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    <title>Bin Wang&#39;s Homepage</title>
    <link>https://BinWangBFA.github.io/</link>
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      <title>Bin Wang&#39;s Homepage</title>
      <link>https://BinWangBFA.github.io/</link>
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    <item>
      <title>Simulation and Optimization of Magnetoelastic Thin Shells</title>
      <link>https://BinWangBFA.github.io/publication/sig22_magneticthinshell/</link>
      <pubDate>Sun, 10 Jul 2022 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig22_magneticthinshell/</guid>
      <description></description>
    </item>
    
    <item>
      <title>A Material Point Method for Nonlinearly Magnetized Materials</title>
      <link>https://BinWangBFA.github.io/publication/siga21_mpm/</link>
      <pubDate>Wed, 15 Dec 2021 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/siga21_mpm/</guid>
      <description></description>
    </item>
    
    <item>
      <title>Camera Keyframing with Style and Control</title>
      <link>https://BinWangBFA.github.io/publication/siga21_camerakeyframe/</link>
      <pubDate>Mon, 13 Dec 2021 19:11:48 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/siga21_camerakeyframe/</guid>
      <description>&lt;h3 id=&#34;demo&#34;&gt;Demo&lt;/h3&gt;

&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;
  &lt;iframe src=&#34;https://www.youtube.com/embed/QbphVbdiTTk&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; allowfullscreen title=&#34;YouTube Video&#34;&gt;&lt;/iframe&gt;
&lt;/div&gt;

&lt;h3 id=&#34;method&#34;&gt;Method&lt;/h3&gt;





  
  











