Minglun Gong
Memorial University of Newfoundland
Network
Latest external collaboration on country level. Dive into details by clicking on the dots.
Publication
Featured researches published by Minglun Gong.
International Journal of Computer Vision | 2007
Minglun Gong; Ruigang Yang; Liang Wang; Mingwei Gong
Many vision applications require high-accuracy dense disparity maps in real-time and online. Due to time constraint, most real-time stereo applications rely on local winner-takes-all optimization in the disparity computation process. These local approaches are generally outperformed by offline global optimization based algorithms. However, recent research shows that, through carefully selecting and aggregating the matching costs of neighboring pixels, the disparity maps produced by a local approach can be more accurate than those generated by many global optimization techniques. We are therefore motivated to investigate whether these cost aggregation approaches can be adopted in real-time stereo applications and, if so, how well they perform under the real-time constraint. The evaluation is conducted on a real-time stereo platform, which utilizes the processing power of programmable graphics hardware. Six recent cost aggregation approaches are implemented and optimized for graphics hardware so that real-time speed can be achieved. The performances of these aggregation approaches in terms of both processing speed and result quality are reported.
computer vision and pattern recognition | 2008
Liang Wang; Hailin Jin; Ruigang Yang; Minglun Gong
We present a novel algorithm for simultaneous color and depth inpainting. The algorithm takes stereo images and estimated disparity maps as input and fills in missing color and depth information introduced by occlusions or object removal. We first complete the disparities for the occlusion regions using a segmentation-based approach. The completed disparities can be used to facilitate the user in labeling objects to be removed. Since part of the removed regions in one image is visible in the other, we mutually complete the two images through 3D warping. Finally, we complete the remaining unknown regions using a depth-assisted texture synthesis technique, which simultaneously fills in both color and depth. We demonstrate the effectiveness of the proposed algorithm on several challenging data sets.
computer vision and pattern recognition | 2005
Minglun Gong; Yee-Hong Yang
A near-real-time stereo matching technique is presented in this paper, which is based on the reliability-based dynamic programming algorithm we proposed earlier. The new algorithm can generate semi-dense disparity maps using only two dynamic programming passes, while our previous approach requires 20-30 passes. We also implement the algorithm on programmable graphics hardware, which further improves the processing speed. The experiments on the four Middlebury stereo datasets show that the new algorithm can produce dense (>85% of the pixels) and reliable (error rate <0.3%) matches in near real-time (0.05-0.1 sec). If needed, it can also be used to generate dense disparity maps. Based on the evaluation conducted by the Middlebury Stereo Vision Research Website, the new algorithm is ranked between the variable window and the graph cuts approaches and currently is the most accurate dynamic programming based technique. When more than one reference images are available, the accuracy can be further improved with little extra computation time.
IEEE Transactions on Image Processing | 2011
Li Cheng; Minglun Gong; Dale Schuurmans; Terry Caelli
The authors examine the problem of segmenting foreground objects in live video when background scene textures change over time. In particular, we formulate background subtraction as minimizing a penalized instantaneous risk functional-yielding a local online discriminative algorithm that can quickly adapt to temporal changes. We analyze the algorithms convergence, discuss its robustness to nonstationarity, and provide an efficient nonlinear extension via sparse kernels. To accommodate interactions among neighboring pixels, a global algorithm is then derived that explicitly distinguishes objects versus background using maximum a posteriori inference in a Markov random field (implemented via graph-cuts). By exploiting the parallel nature of the proposed algorithms, we develop an implementation that can run efficiently on the highly parallel graphics processing unit (GPU). Empirical studies on a wide variety of datasets demonstrate that the proposed approach achieves quality that is comparable to state-of-the-art offline methods, while still being suitable for real-time video analysis (≥ 75 fps on a mid-range GPU).
international conference on computer graphics and interactive techniques | 2013
Hui Huang; Shihao Wu; Daniel Cohen-Or; Minglun Gong; Hao Zhang; Guiqing Li; Baoquan Chen
We introduce L1-medial skeleton as a curve skeleton representation for 3D point cloud data. The L1-median is well-known as a robust global center of an arbitrary set of points. We make the key observation that adapting L1-medians locally to a point set representing a 3D shape gives rise to a one-dimensional structure, which can be seen as a localized center of the shape. The primary advantage of our approach is that it does not place strong requirements on the quality of the input point cloud nor on the geometry or topology of the captured shape. We develop a L1-medial skeleton construction algorithm, which can be directly applied to an unoriented raw point scan with significant noise, outliers, and large areas of missing data. We demonstrate L1-medial skeletons extracted from raw scans of a variety of shapes, including those modeling high-genus 3D objects, plant-like structures, and curve networks.
