Tong-Yee Lee
National Cheng Kung University
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Featured researches published by Tong-Yee Lee.
international conference on computer graphics and interactive techniques | 2008
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
Yu-Shuen Wang; Hongbo Fu; Olga Sorkine; Tong-Yee Lee; Hans-Peter Seidel
Temporal coherence is crucial in content-aware video retargeting. To date, this problem has been addressed by constraining temporally adjacent pixels to be transformed coherently. However, due to the motion-oblivious nature of this simple constraint, the retargeted videos often exhibit flickering or waving artifacts, especially when significant camera or object motions are involved. Since the feature correspondence across frames varies spatially with both camera and object motion, motion-aware treatment of features is required for video resizing. This motivated us to align consecutive frames by estimating interframe camera motion and to constrain relative positions in the aligned frames. To preserve object motion, we detect distinct moving areas of objects across multiple frames and constrain each of them to be resized consistently. We build a complete video resizing framework by incorporating our motion-aware constraints with an adaptation of the scale-and-stretch optimization recently proposed by Wang and colleagues. Our streaming implementation of the framework allows efficient resizing of long video sequences with low memory cost. Experiments demonstrate that our method produces spatiotemporally coherent retargeting results even for challenging examples with complex camera and object motion, which are difficult to handle with previous techniques.
international conference on computer graphics and interactive techniques | 2010
Yu-Shuen Wang; Hui Chih Lin; Olga Sorkine; Tong-Yee Lee
We introduce a video retargeting method that achieves high-quality resizing to arbitrary aspect ratios for complex videos containing diverse camera and dynamic motions. Previous content-aware retargeting methods mostly concentrated on spatial considerations, attempting to preserve the shape of salient objects in each frame by removing or distorting homogeneous background content. However, sacrificeable space is fundamentally limited in video, since object motion makes foreground and background regions correlated, causing waving and squeezing artifacts. We solve the retargeting problem by explicitly employing motion information and by distributing distortion in both spatial and temporal dimensions. We combine novel cropping and warping operators, where the cropping removes temporally-recurring contents and the warping utilizes available homogeneous regions to mask deformations while preserving motion. Variational optimization allows to find the best balance between the two operations, enabling retargeting of challenging videos with complex motions, numerous prominent objects and arbitrary depth variability. Our method compares favorably with state-of-the-art retargeting systems, as demonstrated in the examples and widely supported by the conducted user study.
IEEE Transactions on Visualization and Computer Graphics | 1996
Tong-Yee Lee; Cauligi S. Raghavendra; John B. Nicholas
In a sort-last polygon rendering system, the efficiency of image composition is very important for achieving fast rendering. In this paper, the implementation of a sort-last rendering system on a general purpose multicomputer system is described. A two-phase sort-last-full image composition scheme is described first, and then many variants of it are presented for 2D mesh message-passing multicomputers, such as the Intel Delta and Paragon. All the proposed schemes are analyzed and experimentally evaluated on Caltechs Intel Delta machine for our sort-last parallel polygon renderer. Experimental results show that sort-last-sparse strategies are better suited than sort-last-full schemes for software implementation on a general purpose multicomputer system. Further, interleaved composition regions perform better than coherent regions. In a large multicomputer system. Performance can be improved by carefully scheduling the tasks of rendering and communication. Using 512 processors to render our test scenes, the peak rendering rate achieved on a 282,144 triangle dataset is dose to 4.6 million triangles per second which is comparable to the speed of current state-of-the-art graphics workstations.
IEEE Transactions on Visualization and Computer Graphics | 2008
Yu-Shuen Wang; Tong-Yee Lee
A curve skeleton is a compact representation of 3D objects and has numerous applications. It can be used to describe an objects geometry and topology. In this paper, we introduce a novel approach for computing curve skeletons for volumetric representations of the input models. Our algorithm consists of three major steps: 1) using iterative least squares optimization to shrink models and, at the same time, preserving their geometries and topologies, 2) extracting curve skeletons through the thinning algorithm, and 3) pruning unnecessary branches based on shrinking ratios. The proposed method is less sensitive to noise on the surface of models and can generate smoother skeletons. In addition, our shrinking algorithm requires little computation, since the optimization system can be factorized and stored in the precomputational step. We demonstrate several extracted skeletons that help evaluate our algorithm. We also experimentally compare the proposed method with other well-known methods. Experimental results show advantages when using our method over other techniques.
