Alex Colburn
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Alex Colburn has a total of 35 co-authors. Here are the top co-authors by number of shared publications:
Maneesh Agrawala
Microsoft Research
5 shared publicationsMichael F. Cohen
Microsoft Research, Redmond
4 shared publicationsAseem Agarwala
Adobe Systems, Inc., Seattle
3 shared publicationsBrian Curless
University of Washington, Seattle
3 shared publicationsJue Wang
University of Washington
3 shared publicationsPravin Bhat
University of Washington
3 shared publications
Latest Publications
- 9 February 2021
- Published by Springer Nature in International Journal of Computer Vision
- Vol. 129 (5) , 1410-1431
Manhattan Room Layout Reconstruction from a Single $360^{\circ }$ Image: A Comparative Study of State-of-the-Art Methods- 9 February 2021
- Published by Springer Nature in International Journal of Computer Vision
- Vol. 129 (5) , 1410-1431
Manhattan Room Layout Reconstruction from a Single $360^{\circ }$ Image: A Comparative Study of State-of-the-Art Methods- Open Access
Manhattan Room Layout Reconstruction from a Single 360 image: A Comparative Study of State-of-the-art Methods
Recent approaches for predicting layouts from 360 panoramas produce excellent results. These approaches build on a common framework consisting of three steps: a pre-processing step based on edge-based alignment, prediction of layout elements, and a post-processing step by fitting a 3D layout to the layout elements. Until now, it has been difficult to compare the methods due to multiple different design decisions, such as the encoding network (e.g. SegNet or ResNet), type of elements predicted (e.g. corners, wall/floor boundaries, or semantic segmentation), or method of fitting the 3D layout. To address this challenge, we summarize and describe the common framework, the variants, and the impact of the design decisions. For a complete evaluation, we also propose extended annotations for the Matterport3D dataset [3], and introduce two depth-based evaluation metrics.
Open AccessManhattan Room Layout Reconstruction from a Single 360 image: A Comparative Study of State-of-the-art Methods
Recent approaches for predicting layouts from 360 panoramas produce excellent results. These approaches build on a common framework consisting of three steps: a pre-processing step based on edge-based alignment, prediction of layout elements, and a post-processing step by fitting a 3D layout to the layout elements. Until now, it has been difficult to compare the methods due to multiple different design decisions, such as the encoding network (e.g. SegNet or ResNet), type of elements predicted (e.g. corners, wall/floor boundaries, or semantic segmentation), or method of fitting the 3D layout. To address this challenge, we summarize and describe the common framework, the variants, and the impact of the design decisions. For a complete evaluation, we also propose extended annotations for the Matterport3D dataset [3], and introduce two depth-based evaluation metrics.
- 23 August 2020
- Published by Taylor & Francis in Journal of Building Performance Simulation
- Vol. 13 (5) , 532-554
Deep neural network approach for annual luminance simulations
Annual luminance maps provide meaningful evaluations for occupants’ visual comfort and perception. This paper presents a novel data-driven approach for predicting annual luminance maps from a limited number of point-in-time high-dynamic-range imagery by utilizing a deep neural network. A sensitivity analysis is performed to develop guidelines for determining the minimum and optimum data collection periods for generating accurate maps. The proposed model can faithfully predict high-quality annual panoramic luminance maps from one of the three options within 30 min training time: (i) point-in-time luminance imagery spanning 5% of the year, when evenly distributed during daylight hours, (ii) one-month hourly imagery generated during daylight hours around the equinoxes; or (iii) 9 days of hourly data collected around the spring equinox, summer and winter solstices (2.5% of the year) all suffice to predict the luminance maps for the rest of the year. The DNN predicted high-quality panoramas are validated against Radiance renderings.
- 23 August 2020
- Published by Taylor & Francis in Journal of Building Performance Simulation
- Vol. 13 (5) , 532-554
Deep neural network approach for annual luminance simulations
Annual luminance maps provide meaningful evaluations for occupants’ visual comfort and perception. This paper presents a novel data-driven approach for predicting annual luminance maps from a limited number of point-in-time high-dynamic-range imagery by utilizing a deep neural network. A sensitivity analysis is performed to develop guidelines for determining the minimum and optimum data collection periods for generating accurate maps. The proposed model can faithfully predict high-quality annual panoramic luminance maps from one of the three options within 30 min training time: (i) point-in-time luminance imagery spanning 5% of the year, when evenly distributed during daylight hours, (ii) one-month hourly imagery generated during daylight hours around the equinoxes; or (iii) 9 days of hourly data collected around the spring equinox, summer and winter solstices (2.5% of the year) all suffice to predict the luminance maps for the rest of the year. The DNN predicted high-quality panoramas are validated against Radiance renderings.
