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Matthew Turk

Bio: Matthew Turk is an academic researcher from Toyota Technological Institute at Chicago. The author has contributed to research in topics: Augmented reality & Facial recognition system. The author has an hindex of 55, co-authored 198 publications receiving 30972 citations. Previous affiliations of Matthew Turk include Massachusetts Institute of Technology & University of California.


Papers
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Journal ArticleDOI
TL;DR: The multiflash imaging method bypasses 3D geometry acquisition and directly acquires depth edges from images, and uses a camera with multiple strategically positioned flashes to help improve current 3D cameras, which tend to produce incorrect results near depth discontinuities.
Abstract: A method for capturing geometric features of real-world scenes relies on a simple capture setup modification. The system might conceivably be packaged into a portable self-contained device. The multiflash imaging method bypasses 3D geometry acquisition and directly acquires depth edges from images. In the place of expensive, elaborate equipment for geometry acquisition, we use a camera with multiple strategically positioned flashes. Instead of having to estimate the full 3D coordinates of points in the scene (using, for example, 3D cameras) and then look for depth discontinuities, our technique reduces the general 3D problem of depth edge recovery to one of 2D intensity edge detection. Our method could, in fact, help improve current 3D cameras, which tend to produce incorrect results near depth discontinuities. Exploiting the imaging geometry for rendering provides a simple and inexpensive solution for creating stylized images from real scenes. We believe that our camera will be a useful tool for professional artists and photographers, and we expect that it will also let the average user easily create stylized imagery. This article is available with a short video documentary on CD-ROM.

5 citations

Proceedings Article
01 Jan 2008
TL;DR: This work describes particular novel environments and devices, including the Allosphere and the interactive Fogscreen, the software components to support collaborative interaction in mixed-media environments, and several key application scenarios that will leverage these capabilities.
Abstract: We seek to support creativity in science, engineering, and design applications by building infrastructure that offers new capabilities for creative collaborative exploration of complex data in a variety of non-traditional computing environments We describe particular novel environments and devices, including the Allosphere and the interactive Fogscreen, the software components to support collaborative interaction in mixed-media environments, and several key application scenarios that will leverage these capabilities Our main focus is on supporting integrated visualization, sonification, and interaction capabilities in and across novel computing environments

4 citations

Proceedings ArticleDOI
29 Sep 2015
TL;DR: In this paper, the authors present an algorithm to segment the selected object, including its occluded surfaces, such that the 2D selection can be appropriately interpreted in 3D and rendered as a useful AR annotation even when the local user moves and significantly changes the viewpoint.
Abstract: In Augmented Reality (AR) based remote collaboration, a remote user can draw a 2D annotation that emphasizes an object of interest to guide a local user accomplishing a task. This annotation is typically performed only once and then sticks to the selected object in the local user's view, independent of his or her camera movement. In this paper, we present an algorithm to segment the selected object, including its occluded surfaces, such that the 2D selection can be appropriately interpreted in 3D and rendered as a useful AR annotation even when the local user moves and significantly changes the viewpoint.

4 citations

Proceedings ArticleDOI
08 Nov 2017
TL;DR: Experimental results found that the snapping-to-photos interfaces are preferred over the baseline fully constrained- to-photos interface, that there exist differences between indoor and outdoor scenes, and that users preferred and were able to reach target photos better with click-to -snap point-of-interest snapping compared to automatic point- of-view snapping.
Abstract: Navigating through a virtual, 3D reconstructed scene has recently become very important in many applications. A popular approach is to virtually travel to the photos used in reconstructing the scene; such an approach may be generally termed a "snapping-to-photos" virtual travel interface. While previous work has either used fully constrained interfaces (always at the photos) or minimally constrained interfaces (free-flight navigation), in this paper we introduce new snapping-to-photos interfaces that lie in between these two extremes. Our snapping-to-photos interfaces snap the view to a photo in 3D based on viewpoint similarity and optionally the user's mouse cursor or finger-tap position. Experimental results, with both indoor and outdoor scene reconstructions, found that our snapping-to-photos interfaces are preferred over the baseline fully constrained-to-photos interface, that there exist differences between indoor and outdoor scenes, and that users preferred and were able to reach target photos better with click-to-snap point-of-interest snapping compared to automatic point-of-view snapping.