&lt;figure id=&#34;figure-our-proposed-framework-for-learning-camera-together-with-keyframe-constraints-composed-of-a-camera-behavior-extractor-gating-lstm-which-extracts-camera-behaviors-from-reference-clips-and-a-camera-motion-generator-which-generates-camera-trajectories-that-both-meet-the-camera-behaviors-and-required-keyframe-constraints-speed-and-directions&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/overview_hu5080ead5b726336a4f13e4a6274d1fc1_1240407_2000x2000_fit_lanczos_2.png&#34; data-caption=&#34;Our proposed framework for learning camera together with keyframe constraints composed of a camera behavior extractor (Gating LSTM), which extracts camera behaviors from reference clips, and a camera motion generator, which generates camera trajectories that both meet the camera behaviors and required keyframe constraints, speed and directions.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/overview_hu5080ead5b726336a4f13e4a6274d1fc1_1240407_2000x2000_fit_lanczos_2.png&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;3735&#34; height=&#34;1312&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Our proposed framework for learning camera together with keyframe constraints composed of a camera behavior extractor (Gating LSTM), which extracts camera behaviors from reference clips, and a camera motion generator, which generates camera trajectories that both meet the camera behaviors and required keyframe constraints, speed and directions.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-by-learning-the-mapping-from-a-style-code-and-several-camera-frames-5-in-this-paper-towards-the-starting-hidden-state-of-our-autoregressive-generator-we-provide-an-additional-degree-of-control-for-the-users-through-the-specification-of-camera-velocities&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/extractorPipeline_hu4692b9e541bea0c75d1632799f7cf6af_189449_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;By learning the mapping from a style code and several camera frames (5 in this paper) towards the starting hidden state of our autoregressive generator, we provide an additional degree of control for the users through the specification of camera velocities.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/extractorPipeline_hu4692b9e541bea0c75d1632799f7cf6af_189449_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;1500&#34; height=&#34;1698&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    By learning the mapping from a style code and several camera frames (5 in this paper) towards the starting hidden state of our autoregressive generator, we provide an additional degree of control for the users through the specification of camera velocities.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-the-proposed-system-enables-designers-to-specify-keyframes-with-initial-velocities-in-this-example-the-same-keyframe-positions-and-camera-style-code-is-used-as-displayed-the-resulting-trajectories-are-guided-by-the-different-velocity-directions-defined-at-the-starting-keyframe-time-001-and-the-mid-keyframe-time-090-respectively-this-is-achieved-by-updating-the-lstm-hidden-state-through-a-dedicated-network-which-maps-velocities-with-hidden-states&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/estimation_model_hub5a7a528bd27f0d4e7f929725480e04a_364305_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;The proposed system enables designers to specify keyframes with initial velocities. In this example, the same keyframe positions and camera style code is used. As displayed, the resulting trajectories are guided by the different velocity directions defined at the starting keyframe (time 001) and the mid keyframe (time 090) respectively. This is achieved by updating the LSTM hidden state through a dedicated network which maps velocities with hidden states.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/estimation_model_hub5a7a528bd27f0d4e7f929725480e04a_364305_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2338&#34; height=&#34;1633&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    The proposed system enables designers to specify keyframes with initial velocities. In this example, the same keyframe positions and camera style code is used. As displayed, the resulting trajectories are guided by the different velocity directions defined at the starting keyframe (time 001) and the mid keyframe (time 090) respectively. This is achieved by updating the LSTM hidden state through a dedicated network which maps velocities with hidden states.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-user-specified-keyframes-are-placed-at-increasingly-larger-distances-from-the-trajectory-of-a-given-style-as-displayed-our-system-adapts-well-to-the-keyframes-we-re-extract-the-style-codes-from-the-generated-trajectories-shown-with-crosses-in-the-pca-representation-on-the-right-part-of-the-figure-as-displayed-our-system-moves-from-the-given-style-to-adapt-to-the-keyframe-constraints&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/gatingPipeline_hub5a7a528bd27f0d4e7f929725480e04a_272006_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;User-specified keyframes are placed at increasingly larger distances from the trajectory of a given style. As displayed, our system adapts well to the keyframes. We re-extract the style codes from the generated trajectories (shown with crosses in the PCA representation on the right part of the figure). As displayed our system moves from the given style to adapt to the keyframe constraints.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/gatingPipeline_hub5a7a528bd27f0d4e7f929725480e04a_272006_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;3590&#34; height=&#34;1218&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    User-specified keyframes are placed at increasingly larger distances from the trajectory of a given style. As displayed, our system adapts well to the keyframes. We re-extract the style codes from the generated trajectories (shown with crosses in the PCA representation on the right part of the figure). As displayed our system moves from the given style to adapt to the keyframe constraints.