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Yiqin Zhao

Publications and source records attributed to Yiqin Zhao.

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AR as an Evaluation Playground: Bridging Metrics and Visual Perception of Computer Vision Models

Quantitative metrics are central to evaluating computer vision (CV) models, but they often fail to capture real-world performance due to protocol inconsistencies and ground-truth noise. While visual perception studies can complement these metrics, they often require end-to-end systems that are time-consuming to implement and setups that are difficult to reproduce. We systematically summarize key challenges in evaluating CV models and present the design of ARCADE, an evaluation platform that leverages augmented reality (AR) to enable easy, reproducible, and human-centered CV evaluation. ARCADE uses a modular architecture that provides cross-platform data collection, pluggable model inference, and interactive AR tasks, supporting both metric and visual perception evaluation. We demonstrate ARCADE through a user study with 15 participants and case studies on two representative CV tasks, depth and lighting estimation, showing that ARCADE can reveal perceptual flaws in model quality that are often missed by traditional metrics. We also evaluate ARCADE's usability and performance, showing its flexibility as a reliable real-time platform.

cs.CV

Can Foundation Models Revolutionize Mobile AR Sparse Sensing?

Mobile sensing systems have long faced a fundamental trade-off between sensing quality and efficiency due to constraints in computation, power, and other limitations. Sparse sensing, which aims to acquire and process only a subset of sensor data, has been a key strategy for maintaining performance under such constraints. However, existing sparse sensing methods often suffer from reduced accuracy, as missing information across space and time introduces uncertainty into many sensing systems. In this work, we investigate whether foundation models can change the landscape of mobile sparse sensing. Using real-world mobile AR data, our evaluations demonstrate that foundation models offer significant improvements in geometry-aware image warping, a central technique for enabling accurate reuse of cross-frame information. Furthermore, our study demonstrates the scalability of foundation model-based sparse sensing and shows its leading performance in 3D scene reconstruction. Collectively, our study reveals critical aspects of the promises and the open challenges of integrating foundation models into mobile sparse sensing systems.

cs.CV

CleAR: Robust Context-Guided Generative Lighting Estimation for Mobile Augmented Reality

High-quality environment lighting is essential for creating immersive mobile augmented reality (AR) experiences. However, achieving visually coherent estimation for mobile AR is challenging due to several key limitations in AR device sensing capabilities, including low camera FoV and limited pixel dynamic ranges. Recent advancements in generative AI, which can generate high-quality images from different types of prompts, including texts and images, present a potential solution for high-quality lighting estimation. Still, to effectively use generative image diffusion models, we must address two key limitations of content quality and slow inference. In this work, we design and implement a generative lighting estimation system called CleAR that can produce high-quality, diverse environment maps in the format of 360° HDR images. Specifically, we design a two-step generation pipeline guided by AR environment context data to ensure the output aligns with the physical environment's visual context and color appearance. To improve the estimation robustness under different lighting conditions, we design a real-time refinement component to adjust lighting estimation results on AR devices. Through a combination of quantitative and qualitative evaluations, we show that CleAR outperforms state-of-the-art lighting estimation methods on both estimation accuracy, latency, and robustness, and is rated by 31 participants as producing better renderings for most virtual objects. For example, CleAR achieves 51% to 56% accuracy improvement on virtual object renderings across objects of three distinctive types of materials and reflective properties. CleAR produces lighting estimates of comparable or better quality in just 3.2 seconds -- over 110X faster than state-of-the-art methods.

cs.CV

Mobile AR Depth Estimation: Challenges & Prospects -- Extended Version

Metric depth estimation plays an important role in mobile augmented reality (AR). With accurate metric depth, we can achieve more realistic user interactions such as object placement and occlusion detection. While specialized hardware like LiDAR demonstrates its promise, its restricted availability, i.e., only on selected high-end mobile devices, and performance limitations such as range and sensitivity to the environment, make it less ideal. Monocular depth estimation, on the other hand, relies solely on mobile cameras, which are ubiquitous, making it a promising alternative for mobile AR. In this paper, we investigate the challenges and opportunities of achieving accurate metric depth estimation in mobile AR. We tested four different state-of-the-art monocular depth estimation models on a newly introduced dataset (ARKitScenes) and identified three types of challenges: hard-ware, data, and model related challenges. Furthermore, our research provides promising future directions to explore and solve those challenges. These directions include (i) using more hardware-related information from the mobile device's camera and other available sensors, (ii) capturing high-quality data to reflect real-world AR scenarios, and (iii) designing a model architecture to utilize the new information.

cs.CV

Get-A-Sense: Designing Spatial Context Awareness for Mobile AR Environment Understanding

