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Song-Chun Zhu

Publications and source records attributed to Song-Chun Zhu.

4 recordsLinked to original sources

A generative sketch model for human hair analysis and synthesis.

In this paper, we present a generative sketch model for human hair analysis and synthesis. We treat hair images as 2D piecewise smooth vector (flow) fields and, thus, our representation is view-based in contrast to the physically-based 3D hair models in graphics. The generative model has three levels. The bottom level is the high-frequency band of the hair image. The middle level is a piecewise smooth vector field for the hair orientation, gradient strength, and growth directions. The top level is an attribute sketch graph for representing the discontinuities in the vector field. A sketch graph typically has a number of sketch curves which are divided into 11 types of directed primitives. Each primitive is a small window (say 5 x 7 pixels) where the orientations and growth directions are defined in parametric forms, for example, hair boundaries, occluding lines between hair strands, dividing lines on top of the hair, etc. In addition to the three level representation, we model the shading effects, i.e., the low-frequency band of the hair image, by a linear superposition of some Gaussian image bases and we encode the hair color by a color map. The inference algorithm is divided into two stages: 1) We compute the undirected orientation field and sketch graph from an input image and 2) we compute the hair growth direction forthe sketch curves and the orientation field using a Swendsen-Wang cut algorithm. Both steps maximize a joint Bayesian posterior probability. The generative model provides a straightforward way for synthesizing realistic hair images and stylistic drawings (rendering) from a sketch graph and a few Gaussian bases. The latter can be either inferred from a real hair image or input (edited) manually using a simple sketching interface. We test our algorithm on a large data set of hair images with diverse hair styles. Analysis, synthesis, and rendering results are reported in the experiments.

Algorithms↗

Generalizing Swendsen-Wang to sampling arbitrary posterior probabilities.

Many vision tasks can be formulated as graph partition problems that minimize energy functions. For such problems, the Gibbs sampler provides a general solution but is very slow, while other methods, such as Ncut and graph cuts are computationally effective but only work for specific energy forms and are not generally applicable. In this paper, we present a new inference algorithm that generalizes the Swendsen-Wang method to arbitrary probabilities defined on graph partitions. We begin by computing graph edge weights, based on local image features. Then, the algorithm iterates two steps. 1) Graph clustering: It forms connected components by cutting the edges probabilistically based on their weights. 2) Graph relabeling: It selects one connected component and flips probabilistically, the coloring of all vertices in the component simultaneously. Thus, it realizes the split, merge, and regrouping of a "chunk" of the graph, in contrast to Gibbs sampler that flips a single vertex. We prove that this algorithm simulates ergodic and reversible Markov chain jumps in the space of graph partitions and is applicable to arbitrary posterior probabilities or energy functions defined on graphs. We demonstrate the algorithm on two typical problems in computer vision--image segmentation and stereo vision. Experimentally, we show that it is 100-400 times faster in CPU time than the classical Gibbs sampler and 20-40 times faster then the DDMCMC segmentation algorithm. For stereo, we compare performance with graph cuts and belief propagation. We also show that our algorithm can automatically infer generative models and obtain satisfactory results (better than the graphic cuts or belief propagation) in the same amount of time.

Algorithms↗

Range image segmentation by an effective jump-diffusion method.

This paper presents an effective jump-diffusion method for segmenting a range image and its associated reflectance image in the Bayesian framework. The algorithm works on complex real-world scenes (indoor and outdoor), which consist of an unknown number of objects (or surfaces) of various sizes and types, such as planes, conics, smooth surfaces, and cluttered objects (like trees and bushes). Formulated in the Bayesian framework, the posterior probability is distributed over a solution space with a countable number of subspaces of varying dimensions. The algorithm simulates Markov chains with both reversible jumps and stochastic diffusions to traverse the solution space. The reversible jumps realize the moves between subspaces of different dimensions, such as switching surface models and changing the number of objects. The stochastic Langevin equation realizes diffusions within each subspace. To achieve effective computation, the algorithm precomputes some importance proposal probabilities over multiple scales through Hough transforms, edge detection, and data clustering. The latter are used by the Markov chains for fast mixing. The algorithm is tested on 100 1D simulated data sets for performance analysis on both accuracy and speed. Then, the algorithm is applied to three data sets of range images under the same parameter setting. The results are satisfactory in comparison with manual segmentations.

Algorithms↗

Analysis and synthesis of textured motion: particles and waves.

Natural scenes contain a wide range of textured motion phenomena which are characterized by the movement of a large amount of particle and wave elements, such as falling snow, wavy water, and dancing grass. In this paper, we present a generative model for representing these motion patterns and study a Markov chain Monte Carlo algorithm for inferring the generative representation from observed video sequences. Our generative model consists of three components. The first is a photometric model which represents an image as a linear superposition of image bases selected from a generic and overcomplete dictionary. The dictionary contains Gabor and LoG bases for point/particle elements and Fourier bases for wave elements. These bases compete to explain the input images and transfer them to a token (base) representation with an O(10(2))-fold dimension reduction. The second component is a geometric model which groups spatially adjacent tokens (bases) and their motion trajectories into a number of moving elements--called "motons." A moton is a deformable template in time-space representing a moving element, such as a falling snowflake or a flying bird. The third component is a dynamic model which characterizes the motion of particles, waves, and their interactions. For example, the motion of particle objects floating in a river, such as leaves and balls, should be coupled with the motion of waves. The trajectories of these moving elements are represented by coupled Markov chains. The dynamic model also includes probabilistic representations for the birth/death (source/sink) of the motons. We adopt a stochastic gradient algorithm for learning and inference. Given an input video sequence, the algorithm iterates two steps: 1) computing the motons and their trajectories by a number of reversible Markov chain jumps, and 2) learning the parameters that govern the geometric deformations and motion dynamics. Novel video sequences are synthesized from the learned models and, by editing the model parameters, we demonstrate the controllability of the generative model.

Algorithms↗