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-our-camera-trajectory-editing-interface-the-scene-view-a-displays-the-animation-in-the-timeline-b-the-user-can-add-drag-and-delete-keyframes-inverted-triangles-as-well-as-drag-the-process-of-animation-the-keyframe-editing-c-allows-the-user-to-select-two-target-characters-shot-view-and-toric-camera-pose-at-the-keyframe-the-trajectories-selection-d-provides-generated-camera-trajectories-with-different-behaviors-for-the-user-to-choose-the-button-on-the-bottom-is-used-to-preview-a-result-play-generate-trajectories-generate-and-save-results-save&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/sideTrack_hub5a7a528bd27f0d4e7f929725480e04a_326674_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Our camera trajectory editing interface. The scene view (A) displays the animation. In the timeline (B) the user can add, drag, and delete keyframes (inverted triangles), as well as drag the process of animation. The keyframe editing (C) allows the user to select two target characters, shot view and Toric camera pose at the keyframe. The trajectories selection (D) provides generated camera trajectories with different behaviors for the user to choose. The button on the bottom is used to preview a result (Play), generate trajectories (Generate) and save results (Save).&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/sideTrack_hub5a7a528bd27f0d4e7f929725480e04a_326674_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2956&#34; height=&#34;1685&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Our camera trajectory editing interface. The scene view (A) displays the animation. In the timeline (B) the user can add, drag, and delete keyframes (inverted triangles), as well as drag the process of animation. The keyframe editing (C) allows the user to select two target characters, shot view and Toric camera pose at the keyframe. The trajectories selection (D) provides generated camera trajectories with different behaviors for the user to choose. The button on the bottom is used to preview a result (Play), generate trajectories (Generate) and save results (Save).
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-experiment-with-same-keyframes-and-different-behaviors-different-colors-represent-different-camera-behaviors-frames-with-red-camera-icon-at-the-corner-refer-to-keyframe-constraints-we-observe-that-constraints-are-well-enforced-in-the-3d-content-and-in-the-rendered-snapshots&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/a_relative_b_direct_hub5a7a528bd27f0d4e7f929725480e04a_252522_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Experiment with same keyframes and different behaviors: different colors represent different camera behaviors. Frames with red camera icon at the corner refer to keyframe constraints. We observe that constraints are well enforced in the 3D content and in the rendered snapshots.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/a_relative_b_direct_hub5a7a528bd27f0d4e7f929725480e04a_252522_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2795&#34; height=&#34;570&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Experiment with same keyframes and different behaviors: different colors represent different camera behaviors. Frames with red camera icon at the corner refer to keyframe constraints. We observe that constraints are well enforced in the 3D content and in the rendered snapshots.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-experiment-with-different-keyframes-and-same-behavior-different-colors-represent-different-keyframes-fed-to-the-system-with-the-same-style-code-all-three-sequences-belongs-to-a-same-style-but-their-trajectories-adjust-well-in-response-to-the-required-keyframes-frames-with-different-colors-of-camera-icons-at-their-corner&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/zombie_seq_overview_hub5a7a528bd27f0d4e7f929725480e04a_250246_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Experiment with different keyframes and same behavior: different colors represent different keyframes fed to the system with the same style code. All three sequences belongs to a same style but their trajectories adjust well in response to the required keyframes (frames with different colors of camera icons at their corner).&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/zombie_seq_overview_hub5a7a528bd27f0d4e7f929725480e04a_250246_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2784&#34; height=&#34;575&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Experiment with different keyframes and same behavior: different colors represent different keyframes fed to the system with the same style code. All three sequences belongs to a same style but their trajectories adjust well in response to the required keyframes (frames with different colors of camera icons at their corner).
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-this-figure-displays-a-result-designed-by-an-animation-artist-using-only-10-keyframes-for-a-24-seconds-sequence-of-a-zombie-fighting-scene-we-show-the-keyframes-and-camera-trajectory-simultaneously-with-the-rendered-animation-snapshots&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/1_hub5a7a528bd27f0d4e7f929725480e04a_232143_2000x2000_fit_q90_lanczos.JPG&#34; data-caption=&#34;This figure displays a result designed by an animation artist using only 10 keyframes for a 24 seconds sequence of a zombie fighting scene. We show the keyframes and camera trajectory simultaneously with the rendered animation snapshots.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/1_hub5a7a528bd27f0d4e7f929725480e04a_232143_2000x2000_fit_q90_lanczos.JPG&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2108&#34; height=&#34;1470&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    This figure displays a result designed by an animation artist using only 10 keyframes for a 24 seconds sequence of a zombie fighting scene. We show the keyframes and camera trajectory simultaneously with the rendered animation snapshots.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-in-this-hockey-game-scenario-our-method-is-able-to-generate-dynamic-and-qualitative-camera-motions-using-only-10-keyframes-rendered-animation-snapshots-and-the-overview-trajectory-are-displayed&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/2_hub5a7a528bd27f0d4e7f929725480e04a_548383_2000x2000_fit_q90_lanczos.JPG&#34; data-caption=&#34;In this hockey game scenario, our method is able to generate dynamic and qualitative camera motions using only 10 keyframes. Rendered animation snapshots and the overview trajectory are displayed.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/siga21_camerakeyframe/2_hub5a7a528bd27f0d4e7f929725480e04a_548383_2000x2000_fit_q90_lanczos.JPG&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;2092&#34; height=&#34;1257&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    In this hockey game scenario, our method is able to generate dynamic and qualitative camera motions using only 10 keyframes. Rendered animation snapshots and the overview trajectory are displayed.
  &lt;/figcaption&gt;


