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Dive into the research topics where Yiying Tong is active.

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Featured researches published by Yiying Tong.


IEEE Transactions on Visualization and Computer Graphics | 2014

FaceWarehouse: A 3D Facial Expression Database for Visual Computing

Chen Cao; Yanlin Weng; Shun Zhou; Yiying Tong; Kun Zhou

We present FaceWarehouse, a database of 3D facial expressions for visual computing applications. We use Kinect, an off-the-shelf RGBD camera, to capture 150 individuals aged 7-80 from various ethnic backgrounds. For each person, we captured the RGBD data of her different expressions, including the neutral expression and 19 other expressions such as mouth-opening, smile, kiss, etc. For every RGBD raw data record, a set of facial feature points on the color image such as eye corners, mouth contour, and the nose tip are automatically localized, and manually adjusted if better accuracy is required. We then deform a template facial mesh to fit the depth data as closely as possible while matching the feature points on the color image to their corresponding points on the mesh. Starting from these fitted face meshes, we construct a set of individual-specific expression blendshapes for each person. These meshes with consistent topology are assembled as a rank-3 tensor to build a bilinear face model with two attributes: identity and expression. Compared with previous 3D facial databases, for every person in our database, there is a much richer matching collection of expressions, enabling depiction of most human facial actions. We demonstrate the potential of FaceWarehouse for visual computing with four applications: facial image manipulation, face component transfer, real-time performance-based facial image animation, and facial animation retargeting from video to image.


IEEE Transactions on Pattern Analysis and Machine Intelligence | 2010

Age-Invariant Face Recognition

Unsang Park; Yiying Tong; Anil K. Jain

One of the challenges in automatic face recognition is to achieve temporal invariance. In other words, the goal is to come up with a representation and matching scheme that is robust to changes due to facial aging. Facial aging is a complex process that affects both the 3D shape of the face and its texture (e.g., wrinkles). These shape and texture changes degrade the performance of automatic face recognition systems. However, facial aging has not received substantial attention compared to other facial variations due to pose, lighting, and expression. We propose a 3D aging modeling technique and show how it can be used to compensate for the age variations to improve the face recognition performance. The aging modeling technique adapts view-invariant 3D face models to the given 2D face aging database. The proposed approach is evaluated on three different databases (i.g., FG-NET, MORPH, and BROWNS) using FaceVACS, a state-of-the-art commercial face recognition engine.


symposium on geometry processing | 2006

Designing quadrangulations with discrete harmonic forms

Yiying Tong; Pierre Alliez; David Cohen-Steiner; Mathieu Desbrun

We introduce a framework for quadrangle meshing of discrete manifolds. Based on discrete differential forms, our method hinges on extending the discrete Laplacian operator (used extensively in modeling and animation) to allow for line singularities and singularities with fractional indices. When assembled into a singularity graph, these line singularities are shown to considerably increase the design flexibility of quad meshing. In particular, control over edge alignments and mesh sizing are unique features of our novel approach. Another appeal of our method is its robustness and scalability from a numerical viewpoint: we simply solve a sparse linear system to generate a pair of piecewise-smooth scalar fields whose isocontours form a pure quadrangle tiling, with no T-junctions.


international conference on computer graphics and interactive techniques | 2005

Discrete differential forms for computational modeling

Mathieu Desbrun; Eva Kanso; Yiying Tong

The emergence of computers as an essential tool in scientific research has shaken the very foundations of differential modeling. Indeed, the deeply-rooted abstraction of smoothness, or differentiability, seems to inherently clash with a computers ability of storing only finite sets of numbers. While there has been a series of computational techniques that proposed discretizations of differential equations, the geometric structures they are supposed to simulate are often lost in the process.


symposium on geometry processing | 2007

Voronoi-based variational reconstruction of unoriented point sets

Pierre Alliez; David Cohen-Steiner; Yiying Tong; Mathieu Desbrun

We introduce an algorithm for reconstructing watertight surfaces from unoriented point sets. Using the Voronoi diagram of the input point set, we deduce a tensor field whose principal axes and eccentricities locally represent respectively the most likely direction of the normal to the surface, and the confidence in this direction estimation. An implicit function is then computed by solving a generalized eigenvalue problem such that its gradient is most aligned with the principal axes of the tensor field, providing a best-fitting isosurface reconstruction. Our approach possesses a number of distinguishing features. In particular, the implicit function optimization provides resilience to noise, adjustable fitting to the data, and controllable smoothness of the reconstructed surface. Finally, the use of simplicial meshes (possibly restricted to a thin crust around the input data) and (an)isotropic Laplace operators renders the numerical treatment simple and robust.


