Holger Winnemöller

CV
h-index18
3papers
44citations
Novelty30%
AI Score18

3 Papers

7.2CVSep 1, 2020
NPRportrait 1.0: A Three-Level Benchmark for Non-Photorealistic Rendering of Portraits

Paul L. Rosin, Yu-Kun Lai, David Mould et al.

Despite the recent upsurge of activity in image-based non-photorealistic rendering (NPR), and in particular portrait image stylisation, due to the advent of neural style transfer, the state of performance evaluation in this field is limited, especially compared to the norms in the computer vision and machine learning communities. Unfortunately, the task of evaluating image stylisation is thus far not well defined, since it involves subjective, perceptual and aesthetic aspects. To make progress towards a solution, this paper proposes a new structured, three level, benchmark dataset for the evaluation of stylised portrait images. Rigorous criteria were used for its construction, and its consistency was validated by user studies. Moreover, a new methodology has been developed for evaluating portrait stylisation algorithms, which makes use of the different benchmark levels as well as annotations provided by user studies regarding the characteristics of the faces. We perform evaluation for a wide variety of image stylisation methods (both portrait-specific and general purpose, and also both traditional NPR approaches and neural style transfer) using the new benchmark dataset.

1.7CVMay 22, 2017
DepthCut: Improved Depth Edge Estimation Using Multiple Unreliable Channels

Paul Guerrero, Holger Winnemöller, Wilmot Li et al.

In the context of scene understanding, a variety of methods exists to estimate different information channels from mono or stereo images, including disparity, depth, and normals. Although several advances have been reported in the recent years for these tasks, the estimated information is often imprecise particularly near depth discontinuities or creases. Studies have however shown that precisely such depth edges carry critical cues for the perception of shape, and play important roles in tasks like depth-based segmentation or foreground selection. Unfortunately, the currently extracted channels often carry conflicting signals, making it difficult for subsequent applications to effectively use them. In this paper, we focus on the problem of obtaining high-precision depth edges (i.e., depth contours and creases) by jointly analyzing such unreliable information channels. We propose DepthCut, a data-driven fusion of the channels using a convolutional neural network trained on a large dataset with known depth. The resulting depth edges can be used for segmentation, decomposing a scene into depth layers with relatively flat depth, or improving the accuracy of the depth estimate near depth edges by constraining its gradients to agree with these edges. Quantitatively, we compare against 15 variants of baselines and demonstrate that our depth edges result in an improved segmentation performance and an improved depth estimate near depth edges compared to data-agnostic channel fusion. Qualitatively, we demonstrate that the depth edges result in superior segmentation and depth orderings.

4.3GRJul 27, 2016
How2Sketch: Generating Easy-To-Follow Tutorials for Sketching 3D Objects

James W. Hennessey, Han Liu, Holger Winnemöller et al.

Accurately drawing 3D objects is difficult for untrained individuals, as it requires an understanding of perspective and its effects on geometry and proportions. Step-by-step tutorials break the complex task of sketching an entire object down into easy-to-follow steps that even a novice can follow. However, creating such tutorials requires expert knowledge and is a time-consuming task. As a result, the availability of tutorials for a given object or viewpoint is limited. How2Sketch addresses this problem by automatically generating easy-to-follow tutorials for arbitrary 3D objects. Given a segmented 3D model and a camera viewpoint,it computes a sequence of steps for constructing a drawing scaffold comprised of geometric primitives, which helps the user draw the final contours in correct perspective and proportion. To make the drawing scaffold easy to construct, the algorithm solves for an ordering among the scaffolding primitives and explicitly makes small geometric modifications to the size and location of the object parts to simplify relative positioning. Technically, we formulate this scaffold construction as a single selection problem that simultaneously solves for the ordering and geometric changes of the primitives. We demonstrate our algorithm for generating tutorials on a variety of man-made objects and evaluate how easily the tutorials can be followed with a user study.