international conference on computer vision | 2009
Miao Liao; Qing Zhang; Huamin Wang; Ruigang Yang; Minglun Gong
We propose a novel approach to reconstruct complete 3D deformable models over time by a single depth camera, provided that most parts of the models are observed by the camera at least once. The core of this algorithm is based on the assumption that the deformation is continuous and predictable in a short temporal interval. While the camera can only capture part of a whole surface at any time instant, partial surfaces reconstructed from different times are assembled together to form a complete 3D surface for each time instant, even when the shape is under severe deformation. A mesh warping algorithm based on linear mesh deformation is used to align different partial surfaces. A volumetric method is then used to combine partial surfaces, fix missing holes, and smooth alignment errors. Our experiment shows that this approach is able to reconstruct visually plausible 3D surface deformation results with a single camera.
ACM Transactions on Graphics | 2013
Hui Huang; Shihao Wu; Minglun Gong; Daniel Cohen-Or; Uri M. Ascher; Hao Zhang
Points acquired by laser scanners are not intrinsically equipped with normals, which are essential to surface reconstruction and point set rendering using surfels. Normal estimation is notoriously sensitive to noise. Near sharp features, the computation of noise-free normals becomes even more challenging due to the inherent undersampling problem at edge singularities. As a result, common edge-aware consolidation techniques such as bilateral smoothing may still produce erroneous normals near the edges. We propose a resampling approach to process a noisy and possibly outlier-ridden point set in an edge-aware manner. Our key idea is to first resample away from the edges so that reliable normals can be computed at the samples, and then based on reliable data, we progressively resample the point set while approaching the edge singularities. We demonstrate that our Edge-Aware Resampling (EAR) algorithm is capable of producing consolidated point sets with noise-free normals and clean preservation of sharp features. We also show that EAR leads to improved performance of edge-aware reconstruction methods and point set rendering techniques.
IEEE Transactions on Pattern Analysis and Machine Intelligence | 2005
Minglun Gong; Yee-Hong Yang
An efficient unambiguous stereo matching technique is presented in this paper. Our main contribution is to introduce a new reliability measure to dynamic programming approaches in general. For stereo vision application, the reliability of a proposed match on a scanline is defined as the cost difference between the globally best disparity assignment that includes the match and the globally best assignment that does not include the match. A reliability-based dynamic programming algorithm is derived accordingly, which can selectively assign disparities to pixels when the corresponding reliabilities exceed a given threshold. The experimental results show that the new approach can produce dense (> 70 percent of the unoccluded pixels) and reliable (error rate < 0.5 percent) matches efficiently (< 0.2 sec on a 2GHz P4) for the four Middlebury stereo data sets.
IEEE Transactions on Visualization and Computer Graphics | 2012
Miao Liao; Jizhou Gao; Ruigang Yang; Minglun Gong
We present a semiautomatic system that converts conventional videos into stereoscopic videos by combining motion analysis with user interaction, aiming to transfer as much as possible labeling work from the user to the computer. In addition to the widely used structure from motion (SFM) techniques, we develop two new methods that analyze the optical flow to provide additional qualitative depth constraints. They remove the camera movement restriction imposed by SFM so that general motions can be used in scene depth estimation-the central problem in mono-to-stereo conversion. With these algorithms, the users labeling task is significantly simplified. We further developed a quadratic programming approach to incorporate both quantitative depth and qualitative depth (such as these from user scribbling) to recover dense depth maps for all frames, from which stereoscopic view can be synthesized. In addition to visual results, we present user study results showing that our approach is more intuitive and less labor intensive, while producing 3D effect comparable to that from current state-of-the-art interactive algorithms.
international symposium on 3d data processing visualization and transmission | 2006
Liang Wang; Mingwei Gong; Minglun Gong; Ruigang Yang
Applications such as robot navigation and augmented reality require high-accuracy dense disparity maps in real-time and online. Due to time constraint, most realtime stereo applications rely on local winner-take-all optimization in the disparity computation process. These local approaches are generally outperformed by offline global optimization based algorithms. However, recent research shows that, through carefully selecting and aggregating the matching costs of neighboring pixels, the disparity maps produced by a local approach can be more accurate than those generated by many global optimization techniques. We are therefore motivated to investigate whether these cost aggregation approaches can be adopted in real-time stereo applications and, if so, how well they perform under the real-time constraint. The evaluation is conducted on a real-time stereo platform, which utilizes the processing power of programmable graphics hardware. Several recent cost aggregation approaches are also implemented and optimized for graphics hardware so that real-time speed can be achieved. The performances of these aggregation approaches in terms of both processing speed and result quality are reported.