&lt;/figure&gt;

&lt;h3 id=&#34;bibtex&#34;&gt;Bibtex&lt;/h3&gt;
&lt;p&gt;TBD&lt;/p&gt;
&lt;h3 id=&#34;acknowledgement&#34;&gt;Acknowledgement&lt;/h3&gt;
&lt;p&gt;This work was supported in part by the National Key R&amp;amp;D Program of China (2018YFB1403900, 2019YFF0302902). We also thank Anthony Mirabile and Yulong Zhang for the various support and helpful discussions throughout this project, as well as Yu Xiong for his help processing the MovieNet dataset.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Solid-Fluid Interaction with Surface-Tension-Dominant Contact</title>
      <link>https://BinWangBFA.github.io/publication/sig21_waterstrider/</link>
      <pubDate>Sat, 15 May 2021 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig21_waterstrider/</guid>
      <description></description>
    </item>
    
    <item>
      <title>Unsupervised Co-part Segmentation through Assembly</title>
      <link>https://BinWangBFA.github.io/publication/icml21_copart/</link>
      <pubDate>Sat, 15 May 2021 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/icml21_copart/</guid>
      <description></description>
    </item>
    
    <item>
      <title>Learning Elastic Constitutive Material and Damping Models</title>
      <link>https://BinWangBFA.github.io/publication/pg20_deepm/</link>
      <pubDate>Tue, 15 Sep 2020 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/pg20_deepm/</guid>
      <description></description>
    </item>
    
    <item>
      <title>A Level-Set Method for Magnetic Substance Simulation</title>
      <link>https://BinWangBFA.github.io/publication/sig20_ferrofluid/</link>
      <pubDate>Fri, 15 May 2020 23:57:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig20_ferrofluid/</guid>
      <description></description>
    </item>
    
    <item>
      <title>Example-driven Virtual Cinematography by Learning Camera Behaviors</title>
      <link>https://BinWangBFA.github.io/publication/sig20_camerabehavior/</link>
      <pubDate>Wed, 13 May 2020 19:11:48 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig20_camerabehavior/</guid>
      <description>&lt;h3 id=&#34;demo&#34;&gt;Demo&lt;/h3&gt;

&lt;div style=&#34;position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;&#34;&gt;
  &lt;iframe src=&#34;https://www.youtube.com/embed/QbphVbdiTTk&#34; style=&#34;position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;&#34; allowfullscreen title=&#34;YouTube Video&#34;&gt;&lt;/iframe&gt;
&lt;/div&gt;

&lt;h3 id=&#34;method&#34;&gt;Method&lt;/h3&gt;





  
  











