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Short Bio
I am currently working in the
Graphics,
Visualization & Usability center at
Georgia Institute of Technology. My
primary interests in computer graphics include physically based simulation
and image based reconstruction techniques. My PhD advisor is
Greg Turk. I finished my
visit at Microsoft Research in Redmond and Microsoft Research Asia in
Beijing from May, 2007 to Dec, 2007. I was awarded NVIDIA fellowship in
2006-2007. More about me can be found in my Curriculum Vitae: pdf.
I have been a PhD student since 2004 in
College of
Computing
at
Georgia Institute of Technology. Before that, I received a Master's degree in Computer Science
from Stanford University in 2004 and a
Bachelor's degree in Computer Science and Engineering from
Zhejiang University, China in 2002.
My beloved hometown, Hangzhou, is a beautiful
city on the east coast of China. Marco Polo in his Travels of Marco Polo,
described it as "the noble and magnificent city of Kin-sai, a name that
signifies 'the celestial city', and which it merits from its pre-eminence to
all others in the world, in point of grandeur and beauty, as well as from
its abundant delights, which might lead an inhabitant to imagine himself in
paradise''. (Travels of Marco Polo. ed. Wm. Marsden, Wordsworth
Editions Ltd. p.183)
Check the
satellite image of my hometown.
Research
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Huamin Wang,
Yonatan Wexler,
Eyal Ofek and
Hugues Hoppe. 2008. "Factoring Repeated Content Within and Among Images
", in proceedings of ACM SIGGRAPH 2008 (ACM Transaction on Graphics, vol. 27, no. 3, pp. 1-10, 2008).
[PDF
11MB] [Slides in pptx 30MB]
We reduce transmission bandwidth and memory
space for images by factoring their repeated content. A transform map and
a condensed epitome are created such that all image blocks can be reconstructed
from transformed epitome patches. The transforms may include affine deformation
and color scaling to account for perspective and tonal variations across the
image. The factored representation allows efficient random-access through a
simple indirection, and can therefore be used for real-time texture mapping
without expansion in memory. Our scheme is orthogonal to traditional image
compression, in the sense that the epitome is amenable to further compression
such as DXT. Moreover it allows a new mode of progressivity, whereby generic
features appear before unique detail. Factoring is also effective across a collection
of images, particularly in the context of image-based rendering. Eliminating
redundant content lets us include textures that are several times as large in
the same memory space.
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Huamin Wang, Gavin Miller
and Greg Turk. 2007. "Solving General Shallow Wave
Equations on Surfaces", in ACM SIGGRAPH/Eurographics Symposium on
Computer Animation, (SCA) 2007. [PDF
2.3MB],
[AVI
4.6MB]
We propose a new framework for
solving General Shallow Wave Equations (GSWE) in order to
efficiently simulate water flows on solid surfaces under shallow
wave assumptions. Within this framework, we develop implicit
schemes for solving the external forces applied to water,
including gravity and surface tension. We also present a two-way
coupling method to model interactions between fluid and floating
rigid objects. Water flows in this system can be simulated not
only on planar surfaces by using regular grids, but also on
curved surfaces directly without surface parametrization. The experiments show that our system is
fast, stable, physically sound, and straightforward to implement
on both CPUs and GPUs. It is capable of simulating a variety of
water effects including: shallow waves, water drops, rivulets,
capillary events and fluid/floating rigid body coupling. Because
the system is fast, we can also achieve real-time water drop
control and shape design.
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Huamin Wang,
Mingxuan Sun and Ruigang Yang. 2007.
"Space-Time Light Field
Rendering", IEEE Transactions on Visualization and Computer graphics (TVCG),
vol. 13, no. 4, pp. 697-710, July/August 2007.
In this paper, we propose a novel framework called space-time light field rendering,
which allows continuous exploration of a dynamic scene in both space and time.
Compared to existing light field capture/rendering systems, it offers the capability
of using unsynchronized video inputs and the added freedom of controlling the visualization
in the temporal domain, such as smooth slow motion and temporal integration. In order to
synthesize novel views from any viewpoint at any time instant, we develop a two-stage
rendering algorithm. We first interpolate in the temporal domain to generate globally
synchronized images using a robust spatial-temporal image registration algorithm followed by
edge-preserving image morphing. We then interpolate these software-synchronized images in
the spatial domain to synthesize the final view. In addition, we introduce a very accurate
and robust algorithm to estimate subframe temporal offsets among input video sequences.
Experimental results from unsynchronized videos with or without time stamps show that our
approach is capable of maintaining photorealistic quality from a variety of real scenes.
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Huamin Wang, Peter J. Mucha
and Greg Turk. 2005. "Water Drops on Surfaces", in proceedings of
ACM SIGGRAPH 2005 (ACM Transaction on Graphics, vol. 24, no. 3, pp. 921-929, 2005).
[Project Page],
[PDF 4.6MB],
[AVI
88.7MB], [QuickTime
86.1MB]
We present
a physically-based method to enforce contact angles at the
intersection of fluid free surfaces and solid objects, allowing
us to simulate a variety of small-scale fluid phenomena
including water drops on surfaces. The heart of this technique
is a virtual surface method, which modifies the level set
distance field representing the fluid surface in order to
maintain an appropriate contact angle. The surface tension that
is calculated on the contact line between the solid surface and
liquid surface can then capture all interfacial tensions,
including liquid-solid, liquid-air and solid-air tensions. We
use a simple dynamic contact angle model to select contact
angles according to the solid material property, water history,
and the fluid front's motion. Our algorithm robustly and
accurately treats various drop shape deformations, and handles
both flat and curved solid surfaces. Our results show that our
algorithm is capable of realistically simulating several
small-scale liquid phenomena such as beading and flattened
drops, stretched and separating drops, suspended drops on curved
surfaces, and capillary action.
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Huamin Wang and
Ruigang Yang. 2005.
"Towards Space-Time Light Field Rendering",
in ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, (I3D) 2005.
[Project Page], [PDF 2.8MB],
[AVI 4.1MB]
So far
extending light field rendering to dynamic scenes has been
trivially treated as the rendering of static light fields
stacked in time. This type of approaches requires input video
sequences in strict synchronization and allows only discrete
exploration in the temporal domain determined by the capture
rate. In this paper we propose a novel framework, space-time
light field rendering, which allows continuous exploration of a
dynamic scene in both spatial and temporal domain with
unsynchronized input video sequences. In order to synthesize
novel views from any viewpoint at any time instant, we develop a
two-stage rendering algorithm. We first interpolate in the
temporal domain to generate globally synchronized images using a
robust spatial-temporal image registration algorithm followed by
edge-preserving image morphing. We then interpolate those
software-synchronized images in the spatial domain to synthesize
the final view. Our experimental results show that our approach
is robust and capable of maintaining photo-realistic results.
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Classes
Teaching Assistant
My office: the far end close to the 5th street on
the 3rd floor, TSRB
CS4451: Computer Graphics, (Spring 2006)
CS4480: Digital Video Special Effects (Spring 2005)
CS4451A: Computer Graphics, (Fall 2004)
Links
Contact Information
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Huamin Wang
whmin 'AT' cc 'DOT' gatech 'DOT' edu
Office: Tech Square Research Building, 85 5th Street NW,
Atlanta, GA 30332-0760
Mail to: 801 Atlantic Drive, College of Computing,
Georgia Tech, Atlanta, GA 30332-0280
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Last Updated:
September 16, 2008 15:29:11
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