9,086 research outputs found
Context-aware Synthesis for Video Frame Interpolation
Video frame interpolation algorithms typically estimate optical flow or its
variations and then use it to guide the synthesis of an intermediate frame
between two consecutive original frames. To handle challenges like occlusion,
bidirectional flow between the two input frames is often estimated and used to
warp and blend the input frames. However, how to effectively blend the two
warped frames still remains a challenging problem. This paper presents a
context-aware synthesis approach that warps not only the input frames but also
their pixel-wise contextual information and uses them to interpolate a
high-quality intermediate frame. Specifically, we first use a pre-trained
neural network to extract per-pixel contextual information for input frames. We
then employ a state-of-the-art optical flow algorithm to estimate bidirectional
flow between them and pre-warp both input frames and their context maps.
Finally, unlike common approaches that blend the pre-warped frames, our method
feeds them and their context maps to a video frame synthesis neural network to
produce the interpolated frame in a context-aware fashion. Our neural network
is fully convolutional and is trained end to end. Our experiments show that our
method can handle challenging scenarios such as occlusion and large motion and
outperforms representative state-of-the-art approaches.Comment: CVPR 2018, http://graphics.cs.pdx.edu/project/ctxsy
Texture Mixer: A Network for Controllable Synthesis and Interpolation of Texture
This paper addresses the problem of interpolating visual textures. We
formulate this problem by requiring (1) by-example controllability and (2)
realistic and smooth interpolation among an arbitrary number of texture
samples. To solve it we propose a neural network trained simultaneously on a
reconstruction task and a generation task, which can project texture examples
onto a latent space where they can be linearly interpolated and projected back
onto the image domain, thus ensuring both intuitive control and realistic
results. We show our method outperforms a number of baselines according to a
comprehensive suite of metrics as well as a user study. We further show several
applications based on our technique, which include texture brush, texture
dissolve, and animal hybridization.Comment: Accepted to CVPR'1
High-speed Video from Asynchronous Camera Array
This paper presents a method for capturing high-speed video using an
asynchronous camera array. Our method sequentially fires each sensor in a
camera array with a small time offset and assembles captured frames into a
high-speed video according to the time stamps. The resulting video, however,
suffers from parallax jittering caused by the viewpoint difference among
sensors in the camera array. To address this problem, we develop a dedicated
novel view synthesis algorithm that transforms the video frames as if they were
captured by a single reference sensor. Specifically, for any frame from a
non-reference sensor, we find the two temporally neighboring frames captured by
the reference sensor. Using these three frames, we render a new frame with the
same time stamp as the non-reference frame but from the viewpoint of the
reference sensor. Specifically, we segment these frames into super-pixels and
then apply local content-preserving warping to warp them to form the new frame.
We employ a multi-label Markov Random Field method to blend these warped
frames. Our experiments show that our method can produce high-quality and
high-speed video of a wide variety of scenes with large parallax, scene
dynamics, and camera motion and outperforms several baseline and
state-of-the-art approaches.Comment: 10 pages, 82 figures, Published at IEEE WACV 201
Tetrisation of triangular meshes and its application in shape blending
The As-Rigid-As-Possible (ARAP) shape deformation framework is a versatile
technique for morphing, surface modelling, and mesh editing. We discuss an
improvement of the ARAP framework in a few aspects: 1. Given a triangular mesh
in 3D space, we introduce a method to associate a tetrahedral structure, which
encodes the geometry of the original mesh. 2. We use a Lie algebra based method
to interpolate local transformation, which provides better handling of rotation
with large angle. 3. We propose a new error function to compile local
transformations into a global piecewise linear map, which is rotation invariant
and easy to minimise. We implemented a shape blender based on our algorithm and
its MIT licensed source code is available online
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