- 1 June 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 2051-2059
LayoutNet: Reconstructing the 3D Room Layout from a Single RGB Image
We propose an algorithm to predict room layout from a single image that generalizes across panoramas and perspective images, cuboid layouts and more general layouts (e.g. "L"-shape room). Our method operates directly on the panoramic image, rather than decomposing into perspective images as do recent works. Our network architecture is similar to that of RoomNet [15], but we show improvements due to aligning the image based on vanishing points, predicting multiple layout elements (corners, boundaries, size and translation), and fitting a constrained Manhattan layout to the resulting predictions. Our method compares well in speed and accuracy to other existing work on panoramas, achieves among the best accuracy for perspective images, and can handle both cuboid-shaped and more general Manhattan layouts.
- 1 June 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 2051-2059
LayoutNet: Reconstructing the 3D Room Layout from a Single RGB Image
We propose an algorithm to predict room layout from a single image that generalizes across panoramas and perspective images, cuboid layouts and more general layouts (e.g. "L"-shape room). Our method operates directly on the panoramic image, rather than decomposing into perspective images as do recent works. Our network architecture is similar to that of RoomNet [15], but we show improvements due to aligning the image based on vanishing points, predicting multiple layout elements (corners, boundaries, size and translation), and fitting a constrained Manhattan layout to the resulting predictions. Our method compares well in speed and accuracy to other existing work on panoramas, achieves among the best accuracy for perspective images, and can handle both cuboid-shaped and more general Manhattan layouts.
- 1 March 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 160-169
Learning to Generate 3D Stylized Character Expressions from Humans
We present ExprGen, a system to automatically generate 3D stylized character expressions from humans in a perceptually valid and geometrically consistent manner. Our multi-stage deep learning system utilizes the latent variables of human and character expression recognition convolutional neural networks to control a 3D animated character rig. This end-to-end system takes images of human faces and generates the character rig parameters that best match the human's facial expression. ExprGen generalizes to multiple characters, and allows expression transfer between characters in a semi-supervised manner. Qualitative and quantitative evaluation of our method based on Mechanical Turk tests show the high perceptual accuracy of our expression transfer results.
- 1 March 2018
- Published by Institute of Electrical and Electronics Engineers (IEEE)
- p. 160-169
Learning to Generate 3D Stylized Character Expressions from Humans
We present ExprGen, a system to automatically generate 3D stylized character expressions from humans in a perceptually valid and geometrically consistent manner. Our multi-stage deep learning system utilizes the latent variables of human and character expression recognition convolutional neural networks to control a 3D animated character rig. This end-to-end system takes images of human faces and generates the character rig parameters that best match the human's facial expression. ExprGen generalizes to multiple characters, and allows expression transfer between characters in a semi-supervised manner. Qualitative and quantitative evaluation of our method based on Mechanical Turk tests show the high perceptual accuracy of our expression transfer results.
- 10 March 2017
- Published by Springer Nature
- p. 136-153
Modeling Stylized Character Expressions via Deep Learning
- 10 March 2017
- Published by Springer Nature
- p. 136-153
Modeling Stylized Character Expressions via Deep Learning
- 3 April 2012
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 19 (1) , 56-66
Image-Based Remodeling
Imagining what a proposed home remodel might look like without actually performing it is challenging. We present an image-based remodeling methodology that allows real-time photorealistic visualization during both the modeling and remodeling process of a home interior. Large-scale edits, like removing a wall or enlarging a window, are performed easily and in real time, with realistic results. Our interface supports the creation of concise, parameterized, and constrained geometry, as well as remodeling directly from within the photographs. Real-time texturing of modified geometry is made possible by precomputing view-dependent textures for all faces that are potentially visible to each original camera viewpoint, blending multiple viewpoints and hole-filling when necessary. The resulting textures are stored and accessed efficiently enabling intuitive real-time realistic visualization, modeling, and editing of the building interior.
