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Author

Dani Lischinski

Bio: Dani Lischinski is an academic researcher from Hebrew University of Jerusalem. The author has contributed to research in topics: Computer science & Image segmentation. The author has an hindex of 52, co-authored 147 publications receiving 17600 citations. Previous affiliations of Dani Lischinski include Cornell University & University of Washington.


Papers
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Proceedings ArticleDOI
01 Oct 2017
TL;DR: A novel method for removing rain streaks from a single input image by decomposing it into a rain-free background layer B and aRain-streak layer R, which outperforms the state-of-the-art.
Abstract: We present a novel method for removing rain streaks from a single input image by decomposing it into a rain-free background layer B and a rain-streak layer R. A joint optimization process is used that alternates between removing rain-streak details from B and removing non-streak details from R. The process is assisted by three novel image priors. Observing that rain streaks typically span a narrow range of directions, we first analyze the local gradient statistics in the rain image to identify image regions that are dominated by rain streaks. From these regions, we estimate the dominant rain streak direction and extract a collection of rain-dominated patches. Next, we define two priors on the background layer B, one based on a centralized sparse representation and another based on the estimated rain direction. A third prior is defined on the rain-streak layer R, based on similarity of patches to the extracted rain patches. Both visual and quantitative comparisons demonstrate that our method outperforms the state-of-the-art.

282 citations

Proceedings ArticleDOI
27 Oct 2002
TL;DR: This paper presents a simple and fast method for computing parameterizations with strictly bounded distortion, and is the first method to compute the mesh partitioning and the parameterization simultaneously and entirely automatically, while providing guaranteed distortion bounds.
Abstract: Many computer graphics operations, such as texture mapping, 3D painting, remeshing, mesh compression, and digital geometry processing, require finding a low-distortion parameterization for irregular connectivity triangulations of arbitrary genus 2-manifolds. This paper presents a simple and fast method for computing parameterizations with strictly bounded distortion. The new method operates by flattening the mesh onto a region of the 2D plane. To comply with the distortion bound, the mesh is automatically cut and partitioned on-the-fly. The method guarantees avoiding global and local self-intersections, while attempting to minimize the total length of the introduced seams. To our knowledge, this is the first method to compute the mesh partitioning and the parameterization simultaneously and entirely automatically, while providing guaranteed distortion bounds. Our results on a variety of objects demonstrate that the method is fast enough to work with large complex irregular meshes in interactive applications.

250 citations

Journal ArticleDOI
TL;DR: This work presents an algorithm based on statistical learning for synthesizing static and time-varying textures matching the appearance of an input texture and it is the first algorithm that is able to automatically generate movie clips of dynamic phenomena.
Abstract: We present an algorithm based on statistical learning for synthesizing static and time-varying textures matching the appearance of an input texture. Our algorithm is general and automatic and it works well on various types of textures, including 1D sound textures, 2D texture images, and 3D texture movies. The same method is also used to generate 2D texture mixtures that simultaneously capture the appearance of a number of different input textures. In our approach, input textures are treated as sample signals generated by a stochastic process. We first construct a tree representing a hierarchical multiscale transform of the signal using wavelets. From this tree, new random trees are generated by learning and sampling the conditional probabilities of the paths in the original tree. Transformation of these random trees back into signals results in new random textures. In the case of 2D texture synthesis, our algorithm produces results that are generally as good as or better than those produced by previously described methods in this field. For texture mixtures, our results are better and more general than those produced by earlier methods. For texture movies, we present the first algorithm that is able to automatically generate movie clips of dynamic phenomena such as waterfalls, fire flames, a school of jellyfish, a crowd of people, etc. Our results indicate that the proposed technique is effective and robust.

248 citations

Posted Content
TL;DR: The latent style space of Style-GAN2, a state-of-the-art architecture for image generation, is explored and StyleSpace, the space of channel-wise style parameters, is shown to be significantly more disentangled than the other intermediate latent spaces explored by previous works.
Abstract: We explore and analyze the latent style space of StyleGAN2, a state-of-the-art architecture for image generation, using models pretrained on several different datasets. We first show that StyleSpace, the space of channel-wise style parameters, is significantly more disentangled than the other intermediate latent spaces explored by previous works. Next, we describe a method for discovering a large collection of style channels, each of which is shown to control a distinct visual attribute in a highly localized and disentangled manner. Third, we propose a simple method for identifying style channels that control a specific attribute, using a pretrained classifier or a small number of example images. Manipulation of visual attributes via these StyleSpace controls is shown to be better disentangled than via those proposed in previous works. To show this, we make use of a newly proposed Attribute Dependency metric. Finally, we demonstrate the applicability of StyleSpace controls to the manipulation of real images. Our findings pave the way to semantically meaningful and well-disentangled image manipulations via simple and intuitive interfaces.