IEEE Transactions on Visualization and Computer Graphics | 2009
Min Wen Chao; Chao Hung Lin; Cheng Wei Yu; Tong-Yee Lee
In this paper, we present a very high-capacity and low-distortion 3D steganography scheme. Our steganography approach is based on a novel multi-layered embedding scheme to hide secret messages in the vertices of 3D polygon models. Experimental results show that the cover model distortion is very small as the number of hiding layers ranges from 7 to 13 layers. To the best of our knowledge, this novel approach can provide much higher hiding capacity than other state-of-the-art approaches, while obeying the low distortion and security basic requirements for steganography on 3D models.
international conference on computer graphics and interactive techniques | 2010
Huisi Wu; Yu-Shuen Wang; Kun Chuan Feng; Tien-Tsin Wong; Tong-Yee Lee; Pheng-Ann Heng
Image resizing can be achieved more effectively if we have a better understanding of the image semantics. In this paper, we analyze the translational symmetry, which exists in many real-world images. By detecting the symmetric lattice in an image, we can summarize, instead of only distorting or cropping, the image content. This opens a new space for image resizing that allows us to manipulate, not only image pixels, but also the semantic cells in the lattice. As a general image contains both symmetry & non-symmetry regions and their natures are different, we propose to resize symmetry regions by summarization and non-symmetry region by warping. The difference in resizing strategy induces discontinuity at their shared boundary. We demonstrate how to reduce the artifact. To achieve practical resizing applications for general images, we developed a fast symmetry detection method that can detect multiple disjoint symmetry regions, even when the lattices are curved and perspectively viewed. Comparisons to state-of-the-art resizing techniques and a user study were conducted to validate the proposed method. Convincing visual results are shown to demonstrate its effectiveness.
IEEE Transactions on Visualization and Computer Graphics | 2010
Yao Yang Tsai; Wen-Chieh Lin; Kuangyou B. Cheng; Jehee Lee; Tong-Yee Lee
We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic environments, which is then used as the desired motion for the motion controllers to track in dynamics simulation. Rather than using Proportional-Derivative controllers whose parameters usually cannot be easily set, our motion tracking adopts a velocity-driven method which computes joint torques based on the desired joint angular velocities. Physically correct full-body motion of the 3D character is computed in dynamics simulation using the computed torques and dynamical model of the character. Our experiments demonstrate that tracking motion capture data with real-time response animation can be achieved easily. In addition, physically plausible motion style editing, automatic motion transition, and motion adaptation to different limb sizes can also be generated without difficulty.
international conference on computer graphics and interactive techniques | 2009
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.
IEEE Transactions on Medical Imaging | 2000
Tong-Yee Lee; Wen-Hsiu Wang
In many medical applications, the number of available two-dimensional (2-D) images is always insufficient. Therefore, the three-dimensional (3-D) reconstruction must be accomplished by appropriate interpolation methods to fill gaps between available image slices. In this paper, we propose a morphology-based algorithm to interpolate the missing data. The proposed algorithm consists of several steps. First, the object or hole contours are extracted using conventional image-processing techniques. Second, the object or hole matching issue is evaluated. Prior to interpolation, the centroids of the objects are aligned. Next, we employ a dilation operator to transform digital images into distance maps and we correct the distance maps if required. Finally, we utilize an erosion operator to accomplish the interpolation. Furthermore, if multiple objects or holes are interpolated, we blend them together to complete the algorithm. We experimentally evaluate the proposed method against various synthesized cases reported in the literature. Experimental results show that the proposed method is able to handle general object interpolation effectively.