&lt;figure id=&#34;figure-our-proposed-framework-for-learning-camera-behaviors-composed-of-a-cinematic-feature-estimator-which-extracts-high-level-features-from-movie-clips-a-gating-network-which-estimates-the-type-of-camera-behavior-from-the-high-level-features-and-a-prediction-network-which-applies-the-estimated-behavior-on-a-3d-animation&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/overview_hu40d82731d355e574b4f3b96eab833f7d_679487_2000x2000_fit_lanczos_2.png&#34; data-caption=&#34;Our proposed framework for learning camera behaviors composed of a Cinematic Feature Estimator which extracts high-level features from movie clips, a Gating network which estimates the type of camera behavior from the high-level features, and a Prediction network which applies the estimated behavior on a 3D animation.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/overview_hu40d82731d355e574b4f3b96eab833f7d_679487_2000x2000_fit_lanczos_2.png&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;4008&#34; height=&#34;1070&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Our proposed framework for learning camera behaviors composed of a Cinematic Feature Estimator which extracts high-level features from movie clips, a Gating network which estimates the type of camera behavior from the high-level features, and a Prediction network which applies the estimated behavior on a 3D animation.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-to-estimate-cinematic-features-from-film-clips-each-frame-should-pass-through-the-following-steps-i-extracting-2d-skeletons-with-lcr-net-ii-pose-association-filling-missing-joints-and-smoothing-and-iii-estimating-features-through-a-neural-network&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/extractorPipeline_hu54d91a2bab3bb3210b563591de8feb7d_205158_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;To estimate cinematic features from film clips, each frame should pass through the following steps: (i) extracting 2D skeletons with LCR-Net, (ii) pose association, filling missing joints and smoothing, and (iii) estimating features through a neural network.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/extractorPipeline_hu54d91a2bab3bb3210b563591de8feb7d_205158_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;3245&#34; height=&#34;820&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    To estimate cinematic features from film clips, each frame should pass through the following steps: (i) extracting 2D skeletons with LCR-Net, (ii) pose association, filling missing joints and smoothing, and (iii) estimating features through a neural network.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-learning-stage-of-the-cinematic-feature-estimator-input-data-is-gathered-over-on-a-sliding-window-of-t_c8-frames-to-increase-robustness-during-the-learning-and-testing-phases-the-output-data-gathers-cinematic-features-such-as-the-camera-pose-estimation-in-toric-space-and-character-features&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/estimation_model_hu38271f885894ebea843bfbaeb0125dc9_322059_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Learning stage of the Cinematic Feature Estimator. Input data is gathered over on a sliding window of $t_c=8$ frames to increase robustness during the learning and testing phases. The output data gathers cinematic features such as the camera pose estimation in Toric space and character features.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/estimation_model_hu38271f885894ebea843bfbaeb0125dc9_322059_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;3852&#34; height=&#34;1613&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Learning stage of the Cinematic Feature Estimator. Input data is gathered over on a sliding window of $t_c=8$ frames to increase robustness during the learning and testing phases. The output data gathers cinematic features such as the camera pose estimation in Toric space and character features.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-structure-of-our-mixture-of-experts-moe-training-network-the-network-takes-as-input-the-result-of-the-cinematic-feature-estimator-applied-on-reference-clips-and-the-3d-animation-it-outputs-a-sequence-of-camera-parameters-for-each-frame-of-the-animation-that-can-be-used-to-render-the-animation&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/gatingPipeline_hua20e9a7b7eced335c41881290619cb5f_720770_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Structure of our Mixture of Experts (MoE) training network. The network takes as input the result of the Cinematic Feature Estimator applied on reference clips and the 3D animation. It outputs a sequence of camera parameters for each frame of the animation that can be used to render the animation.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/gatingPipeline_hua20e9a7b7eced335c41881290619cb5f_720770_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;5943&#34; height=&#34;2107&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Structure of our Mixture of Experts (MoE) training network. The network takes as input the result of the Cinematic Feature Estimator applied on reference clips and the 3D animation. It outputs a sequence of camera parameters for each frame of the animation that can be used to render the animation.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-side-track-with-different-main-character-in-side-track-mode-the-camera-will-always-look-from-one-side-of-the-main-character-no-matter-hisher-facing-orientation-green-arrow-indicates-the-main-character-in-each-sequence&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/sideTrack_hu310ccf28f6def58532f4c27c0170d35a_1081081_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Side track with different main character. In side track mode, the camera will always look from one side of the main character no matter his/her facing orientation. Green arrow indicates the main character in each sequence.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/sideTrack_hu310ccf28f6def58532f4c27c0170d35a_1081081_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;9955&#34; height=&#34;2242&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Side track with different main character. In side track mode, the camera will always look from one side of the main character no matter his/her facing orientation. Green arrow indicates the main character in each sequence.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-relative-vs-direct-track-with-same-main-character-relative-track-top-puts-more-emphasis-on-the-male-character-while-the-feeling-conveyed-by-direct-track-bottom-is-more-objective-green-arrow-indicates-the-main-character-in-each-sequence&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/a_relative_b_direct_hu310ccf28f6def58532f4c27c0170d35a_1268203_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Relative vs direct track with same main character. Relative track (top) puts more emphasis on the male character; while the feeling conveyed by direct track (bottom) is more objective. Green arrow indicates the main character in each sequence.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/a_relative_b_direct_hu310ccf28f6def58532f4c27c0170d35a_1268203_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;9935&#34; height=&#34;2221&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Relative vs direct track with same main character. Relative track (top) puts more emphasis on the male character; while the feeling conveyed by direct track (bottom) is more objective. Green arrow indicates the main character in each sequence.
  &lt;/figcaption&gt;


&lt;/figure&gt;






  
  











&lt;figure id=&#34;figure-snapshots-taken-from-two-distinct-camera-motions-computed-on-the-zombie-sequence-using-two-distinct-sequences-of-input-the-green-arrow-represents-the-main-character-as-viewed-in-the-snapshots-there-are-changes-in-the-main-character-throughout-the-sequence-this-enables-the-designer-through-selected-clips-to-emphasize-one-character-over-another-at-different-moments&#34;&gt;