242 citations

Proceedings ArticleDOI
01 Oct 2016
TL;DR: In this paper, a fully automatic, scalable approach that samples the human pose space for guiding the synthesis procedure and extracts clothing textures from real images is presented. But this approach is not suitable for 3D pose estimation, since 3D poses are much harder to annotate.
Abstract: Human 3D pose estimation from a single image is a challenging task with numerous applications. Convolutional Neural Networks (CNNs) have recently achieved superior performance on the task of 2D pose estimation from a single image, by training on images with 2D annotations collected by crowd sourcing. This suggests that similar success could be achieved for direct estimation of 3D poses. However, 3D poses are much harder to annotate, and the lack of suitable annotated training images hinders attempts towards end-to-end solutions. To address this issue, we opt to automatically synthesize training images with ground truth pose annotations. Our work is a systematic study along this road. We find that pose space coverage and texture diversity are the key ingredients for the effectiveness of synthetic training data. We present a fully automatic, scalable approach that samples the human pose space for guiding the synthesis procedure and extracts clothing textures from real images. Furthermore, we explore domain adaptation for bridging the gap between our synthetic training images and real testing photos. We demonstrate that CNNs trained with our synthetic images out-perform those trained with real photos on 3D pose estimation tasks.

240 citations


Cited by
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Book ChapterDOI
07 Oct 2012
TL;DR: The goal is to parse typical, often messy, indoor scenes into floor, walls, supporting surfaces, and object regions, and to recover support relationships, to better understand how 3D cues can best inform a structured 3D interpretation.
Abstract: We present an approach to interpret the major surfaces, objects, and support relations of an indoor scene from an RGBD image. Most existing work ignores physical interactions or is applied only to tidy rooms and hallways. Our goal is to parse typical, often messy, indoor scenes into floor, walls, supporting surfaces, and object regions, and to recover support relationships. One of our main interests is to better understand how 3D cues can best inform a structured 3D interpretation. We also contribute a novel integer programming formulation to infer physical support relations. We offer a new dataset of 1449 RGBD images, capturing 464 diverse indoor scenes, with detailed annotations. Our experiments demonstrate our ability to infer support relations in complex scenes and verify that our 3D scene cues and inferred support lead to better object segmentation.

4,827 citations

Journal ArticleDOI
TL;DR: The guided filter is a novel explicit image filter derived from a local linear model that can be used as an edge-preserving smoothing operator like the popular bilateral filter, but it has better behaviors near edges.
Abstract: In this paper, we propose a novel explicit image filter called guided filter. Derived from a local linear model, the guided filter computes the filtering output by considering the content of a guidance image, which can be the input image itself or another different image. The guided filter can be used as an edge-preserving smoothing operator like the popular bilateral filter [1], but it has better behaviors near edges. The guided filter is also a more generic concept beyond smoothing: It can transfer the structures of the guidance image to the filtering output, enabling new filtering applications like dehazing and guided feathering. Moreover, the guided filter naturally has a fast and nonapproximate linear time algorithm, regardless of the kernel size and the intensity range. Currently, it is one of the fastest edge-preserving filters. Experiments show that the guided filter is both effective and efficient in a great variety of computer vision and computer graphics applications, including edge-aware smoothing, detail enhancement, HDR compression, image matting/feathering, dehazing, joint upsampling, etc.

4,730 citations

Proceedings ArticleDOI
01 Jul 1999
TL;DR: A new technique for modeling textured 3D faces by transforming the shape and texture of the examples into a vector space representation, which regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance.
Abstract: In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance. Starting from an example set of 3D face models, we derive a morphable face model by transforming the shape and texture of the examples into a vector space representation. New faces and expressions can be modeled by forming linear combinations of the prototypes. Shape and texture constraints derived from the statistics of our example faces are used to guide manual modeling or automated matching algorithms. We show 3D face reconstructions from single images and their applications for photo-realistic image manipulations. We also demonstrate face manipulations according to complex parameters such as gender, fullness of a face or its distinctiveness.

4,514 citations

Proceedings ArticleDOI
15 Jun 2019
TL;DR: New state-of-the-art segmentation performance on three challenging scene segmentation datasets, i.e., Cityscapes, PASCAL Context and COCO Stuff dataset is achieved without using coarse data.
Abstract: In this paper, we address the scene segmentation task by capturing rich contextual dependencies based on the self-attention mechanism. Unlike previous works that capture contexts by multi-scale features fusion, we propose a Dual Attention Networks (DANet) to adaptively integrate local features with their global dependencies. Specifically, we append two types of attention modules on top of traditional dilated FCN, which model the semantic interdependencies in spatial and channel dimensions respectively. The position attention module selectively aggregates the features at each position by a weighted sum of the features at all positions. Similar features would be related to each other regardless of their distances. Meanwhile, the channel attention module selectively emphasizes interdependent channel maps by integrating associated features among all channel maps. We sum the outputs of the two attention modules to further improve feature representation which contributes to more precise segmentation results. We achieve new state-of-the-art segmentation performance on three challenging scene segmentation datasets, i.e., Cityscapes, PASCAL Context and COCO Stuff dataset. In particular, a Mean IoU score of 81.5% on Cityscapes test set is achieved without using coarse data.

4,327 citations