4 citations

Proceedings ArticleDOI
19 Mar 2016
TL;DR: By first classifying which type of gesture the user drew, it is shown that it is possible to render annotations in 3D in a way that conforms more to the original intention of the user than with traditional methods.
Abstract: Augmented reality enhanced collaboration systems often allow users to draw 2D gesture annotations onto video feeds to help collaborators to complete physical tasks. This works well for static cameras, but for movable cameras, perspective effects cause problems when trying to render 2D annotations from a new viewpoint in 3D. In this paper, we present a new approach towards solving this problem by using gesture enhanced annotations. By first classifying which type of gesture the user drew, we show that it is possible to render annotations in 3D in a way that conforms more to the original intention of the user than with traditional methods. We first determined a generic vocabulary of important 2D gestures for remote collaboration by running an Amazon Mechanical Turk study with 88 participants. Next, we designed a novel system to automatically handle the top two 2D gesture annotations — arrows and circles. Arrows are handled by identifying their anchor points and using surface normals for better perspective rendering. For circles, we designed a novel energy function to help infer the object of interest using both 2D image cues and 3D geometric cues. Results indicate that our approach outperforms previous methods in terms of better conveying the original drawing's meaning from different viewpoints.

4 citations


Cited by
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Journal ArticleDOI
22 Dec 2000-Science
TL;DR: An approach to solving dimensionality reduction problems that uses easily measured local metric information to learn the underlying global geometry of a data set and efficiently computes a globally optimal solution, and is guaranteed to converge asymptotically to the true structure.
Abstract: Scientists working with large volumes of high-dimensional data, such as global climate patterns, stellar spectra, or human gene distributions, regularly confront the problem of dimensionality reduction: finding meaningful low-dimensional structures hidden in their high-dimensional observations. The human brain confronts the same problem in everyday perception, extracting from its high-dimensional sensory inputs-30,000 auditory nerve fibers or 10(6) optic nerve fibers-a manageably small number of perceptually relevant features. Here we describe an approach to solving dimensionality reduction problems that uses easily measured local metric information to learn the underlying global geometry of a data set. Unlike classical techniques such as principal component analysis (PCA) and multidimensional scaling (MDS), our approach is capable of discovering the nonlinear degrees of freedom that underlie complex natural observations, such as human handwriting or images of a face under different viewing conditions. In contrast to previous algorithms for nonlinear dimensionality reduction, ours efficiently computes a globally optimal solution, and, for an important class of data manifolds, is guaranteed to converge asymptotically to the true structure.

13,652 citations

Journal ArticleDOI
TL;DR: A face recognition algorithm which is insensitive to large variation in lighting direction and facial expression is developed, based on Fisher's linear discriminant and produces well separated classes in a low-dimensional subspace, even under severe variations in lighting and facial expressions.
Abstract: We develop a face recognition algorithm which is insensitive to large variation in lighting direction and facial expression. Taking a pattern classification approach, we consider each pixel in an image as a coordinate in a high-dimensional space. We take advantage of the observation that the images of a particular face, under varying illumination but fixed pose, lie in a 3D linear subspace of the high dimensional image space-if the face is a Lambertian surface without shadowing. However, since faces are not truly Lambertian surfaces and do indeed produce self-shadowing, images will deviate from this linear subspace. Rather than explicitly modeling this deviation, we linearly project the image into a subspace in a manner which discounts those regions of the face with large deviation. Our projection method is based on Fisher's linear discriminant and produces well separated classes in a low-dimensional subspace, even under severe variation in lighting and facial expressions. The eigenface technique, another method based on linearly projecting the image space to a low dimensional subspace, has similar computational requirements. Yet, extensive experimental results demonstrate that the proposed "Fisherface" method has error rates that are lower than those of the eigenface technique for tests on the Harvard and Yale face databases.

