. The rules are derived from the acoustic properties of Mandarin Chinese and therefore are useful not only in designing other Chinese text-to-speech systems, but also in understanding the characteristics of Mandarin sentences and processing Mandarin speech signals for other purposes such as segmentation or recognition. >


acm multimedia | 2010

Personalized photograph ranking and selection system

Che-Hua Yeh; Yuan-Chen Ho; Brian A. Barsky; Ming Ouhyoung

In this paper, we propose a novel personalized ranking system for amateur photographs. Although some of the features used in our system are similar to previous work, new features, such as texture, RGB color, portrait (through face detection), and black-and-white, are included for individual preferences. Our goal of automatically ranking photographs is not intended for award-wining professional photographs but for photographs taken by amateurs, especially when individual preference is taken into account. The performance of our system in terms of precision-recall diagram and binary classification accuracy (93%) is close to the best results to date for both overall system and individual features. Two personalized ranking user interfaces are provided: one is feature-based and the other is example-based. Although both interfaces are effective in providing personalized preferences, our user study showed that example-based was preferred by twice as many people as feature-based.


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.

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Bing-Yu Chen

National Taiwan University

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Rung-Huei Liang

National Taiwan University

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Fu-Che Wu

National Taiwan University

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Yu-Hsuan Huang

National Taiwan University

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Yung-Yu Chuang

National Taiwan University

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Ding-Yun Chen

National Taiwan University

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I-Chen Lin

National Chiao Tung University

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Jeng-Sheng Yeh

National Taiwan University

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Hong-Shiang Lin

National Taiwan University

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Jiann-Rong Wu

National Taiwan University

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