Ruofei Du

Ruofei Du

Auto-generated profile, based on publicly available information

Ruofei Du

Google, San Francisco, CA, USA

Research Focus & Metrics

Academic Career Length

15Years (2012-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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8 November 2019 in ACM Transactions on Graphics
Verified
Journal Article
Open access
PDF file
CZChangqing Zou
Changqing Zou
HMHaoran Mo
Haoran Mo
CGChengying Gao
Chengying Gao
RDRuofei Du
Ruofei Du
HFHongbo Fu
Hongbo Fu
Being natural, touchless, and fun-embracing, language-based inputs have been demonstrated effective for various tasks from image generation to literacy education for children. This paper for the first time presents a language-based system for interactive colorization of scene sketches, based on semantic comprehension. The proposed system is built upon deep neural networks trained on a large-scale repository of scene sketches and cartoonstyle color images with text descriptions. Given a scene sketch, our system allows users, via language-based instructions, to interactively localize and colorize specific foreground object instances to meet various colorization requirements in a progressive way. We demonstrate the effectiveness of our approach via comprehensive experimental results including alternative studies, comparison with the state-of-the-art methods, and generalization user studies. Given the unique characteristics of language-based inputs, we envision a combination of our interface with a traditional scribble-based interface for a practical multimodal colorization system, benefiting various applications. The dataset and source code can be found at https://github.com/SketchyScene/SketchySceneColorization.

25 July 2018 in Proceedings of the ACM on Computer Graphics and Interactive Techniques
Verified
Journal Article
Open access
PDF file
XMXiaoxu Meng
Xiaoxu Meng
RDRuofei Du
Ruofei Du
MZMatthias Zwicker
Matthias Zwicker
AVAmitabh Varshney
Amitabh Varshney
Foveated rendering coupled with eye-tracking has the potential to dramatically accelerate interactive 3D graphics with minimal loss of perceptual detail. In this paper, we parameterize foveated rendering by embedding polynomial kernel functions in the classic log-polar mapping. Our GPU-driven technique uses closed-form, parameterized foveation that mimics the distribution of photoreceptors in the human retina. We present a simple two-pass kernel foveated rendering (KFR) pipeline that maps well onto modern GPUs. In the first pass, we compute the kernel log-polar transformation and render to a reduced-resolution buffer. In the second pass, we carry out the inverse-log-polar transformation with anti-aliasing to map the reduced-resolution rendering to the full-resolution screen. We have carried out pilot and formal user studies to empirically identify the KFR parameters. We observe a 2.8X -- 3.2X speedup in rendering on 4K UHD (2160p) displays with minimal perceptual loss of detail. The relevance of eye-tracking-guided kernel foveated rendering can only increase as the anticipated rise of display resolution makes it ever more difficult to resolve the mutually conflicting goals of interactive rendering and perceptual realism.

11 October 2024
Verified
Conference Paper
Open access
MDMustafa Doga Dogan
Mustafa Doga Dogan
EGEric J Gonzalez
Eric J Gonzalez
KAKaran Ahuja
Karan Ahuja
RDRuofei Du
Ruofei Du
ACAndrea Colaço
Andrea Colaço
DKDavid Kim
David Kim
Seamless integration of physical objects as interactive digital entities remains a challenge for spatial computing. This paper explores Augmented Object Intelligence (AOI) in the context of XR, an interaction paradigm that aims to blur the lines between digital and physical by equipping real-world objects with the ability to interact as if they were digital, where every object has the potential to serve as a portal to digital functionalities. Our approach utilizes real-time object segmentation and classification, combined with the power of Multimodal Large Language Models (MLLMs), to facilitate these interactions without the need for object pre-registration. We implement the AOI concept in the form of XR-Objects, an open-source prototype system that provides a platform for users to engage with their physical environment in contextually relevant ways using object-based context menus. This system enables analog objects to not only convey information but also to initiate digital actions, such as querying for details or executing tasks. Our contributions are threefold: (1) we define the AOI concept and detail its advantages over traditional AI assistants, (2) detail the XR-Objects system’s open-source design and implementation, and (3) show its versatility through various use cases and a user study.

7 October 2018
Verified
Book Chapter
Open access
PDF file
CZChangqing Zou
Changqing Zou
QYQian Yu
Qian Yu
RDRuofei Du
Ruofei Du
HMHaoran Mo
Haoran Mo
YSYi-Zhe Song
Yi-Zhe Song
HZHao Zhang
Hao Zhang
We contribute the first large-scale dataset of scene sketches, SketchyScene, with the goal of advancing research on sketch understanding at both the object and scene level. The dataset is created through a novel and carefully designed crowdsourcing pipeline, enabling users to efficiently generate large quantities of realistic and diverse scene sketches. SketchyScene contains more than 29,000 scene-level sketches, 7,000+ pairs of scene templates and photos, and 11,000+ object sketches. All objects in the scene sketches have ground-truth semantic and instance masks. The dataset is also highly scalable and extensible, easily allowing augmenting and/or changing scene composition. We demonstrate the potential impact of SketchyScene by training new computational models for semantic segmentation of scene sketches and showing how the new dataset enables several applications including image retrieval, sketch colorization, editing, and captioning, etc. The dataset and code can be found at https://github.com/SketchyScene/SketchyScene .

20 February 2020 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
XMXiaoxu Meng
Xiaoxu Meng
RDRuofei Du
Ruofei Du
AVAmitabh Varshney
Amitabh Varshney
Optimizing rendering performance is critical for a wide variety of virtual reality (VR) applications. Foveated rendering is emerging as an indispensable technique for reconciling interactive frame rates with ever-higher head-mounted display resolutions. Here, we present a simple yet effective technique for further reducing the cost of foveated rendering by leveraging ocular dominance - the tendency of the human visual system to prefer scene perception from one eye over the other. Our new approach, eye-dominance-guided foveated rendering (EFR), renders the scene at a lower foveation level (with higher detail) for the dominant eye than the non-dominant eye. Compared with traditional foveated rendering, EFR can be expected to provide superior rendering performance while preserving the same level of perceived visual quality.

15 May 2018
Verified
Conference Paper
Open access
PDF file
RDRuofei Du
Ruofei Du
MCMing Chuang
Ming Chuang
WCWayne Chang
Wayne Chang
HHHugues Hoppe
Hugues Hoppe
AVAmitabh Varshney
Amitabh Varshney