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Author

Wei Hua

Bio: Wei Hua is an academic researcher from Zhejiang University. The author has contributed to research in topics: Rendering (computer graphics) & Computer science. The author has an hindex of 10, co-authored 28 publications receiving 466 citations.

Papers
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Journal ArticleDOI
TL;DR: A novel algorithm that combines different clues to extract the foreground layer is proposed, where a voting-like scheme robust to outliers is employed in optimization and finds several applications, such as high-quality view interpolation and video editing.
Abstract: Extracting high-quality dynamic foreground layers from a video sequence is a challenging problem due to the coupling of color, motion, and occlusion. Many approaches assume that the background scene is static or undergoes the planar perspective transformation. In this paper, we relax these restrictions and present a comprehensive system for accurately computing object motion, layer, and depth information. A novel algorithm that combines different clues to extract the foreground layer is proposed, where a voting-like scheme robust to outliers is employed in optimization. The system is capable of handling difficult examples in which the background is nonplanar and the camera freely moves during video capturing. Our work finds several applications, such as high-quality view interpolation and video editing.

88 citations

Journal ArticleDOI
Guofeng Zhang1, Wei Hua1, Xueying Qin1, Yuanlong Shao1, Hujun Bao1 
TL;DR: This paper presents a novel approach to stabilize video sequences based on a 3D perspective camera model that uses approximate geometry representation and analyze the resulting warping errors to show that by appropriately constraining warping error, visually plausible results can be achieved even using planar structures.
Abstract: This paper presents a novel approach to stabilize video sequences based on a 3D perspective camera model. Compared to previous methods which are based on simplified models, our stabilization system can work in situations where significant depth variations exist in the scenes and the camera undergoes large translational movement. We formulate the stabilization problem as a quadratic cost function on smoothness and similarity constraints. This allows us to precisely control the smoothness by solving a sparse linear system of equations. By taking advantage of the sparseness, our optimization process is very efficient. Instead of recovering dense depths, we use approximate geometry representation and analyze the resulting warping errors. We show that by appropriately constraining warping error, visually plausible results can be achieved even using planar structures. A variety of experiments have been implemented, which demonstrates the robustness and efficiency of our approach.

77 citations

Journal ArticleDOI
TL;DR: This paper presents an automatic and robust approach to synthesize stereoscopic videos from ordinary monocular videos acquired by commodity video cameras that synthesizes the binocular parallax in stereoscopic video directly from the motion par allax in monocular video.
Abstract: This paper presents an automatic and robust approach to synthesize stereoscopic videos from ordinary monocular videos acquired by commodity video cameras. Instead of recovering the depth map, the proposed method synthesizes the binocular parallax in stereoscopic video directly from the motion parallax in monocular video, The synthesis is formulated as an optimization problem via introducing a cost function of the stereoscopic effects, the similarity, and the smoothness constraints. The optimization selects the most suitable frames in the input video for generating the stereoscopic video frames. With the optimized selection, convincing and smooth stereoscopic video can be synthesized even by simple constant-depth warping. No user interaction is required. We demonstrate the visually plausible results obtained given the input clips acquired by ordinary handheld video camera.

63 citations

Proceedings ArticleDOI
17 Jun 2007
TL;DR: It is shown that existing image-based distance is not an adequate measurement for selecting the initial frames for initializing the projective reconstruction, and a novel measurement to take into account the zoom degree, the self-calibration quality, as well as image- based distance is proposed.
Abstract: Although camera self-calibration and metric reconstruction have been extensively studied during the past decades, automatic metric reconstruction from long video sequences with varying focal length is still very challenging. Several critical issues in practical implementations are not adequately addressed. For example, how to select the initial frames for initializing the projective reconstruction? What criteria should be used? How to handle the large zooming problem? How to choose an appropriate moment for upgrading the projective reconstruction to a metric one? This paper gives a careful investigation of all these issues. Practical and effective approaches are proposed. In particular, we show that existing image-based distance is not an adequate measurement for selecting the initial frames. We propose a novel measurement to take into account the zoom degree, the self-calibration quality, as well as image-based distance. We then introduce a new strategy to decide when to upgrade the projective reconstruction to a metric one. Finally, to alleviate the heavy computational cost in the bundle adjustment, a local on-demand approach is proposed. Our method is also extensively compared with the state-of-the-art commercial software to evidence its robustness and stability.

57 citations

Journal ArticleDOI
Rui Wang1, Yuchi Huo1, Yuan Yazhen1, Kun Zhou1, Wei Hua1, Hujun Bao1 
01 Nov 2013
TL;DR: This paper develops a GPU-based out-of-GPU-core rendering algorithm that manages data between the CPU host memory and the GPU device memory and generates complex global illumination effects with increased data access coherence and has one order of magnitude performance gain over the CPU-based approach.
Abstract: In this paper, we present a GPU-based out-of-core rendering approach under the many-lights rendering framework. Many-lights rendering is an efficient and scalable rendering framework for a large number of lights. But when the data sizes of lights and geometry are both beyond the in-core memory storage size, the data management of these two out-of-core data becomes critical and challenging. In our approach, we formulate such a data management as a graph traversal optimization problem that first builds out-of-core lights and geometry data into a graph, and then guides shading computations by finding a shortest path to visit all vertices in the graph. Based on the proposed data management, we develop a GPU-based out-of-GPU-core rendering algorithm that manages data between the CPU host memory and the GPU device memory. Two main steps are taken in the algorithm: the out-of-core data preparation to pack data into optimal data layouts for the many-lights rendering, and the out-of-core shading using graph-based data management. We demonstrate our algorithm on scenes with out-of-core detailed geometry and out-of-core lights. Results show that our approach generates complex global illumination effects with increased data access coherence and has one order of magnitude performance gain over the CPU-based approach.