- 3 April 2012
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Transactions on Visualization and Computer Graphics
- Vol. 19 (1) , 56-66
Image-Based Remodeling
Imagining what a proposed home remodel might look like without actually performing it is challenging. We present an image-based remodeling methodology that allows real-time photorealistic visualization during both the modeling and remodeling process of a home interior. Large-scale edits, like removing a wall or enlarging a window, are performed easily and in real time, with realistic results. Our interface supports the creation of concise, parameterized, and constrained geometry, as well as remodeling directly from within the photographs. Real-time texturing of modified geometry is made possible by precomputing view-dependent textures for all faces that are potentially visible to each original camera viewpoint, blending multiple viewpoints and hole-filling when necessary. The resulting textures are stored and accessed efficiently enabling intuitive real-time realistic visualization, modeling, and editing of the building interior.
- 1 January 2011
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 31 (1) , 20-35
A Viewer-Centric Editor for 3D Movies
A proposed mathematical framework is the basis for a viewer-centric digital editor for 3D movies that's driven by the audience's perception of the scene. The editing tool allows both shot planning and after-the-fact digital manipulation of the perceived scene shape.
- 1 January 2011
- Published by Institute of Electrical and Electronics Engineers (IEEE) in IEEE Computer Graphics and Applications
- Vol. 31 (1) , 20-35
A Viewer-Centric Editor for 3D Movies
A proposed mathematical framework is the basis for a viewer-centric digital editor for 3D movies that's driven by the audience's perception of the scene. The editing tool allows both shot planning and after-the-fact digital manipulation of the perceived scene shape.
- Open Access
- 1 July 2005
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 24 (3) , 585-594
Interactive video cutout
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user interface that allows users to easily indicate the foreground object across space and time. We introduce a hierarchical mean-shift preprocess in order to minimize the number of nodes that min-cut must operate on. Within the min-cut we also define new local cost functions to augment the global costs defined in earlier work. Finally, we extend 2D alpha matting methods designed for images to work with 3D video volumes. We demonstrate that our matting approach preserves smoothness across both space and time. Our interactive video cutout system allows users to quickly extract foreground objects from video sequences for use in a variety of applications including compositing onto new backgrounds and NPR cartoon style rendering.
- 1 July 2005
- Published by Association for Computing Machinery (ACM) in ACM Transactions on Graphics
- Vol. 24 (3) , 585-594
Open AccessInteractive video cutout
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user interface that allows users to easily indicate the foreground object across space and time. We introduce a hierarchical mean-shift preprocess in order to minimize the number of nodes that min-cut must operate on. Within the min-cut we also define new local cost functions to augment the global costs defined in earlier work. Finally, we extend 2D alpha matting methods designed for images to work with 3D video volumes. We demonstrate that our matting approach preserves smoothness across both space and time. Our interactive video cutout system allows users to quickly extract foreground objects from video sequences for use in a variety of applications including compositing onto new backgrounds and NPR cartoon style rendering.
- Open Access
- 1 July 2005
- Published by Association for Computing Machinery (ACM)
- Vol. 24 (3) , 585-594
Interactive video cutout
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user interface that allows users to easily indicate the foreground object across space and time. We introduce a hierarchical mean-shift preprocess in order to minimize the number of nodes that min-cut must operate on. Within the min-cut we also define new local cost functions to augment the global costs defined in earlier work. Finally, we extend 2D alpha matting methods designed for images to work with 3D video volumes. We demonstrate that our matting approach preserves smoothness across both space and time. Our interactive video cutout system allows users to quickly extract foreground objects from video sequences for use in a variety of applications including compositing onto new backgrounds and NPR cartoon style rendering.
- 1 July 2005
- Published by Association for Computing Machinery (ACM)
- Vol. 24 (3) , 585-594
Open AccessInteractive video cutout
We present an interactive system for efficiently extracting foreground objects from a video. We extend previous min-cut based image segmentation techniques to the domain of video with four new contributions. We provide a novel painting-based user interface that allows users to easily indicate the foreground object across space and time. We introduce a hierarchical mean-shift preprocess in order to minimize the number of nodes that min-cut must operate on. Within the min-cut we also define new local cost functions to augment the global costs defined in earlier work. Finally, we extend 2D alpha matting methods designed for images to work with 3D video volumes. We demonstrate that our matting approach preserves smoothness across both space and time. Our interactive video cutout system allows users to quickly extract foreground objects from video sequences for use in a variety of applications including compositing onto new backgrounds and NPR cartoon style rendering.