ACM Transactions on Graphics | 2007

Stable, circulation-preserving, simplicial fluids

Sharif Elcott; Yiying Tong; Eva Kanso; Peter Schröder; Mathieu Desbrun

Visual quality, low computational cost, and numerical stability are foremost goals in computer animation. An important ingredient in achieving these goals is the conservation of fundamental motion invariants. For example, rigid and deformable body simulation benefits greatly from the conservation of linear and angular momenta. In the case of fluids, however, none of the current techniques focuses on conserving invariants, and consequently, often introduce a visually disturbing numerical diffusion of vorticity. Just as important visually is the resolution of complex simulation domains. Doing so with regular (even if adaptive) grid techniques can be computationally delicate. In this article, we propose a novel technique for the simulation of fluid flows. It is designed to respect the defining differential properties, that is, the conservation of circulation along arbitrary loops as they are transported by the flow. Consequently, our method offers several new and desirable properties: Arbitrary simplicial meshes (triangles in 2D, tetrahedra in 3D) can be used to define the fluid domain; the computations involved in the update procedure are efficient due to discrete operators with small support; and it preserves discrete circulation, avoiding numerical diffusion of vorticity.


international conference on computer graphics and interactive techniques | 2006

Mesh quilting for geometric texture synthesis

Kun Zhou; Xin Huang; Xi Wang; Yiying Tong; Mathieu Desbrun; Baining Guo; Heung Yeung Shum

We introduce mesh quilting, a geometric texture synthesis algorithm in which a 3D texture sample given in the form of a triangle mesh is seamlessly applied inside a thin shell around an arbitrary surface through local stitching and deformation. We show that such geometric textures allow interactive and versatile editing and animation, producing compelling visual effects that are difficult to achieve with traditional texturing methods. Unlike pixel-based image quilting, mesh quilting is based on stitching together 3D geometry elements. Our quilting algorithm finds corresponding geometry elements in adjacent texture patches, aligns elements through local deformation, and merges elements to seamlessly connect texture patches. For mesh quilting on curved surfaces, a critical issue is to reduce distortion of geometry elements inside the 3D space of the thin shell. To address this problem we introduce a low-distortion parameterization of the shell space so that geometry elements can be synthesized even on very curved objects without the visual distortion present in previous approaches. We demonstrate how mesh quilting can be used to generate convincing decorations for a wide range of geometric textures.


international conference on computer graphics and interactive techniques | 2009

Energy-preserving integrators for fluid animation

Patrick Mullen; Keenan Crane; Dmitry Pavlov; Yiying Tong; Mathieu Desbrun

Numerical viscosity has long been a problem in fluid animation. Existing methods suffer from intrinsic artificial dissipation and often apply complicated computational mechanisms to combat such effects. Consequently, dissipative behavior cannot be controlled or modeled explicitly in a manner independent of time step size, complicating the use of coarse previews and adaptive-time stepping methods. This paper proposes simple, unconditionally stable, fully Eulerian integration schemes with no numerical viscosity that are capable of maintaining the liveliness of fluid motion without recourse to corrective devices. Pressure and fluxes are solved efficiently and simultaneously in a time-reversible manner on simplicial grids, and the energy is preserved exactly over long time scales in the case of inviscid fluids. These integrators can be viewed as an extension of the classical energy-preserving Harlow-Welch / Crank-Nicolson scheme to simplicial grids.


symposium on computer animation | 2006

Geometric, variational integrators for computer animation

Liliya Kharevych; Weiwei Yang; Yiying Tong; Eva Kanso; Jerrold E. Marsden; Peter Schröder; Matthieu Desbrun

We present a general-purpose numerical scheme for time integration of Lagrangian dynamical systems---an important computational tool at the core of most physics-based animation techniques. Several features make this particular time integrator highly desirable for computer animation: it numerically preserves important invariants, such as linear and angular momenta; the symplectic nature of the integrator also guarantees a correct energy behavior, even when dissipation and external forces are added; holonomic constraints can also be enforced quite simply; finally, our simple methodology allows for the design of high-order accurate schemes if needed. Two key properties set the method apart from earlier approaches. First, the nonlinear equations that must be solved during an update step are replaced by a minimization of a novel functional, speeding up time stepping by more than a factor of two in practice. Second, the formulation introduces additional variables that provide key flexibility in the implementation of the method. These properties are achieved using a discrete form of a general variational principle called the Pontryagin-Hamilton principle, expressing time integration in a geometric manner. We demonstrate the applicability of our integrators to the simulation of non-linear elasticity with implementation details.


international conference on computer graphics and interactive techniques | 2007

Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics

Xiaohan Shi; Kun Zhou; Yiying Tong; Mathieu Desbrun; Hujun Bao; Baining Guo

We present mesh puppetry, a variational framework for detail-preserving mesh manipulation through a set of high-level, intuitive, and interactive design tools. Our approach builds upon traditional rigging by optimizing skeleton position and vertex weights in an integrated manner. New poses and animations are created by specifying a few desired constraints on vertex positions, balance of the character, length and rigidity preservation, joint limits, and/or self-collision avoidance. Our algorithm then adjusts the skeleton and solves for the deformed mesh simultaneously through a novel cascading optimization procedure, allowing realtime manipulation of meshes with 50K+ vertices for fast design of pleasing and realistic poses. We demonstrate the potential of our framework through an interactive deformation platform and various applications such as deformation transfer and motion retargeting.

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Mathieu Desbrun

California Institute of Technology

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Beibei Liu

Michigan State University

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Eva Kanso

University of Southern California

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G. W. Wei

Michigan State University

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Jerrold E. Marsden

California Institute of Technology

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Xin Feng

Michigan State University

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