44 citations


Cited by
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Book
01 Dec 1988
TL;DR: In this paper, the spectral energy distribution of the reflected light from an object made of a specific real material is obtained and a procedure for accurately reproducing the color associated with the spectrum is discussed.
Abstract: This paper presents a new reflectance model for rendering computer synthesized images. The model accounts for the relative brightness of different materials and light sources in the same scene. It describes the directional distribution of the reflected light and a color shift that occurs as the reflectance changes with incidence angle. The paper presents a method for obtaining the spectral energy distribution of the light reflected from an object made of a specific real material and discusses a procedure for accurately reproducing the color associated with the spectral energy distribution. The model is applied to the simulation of a metal and a plastic.

1,401 citations

Journal ArticleDOI
TL;DR: The technique can be used to automatically convert a monoscopic video into stereo for 3D visualization, and is demonstrated through a variety of visually pleasing results for indoor and outdoor scenes, including results from the feature film Charade.
Abstract: We describe a technique that automatically generates plausible depth maps from videos using non-parametric depth sampling. We demonstrate our technique in cases where past methods fail (non-translating cameras and dynamic scenes). Our technique is applicable to single images as well as videos. For videos, we use local motion cues to improve the inferred depth maps, while optical flow is used to ensure temporal depth consistency. For training and evaluation, we use a Kinect-based system to collect a large data set containing stereoscopic videos with known depths. We show that our depth estimation technique outperforms the state-of-the-art on benchmark databases. Our technique can be used to automatically convert a monoscopic video into stereo for 3D visualization, and we demonstrate this through a variety of visually pleasing results for indoor and outdoor scenes, including results from the feature film Charade.

432 citations

Book ChapterDOI
07 Oct 2012
TL;DR: The technique can be used to automatically convert a monoscopic video into stereo for 3D visualization, and is demonstrated through a variety of visually pleasing results for indoor and outdoor scenes, including results from the feature film Charade.
Abstract: We describe a technique that automatically generates plausible depth maps from videos using non-parametric depth sampling. We demonstrate our technique in cases where past methods fail (non-translating cameras and dynamic scenes). Our technique is applicable to single images as well as videos. For videos, we use local motion cues to improve the inferred depth maps, while optical flow is used to ensure temporal depth consistency. For training and evaluation, we use a Kinect-based system to collect a large dataset containing stereoscopic videos with known depths. We show that our depth estimation technique outperforms the state-of-the-art on benchmark databases. Our technique can be used to automatically convert a monoscopic video into stereo for 3D visualization, and we demonstrate this through a variety of visually pleasing results for indoor and outdoor scenes, including results from the feature film Charade.

339 citations

Journal ArticleDOI
TL;DR: This article focuses on the problem of transforming a set of input 2D motion trajectories so that they are both smooth and resemble visually plausible views of the imaged scene, and offers the first method that both achieves high-quality video stabilization and is practical enough for consumer applications.
Abstract: We present a robust and efficient approach to video stabilization that achieves high-quality camera motion for a wide range of videos. In this article, we focus on the problem of transforming a set of input 2D motion trajectories so that they are both smooth and resemble visually plausible views of the imaged scene; our key insight is that we can achieve this goal by enforcing subspace constraints on feature trajectories while smoothing them. Our approach assembles tracked features in the video into a trajectory matrix, factors it into two low-rank matrices, and performs filtering or curve fitting in a low-dimensional linear space. In order to process long videos, we propose a moving factorization that is both efficient and streamable. Our experiments confirm that our approach can efficiently provide stabilization results comparable with prior 3D methods in cases where those methods succeed, but also provides smooth camera motions in cases where such approaches often fail, such as videos that lack parallax. The presented approach offers the first method that both achieves high-quality video stabilization and is practical enough for consumer applications.

318 citations

Journal ArticleDOI
TL;DR: This paper presents a novel method for recovering consistent depth maps from a video sequence that not only imposes the photo-consistency constraint, but also explicitly associates the geometric coherence with multiple frames in a statistical way and can naturally maintain the temporal coherence of the recovered dense depth maps without over-smoothing.
Abstract: This paper presents a novel method for recovering consistent depth maps from a video sequence. We propose a bundle optimization framework to address the major difficulties in stereo reconstruction, such as dealing with image noise, occlusions, and outliers. Different from the typical multi-view stereo methods, our approach not only imposes the photo-consistency constraint, but also explicitly associates the geometric coherence with multiple frames in a statistical way. It thus can naturally maintain the temporal coherence of the recovered dense depth maps without over-smoothing. To make the inference tractable, we introduce an iterative optimization scheme by first initializing the disparity maps using a segmentation prior and then refining the disparities by means of bundle optimization. Instead of defining the visibility parameters, our method implicitly models the reconstruction noise as well as the probabilistic visibility. After bundle optimization, we introduce an efficient space-time fusion algorithm to further reduce the reconstruction noise. Our automatic depth recovery is evaluated using a variety of challenging video examples.

307 citations