11,674 citations

Journal ArticleDOI
21 Oct 1999-Nature
TL;DR: An algorithm for non-negative matrix factorization is demonstrated that is able to learn parts of faces and semantic features of text and is in contrast to other methods that learn holistic, not parts-based, representations.
Abstract: Is perception of the whole based on perception of its parts? There is psychological and physiological evidence for parts-based representations in the brain, and certain computational theories of object recognition rely on such representations. But little is known about how brains or computers might learn the parts of objects. Here we demonstrate an algorithm for non-negative matrix factorization that is able to learn parts of faces and semantic features of text. This is in contrast to other methods, such as principal components analysis and vector quantization, that learn holistic, not parts-based, representations. Non-negative matrix factorization is distinguished from the other methods by its use of non-negativity constraints. These constraints lead to a parts-based representation because they allow only additive, not subtractive, combinations. When non-negative matrix factorization is implemented as a neural network, parts-based representations emerge by virtue of two properties: the firing rates of neurons are never negative and synaptic strengths do not change sign.

11,500 citations

Journal ArticleDOI
TL;DR: This work considers the problem of automatically recognizing human faces from frontal views with varying expression and illumination, as well as occlusion and disguise, and proposes a general classification algorithm for (image-based) object recognition based on a sparse representation computed by C1-minimization.
Abstract: We consider the problem of automatically recognizing human faces from frontal views with varying expression and illumination, as well as occlusion and disguise. We cast the recognition problem as one of classifying among multiple linear regression models and argue that new theory from sparse signal representation offers the key to addressing this problem. Based on a sparse representation computed by C1-minimization, we propose a general classification algorithm for (image-based) object recognition. This new framework provides new insights into two crucial issues in face recognition: feature extraction and robustness to occlusion. For feature extraction, we show that if sparsity in the recognition problem is properly harnessed, the choice of features is no longer critical. What is critical, however, is whether the number of features is sufficiently large and whether the sparse representation is correctly computed. Unconventional features such as downsampled images and random projections perform just as well as conventional features such as eigenfaces and Laplacianfaces, as long as the dimension of the feature space surpasses certain threshold, predicted by the theory of sparse representation. This framework can handle errors due to occlusion and corruption uniformly by exploiting the fact that these errors are often sparse with respect to the standard (pixel) basis. The theory of sparse representation helps predict how much occlusion the recognition algorithm can handle and how to choose the training images to maximize robustness to occlusion. We conduct extensive experiments on publicly available databases to verify the efficacy of the proposed algorithm and corroborate the above claims.

9,658 citations

01 Jan 1999
TL;DR: In this article, non-negative matrix factorization is used to learn parts of faces and semantic features of text, which is in contrast to principal components analysis and vector quantization that learn holistic, not parts-based, representations.
Abstract: Is perception of the whole based on perception of its parts? There is psychological and physiological evidence for parts-based representations in the brain, and certain computational theories of object recognition rely on such representations. But little is known about how brains or computers might learn the parts of objects. Here we demonstrate an algorithm for non-negative matrix factorization that is able to learn parts of faces and semantic features of text. This is in contrast to other methods, such as principal components analysis and vector quantization, that learn holistic, not parts-based, representations. Non-negative matrix factorization is distinguished from the other methods by its use of non-negativity constraints. These constraints lead to a parts-based representation because they allow only additive, not subtractive, combinations. When non-negative matrix factorization is implemented as a neural network, parts-based representations emerge by virtue of two properties: the firing rates of neurons are never negative and synaptic strengths do not change sign.

9,604 citations