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Open Access Research Article Issue
Hierarchical vectorization for facial images
Computational Visual Media 2024, 10(1): 97-118
Published: 30 November 2023
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The explosive growth of social media means portrait editing and retouching are in high demand. While portraits are commonly captured and stored as raster images, editing raster images is non-trivial and requires the user to be highly skilled. Aiming at developing intuitive and easy-to-use portrait editing tools, we propose a novel vectorization method that can automatically convert raster images into a 3-tier hierarchical representation. The base layer consists of a set of sparse diffusion curves (DCs) which characterize salient geometric features and low-frequency colors, providing a means for semantic color transfer and facial expression editing. The middle level encodes specular highlights and shadows as large, editable Poisson regions (PRs) and allows the user to directly adjust illumination by tuning the strength and changing the shapes of PRs. The top level contains two types of pixel-sized PRs for high-frequency residuals and fine details such as pimples and pigmentation. We train a deep generative model that can produce high-frequency residuals automatically. Thanks to the inherent meaning in vector primitives, editing portraits becomes easy and intuitive. In particular, our method supports color transfer, facial expression editing, highlight and shadow editing, and automatic retouching. To quantitatively evaluate the results, we extend the commonly used FLIP metric (which measures color and feature differences between two images) to consider illumination. The new metric, illumination-sensitive FLIP, can effectively capture salient changes in color transfer results, and is more consistent with human perception than FLIP and other quality measures for portrait images. We evaluate our method on the FFHQR dataset and show it to be effective for common portrait editing tasks, such as retouching, light editing, color transfer, and expression editing.

Open Access Research Article Issue
Constructing self-supporting surfaces with planar quadrilateral elements
Computational Visual Media 2022, 8(4): 571-583
Published: 11 May 2022
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We present a simple yet effective method for constructing 3D self-supporting surfaces with planar quadrilateral (PQ) elements. Starting with a triangular discretization of a self-supporting surface, we firstcompute the principal curvatures and directions of each triangular face using a new discrete differential geometryapproach, yielding more accurate results than existing methods. Then, we smooth the principal direction field to reduce the number of singularities. Next, we partition all faces into two groups in terms of principalcurvature difference. For each face with small curvature difference, we compute a stretch matrix that turns the principal directions into a pair of conjugate directions. For the remaining triangular faces, we simply keep their smoothed principal directions. Finally, applying a mixed-integer programming solver to the mixed principal and conjugate direction field, we obtain a planar quadrilateral mesh. Experimental results show that our method is computationally efficient and can yield high-quality PQ meshes that well approximate the geometry of the input surfaces and maintain their self-supporting properties.

Editorial Issue
Preface
Journal of Computer Science and Technology 2020, 35(3): 491-492
Published: 29 May 2020
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Open Access Research Article Issue
A unified framework for isotropic meshing based on narrow-band Euclidean distance transformation
Computational Visual Media 2015, 1(3): 239-251
Published: 21 October 2015
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In this paper, we propose a simple-yet-effective method for isotropic meshing relying on Euclidean distance transformation based centroidal Voronoi tessellation (CVT). Our approach improves the performance and robustness of computing CVT on curved domains while simultaneously providing high-quality output meshes. While conventional extrinsic methods compute CVTs in the entire volume bounded by the input model, we restrict the computation to a 3D shell of user-controlled thickness. Taking voxels which contain surface samples as sites, we compute the exact Euclidean distance transform on the GPU. Our algorithm is parallel and memory-efficient, and can construct the shell space for resolutions up to 20483 at interactive speed. The 3D centroidal Voronoi tessellation and restricted Voronoi diagrams are also computed efficiently on the GPU. Since the shell space can bridge holes and gaps smaller than a certain tolerance, and tolerate non-manifold edges and degenerate triangles, our algorithm can handle models with such defects, which typically cause conventional remeshing methods to fail. Our method can process implicit surfaces, polyhedral surfaces, and point clouds in a unified framework. Computational results show that our GPU-based isotropic meshing algorithm produces results comparable to state-of-the-art techniques, but is significantly faster than conventional CPU-based implementations.

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