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Yee-Hong Yang

Publications and source records attributed to Yee-Hong Yang.

3 recordsLinked to original sources

Tri-focal tensor-based multiple video synchronization with subframe optimization.

In this paper, we present a novel method for synchronizing multiple (more than two) uncalibrated video sequences recording the same event by free-moving full-perspective cameras. Unlike previous synchronization methods, our method takes advantage of tri-view geometry constraints instead of the commonly used two-view one for their better performance in measuring geometric alignment when video frames are synchronized. In particular, the tri-ocular geometric constraint of point/line features, which is evaluated by tri-focal transfer, is enforced when building the timeline maps for sequences to be synchronized. A hierarchical approach is used to reduce the computational complexity. To achieve subframe synchronization accuracy, the Levenberg-Marquardt method-based optimization is performed. The experimental results on several synthetic and real video datasets demonstrate the effectiveness and robustness of our method over previous methods in synchronizing full-perspective videos.

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Fast unambiguous stereo matching using reliability-based dynamic programming.

An efficient unambiguous stereo matching technique is presented in this paper. Our main contribution is to introduce a new reliability measure to dynamic programming approaches in general. For stereo vision application, the reliability of a proposed match on a scanline is defined as the cost difference between the globally best disparity assignment that includes the match and the globally best assignment that does not include the match. A reliability-based dynamic programming algorithm is derived accordingly, which can selectively assign disparities to pixels when the corresponding reliabilities exceed a given threshold. The experimental results show that the new approach can produce dense (> 70 percent of the unoccluded pixels) and reliable (error rate < 0.5 percent) matches efficiently (< 0.2 sec on a 2GHz P4) for the four Middlebury stereo data sets.

Algorithms↗

Aura 3D textures.

This paper presents a new technique, called aura 3D textures, for generating solid textures based on input examples. Our method is fully automatic and requires no user interactions in the process. Given an input texture sample, our method first creates its aura matrix representations and then generates a solid texture by sampling the aura matrices of the input sample constrained in multiple view directions. Once the solid texture is generated, any given object can be textured by the solid texture. We evaluate the results of our method based on extensive user studies. Based on the evaluation results using human subjects, we conclude that our algorithm can generate faithful results of both stochastic and structural textures with an average successful rate of 76.4 percent. Our experimental results also show that the new method outperforms Wei and Levoy's method and is comparable to that proposed by Jagnow et al. [21].

Algorithms↗