8 November 2019 in ACM Transactions on Graphics
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
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.
20 February 2020 in IEEE Transactions on Visualization and Computer Graphics
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.