  &lt;a data-fancybox=&#34;&#34; href=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/zombie_seq_overview_hud86d36f5fce07720e2339a00aa120b78_714493_2000x2000_fit_q90_lanczos.jpg&#34; data-caption=&#34;Snapshots taken from two distinct camera motions computed on the zombie sequence using two distinct sequences of input. The green arrow represents the main character. As viewed in the snapshots, there are changes in the main character throughout the sequence. This enables the designer, through selected clips, to emphasize one character over another at different moments.&#34;&gt;


  &lt;img data-src=&#34;https://BinWangBFA.github.io/publication/sig20_camerabehavior/zombie_seq_overview_hud86d36f5fce07720e2339a00aa120b78_714493_2000x2000_fit_q90_lanczos.jpg&#34; class=&#34;lazyload&#34; alt=&#34;&#34; width=&#34;4978&#34; height=&#34;2268&#34;&gt;
&lt;/a&gt;


  
  
  &lt;figcaption data-pre=&#34;Figure &#34; data-post=&#34;:&#34; class=&#34;numbered&#34;&gt;
    Snapshots taken from two distinct camera motions computed on the zombie sequence using two distinct sequences of input. The green arrow represents the main character. As viewed in the snapshots, there are changes in the main character throughout the sequence. This enables the designer, through selected clips, to emphasize one character over another at different moments.
  &lt;/figcaption&gt;


&lt;/figure&gt;

&lt;h3 id=&#34;bibtex&#34;&gt;Bibtex&lt;/h3&gt;
&lt;p&gt;TBD&lt;/p&gt;
&lt;h3 id=&#34;acknowledgement&#34;&gt;Acknowledgement&lt;/h3&gt;
&lt;p&gt;This work was supported in part by the National Key R&amp;amp;D Program of China (2018YFB1403900, 2019YFF0302902). We also thank Anthony Mirabile and Ludovic Burg from University Rennes, Inria, CNRS, IRISA and Di Zhang from AICFVE, Beijing Film Academy for their help in animation generation and rendering.&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Deformation Capture and Modeling of Soft Objects</title>
      <link>https://BinWangBFA.github.io/publication/sig15_deformationcapture/</link>
      <pubDate>Sat, 16 May 2015 00:11:09 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig15_deformationcapture/</guid>
      <description>&lt;h3 id=&#34;acknowledgement&#34;&gt;Acknowledgement&lt;/h3&gt;
&lt;p&gt;We thank the anonymous reviewers for their constructive comments. We are grateful to the authors of [Chen et al. 2014] for sharing their data and fabricated models for our validation and comparison experiments. We also thank Jiacheng Ren, Jiangtao Shen, Keng Hua Sing, Francois Faure and Matthieu Nesme for their help and thoughtful discussions at the various stages of developing this project. This work is supported in part by Singapore Ministry of Education Academic Research Fund Tier 2 (MOE2011-T2-2-152); Microsoft Research Asia Collaborative Research Program (FY14-RES-OPP-002); NSFC (61402459, 61379090, 61331018); National 973 Program (2014CB360503); Shenzhen Innovation Program (CXB201104220029A, JCYJ20140901003939034, JCYJ20130401170306810); NSERC Discovery Grant (84306).&lt;/p&gt;
</description>
    </item>
    
    <item>
      <title>Simulation and Control of Skeleton-driven Soft Body Characters</title>
      <link>https://BinWangBFA.github.io/publication/sig13_softcharacter/</link>
      <pubDate>Thu, 16 May 2013 00:37:25 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig13_softcharacter/</guid>
      <description></description>
    </item>
    
    <item>
      <title>Adaptive Image-based Intersection Volume</title>
      <link>https://BinWangBFA.github.io/publication/sig12_adaptivecontact/</link>
      <pubDate>Wed, 16 May 2012 00:11:24 +0800</pubDate>
      <guid>https://BinWangBFA.github.io/publication/sig12_adaptivecontact/</guid>
      <description></description>
    </item>
    
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