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research-article
Iterative Text-Based Editing of Talking-Heads Using Neural Retargeting
Article No.: 20, Pages 1–14https://doi.org/10.1145/3449063

We present a text-based tool for editing talking-head video that enables an iterative editing workflow. On each iteration users can edit the wording of the speech, further refine mouth motions if necessary to reduce artifacts, and manipulate non-verbal ...

research-article
StyleFlow: Attribute-conditioned Exploration of StyleGAN-Generated Images using Conditional Continuous Normalizing Flows
Article No.: 21, Pages 1–21https://doi.org/10.1145/3447648

High-quality, diverse, and photorealistic images can now be generated by unconditional GANs (e.g., StyleGAN). However, limited options exist to control the generation process using (semantic) attributes while still

preserving the quality of the output. ...

research-article
Open Access
Real-time Global Illumination Decomposition of Videos
Article No.: 22, Pages 1–16https://doi.org/10.1145/3374753

We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the ...

research-article
Dirty Pixels: Towards End-to-end Image Processing and Perception
Article No.: 23, Pages 1–15https://doi.org/10.1145/3446918

Real-world, imaging systems acquire measurements that are degraded by noise, optical aberrations, and other imperfections that make image processing for human viewing and higher-level perception tasks challenging. Conventional cameras address this problem ...

research-article
Vid2Player: Controllable Video Sprites That Behave and Appear Like Professional Tennis Players
Article No.: 24, Pages 1–16https://doi.org/10.1145/3448978

We present a system that converts annotated broadcast video of tennis matches into interactively controllable video sprites that behave and appear like professional tennis players. Our approach is based on controllable video textures and utilizes domain ...

research-article
Primary-space Adaptive Control Variates Using Piecewise-polynomial Approximations
Article No.: 25, Pages 1–15https://doi.org/10.1145/3450627

We present an unbiased numerical integration algorithm that handles both low-frequency regions and high-frequency details of multidimensional integrals. It combines quadrature and Monte Carlo integration by using a quadrature-based approximation as a ...

research-article
Learning Multimodal Affinities for Textual Editing in Images
Article No.: 26, Pages 1–16https://doi.org/10.1145/3451340

Nowadays, as cameras are rapidly adopted in our daily routine, images of documents are becoming both abundant and prevalent. Unlike natural images that capture physical objects, document-images contain a significant amount of text with critical semantics ...

research-article
Open Access
Vectorization for Fast, Analytic, and Differentiable Visibility
Article No.: 27, Pages 1–21https://doi.org/10.1145/3452097

In Computer Graphics, the two main approaches to rendering and visibility involve ray tracing and rasterization. However, a limitation of both approaches is that they essentially use point sampling. This is the source of noise and aliasing, and also ...

research-article
SketchGNN: Semantic Sketch Segmentation with Graph Neural Networks
Article No.: 28, Pages 1–13https://doi.org/10.1145/3450284

We introduce SketchGNN, a convolutional graph neural network for semantic segmentation and labeling of freehand vector sketches. We treat an input stroke-based sketch as a graph with nodes representing the sampled points along input strokes and edges ...

research-article
Single Depth View Based Real-Time Reconstruction of Hand-Object Interactions
Article No.: 29, Pages 1–12https://doi.org/10.1145/3451341

Reconstructing hand-object interactions is a challenging task due to strong occlusions and complex motions. This article proposes a real-time system that uses a single depth stream to simultaneously reconstruct hand poses, object shape, and rigid/non-...

research-article
Imaging with Local Speckle Intensity Correlations: Theory and Practice
Article No.: 30, Pages 1–22https://doi.org/10.1145/3447392

Recent advances in computational imaging have significantly expanded our ability to image through scattering layers such as biological tissues by exploiting the auto-correlation properties of captured speckle intensity patterns. However, most experimental ...

research-article
Self-Similar Fractal Drawings Inspired by M. C. Escher’s Print Square Limit
Article No.: 31, Pages 1–34https://doi.org/10.1145/3456298

A fractal tiling (f-tiling) is a kind of rarely explored tiling by similar polygonal tiles which possesses self-similarity and the boundary of which is a fractal. Based on a tiling by similar isosceles right triangles, Dutch graphic artist M. C. Escher ...

research-article
Unsupervised Shape Completion via Deep Prior in the Neural Tangent Kernel Perspective
Article No.: 32, Pages 1–17https://doi.org/10.1145/3459234

We present a novel approach for completing and reconstructing 3D shapes from incomplete scanned data by using deep neural networks. Rather than being trained on supervised completion tasks and applied on a testing shape, the network is optimized from ...

research-article
Mid-Air Drawing of Curves on 3D Surfaces in Virtual Reality
Article No.: 33, Pages 1–17https://doi.org/10.1145/3459090

Complex 3D curves can be created by directly drawing mid-air in immersive environments (Augmented and Virtual Realities). Drawing mid-air strokes precisely on the surface of a 3D virtual object, however, is difficult, necessitating a projection of the mid-...

research-article
Supervoxel Convolution for Online 3D Semantic Segmentation
Article No.: 34, Pages 1–15https://doi.org/10.1145/3453485

Online 3D semantic segmentation, which aims to perform real-time 3D scene reconstruction along with semantic segmentation, is an important but challenging topic. A key challenge is to strike a balance between efficiency and segmentation accuracy. There ...

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