Physical environment understanding is vital in delivering immersive and interactive mobile augmented reality (AR) user experiences. Recently, we have witnessed a transition in the design of environment understanding systems, from visual data focused to centering on the concept of spatial context, including user, device, and environment information. Even though spatial context can benefit the environment understanding tasks, e.g., we demonstrate in a case study that lighting estimation performance can be improved by as much as 59%, not all environment understanding systems support spatial context. Furthermore, even for the environment understanding systems that support spatial context, not all useful spatial context has been leveraged; and the design and implementation can differ vastly. In this paper, we advocate for the design of a spatial context-aware and shared environment understanding system that can effectively support multiple tasks simultaneously. Fundamentally, there are many practical challenges in designing such a unified environment understanding system. We discuss the challenges in the context of three open questions, (i) how to fully leverage user mobility, (ii) how to design a unified data model, and (iii) finally how to build a shared system for multiple tasks.

cs.DC

Toward Scalable and Controllable AR Experimentation

To understand how well a proposed augmented reality (AR) solution works, existing papers often conducted tailored and isolated evaluations for specific AR tasks, e.g., depth or lighting estimation, and compared them to easy-to-setup baselines, either using datasets or resorting to time-consuming data capturing. Conceptually simple, it can be extremely difficult to evaluate an AR system fairly and in scale to understand its real-world performance. The difficulties arise for three key reasons: lack of control of the physical environment, the time-consuming data capturing, and the difficulties to reproduce baseline results. This paper presents our design of an AR experimentation platform, ExpAR, aiming to provide scalable and controllable AR experimentation. ExpAR is envisioned to operate as a standalone deployment or a federated platform; in the latter case, AR researchers can contribute physical resources, including scene setup and capturing devices, and allow others to time share these resources. Our design centers around the generic sensing-understanding-rendering pipeline and is driven by the evaluation limitations observed in recent AR systems papers. We demonstrate the feasibility of this vision with a preliminary prototype and our preliminary evaluations suggest the importance of further investigating different device capabilities to stream in 30 FPS. The ExpAR project site can be found at https://cake.wpi.edu/expar.

cs.DC

LitAR: Visually Coherent Lighting for Mobile Augmented Reality

An accurate understanding of omnidirectional environment lighting is crucial for high-quality virtual object rendering in mobile augmented reality (AR). In particular, to support reflective rendering, existing methods have leveraged deep learning models to estimate or have used physical light probes to capture physical lighting, typically represented in the form of an environment map. However, these methods often fail to provide visually coherent details or require additional setups. For example, the commercial framework ARKit uses a convolutional neural network that can generate realistic environment maps; however the corresponding reflective rendering might not match the physical environments. In this work, we present the design and implementation of a lighting reconstruction framework called LitAR that enables realistic and visually-coherent rendering. LitAR addresses several challenges of supporting lighting information for mobile AR. First, to address the spatial variance problem, LitAR uses two-field lighting reconstruction to divide the lighting reconstruction task into the spatial variance-aware near-field reconstruction and the directional-aware far-field reconstruction. The corresponding environment map allows reflective rendering with correct color tones. Second, LitAR uses two noise-tolerant data capturing policies to ensure data quality, namely guided bootstrapped movement and motion-based automatic capturing. Third, to handle the mismatch between the mobile computation capability and the high computation requirement of lighting reconstruction, LitAR employs two novel real-time environment map rendering techniques called multi-resolution projection and anchor extrapolation. These two techniques effectively remove the need of time-consuming mesh reconstruction while maintaining visual quality.

cs.CV

Multi-Camera Lighting Estimation for Photorealistic Front-Facing Mobile Augmented Reality

Lighting understanding plays an important role in virtual object composition, including mobile augmented reality (AR) applications. Prior work often targets recovering lighting from the physical environment to support photorealistic AR rendering. Because the common workflow is to use a back-facing camera to capture the physical world for overlaying virtual objects, we refer to this usage pattern as back-facing AR. However, existing methods often fall short in supporting emerging front-facing mobile AR applications, e.g., virtual try-on where a user leverages a front-facing camera to explore the effect of various products (e.g., glasses or hats) of different styles. This lack of support can be attributed to the unique challenges of obtaining 360$^\circ$ HDR environment maps, an ideal format of lighting representation, from the front-facing camera and existing techniques. In this paper, we propose to leverage dual-camera streaming to generate a high-quality environment map by combining multi-view lighting reconstruction and parametric directional lighting estimation. Our preliminary results show improved rendering quality using a dual-camera setup for front-facing AR compared to a commercial solution.

cs.CV

Privacy-preserving Reflection Rendering for Augmented Reality

Many augmented reality (AR) applications rely on omnidirectional environment lighting to render photorealistic virtual objects. When the virtual objects consist of reflective materials, such as a metallic sphere, the required lighting information to render such objects can consist of privacy-sensitive information that is outside the current camera view. In this paper, we show, for the first time, that accuracy-driven multi-view environment lighting can reveal out-of-camera scene information and compromise privacy. We present a simple yet effective privacy attack that extracts sensitive scene information such as human face and text information from the rendered objects, under a number of application scenarios. To defend against such attacks, we develop a novel $IPC^{2}S$ defense and a conditional $R^2$ defense. Our $IPC^{2}S$ defense, used in conjunction with a generic lighting reconstruction method, preserves the scene geometry while obfuscating the privacy-sensitive information. As a proof-of-concept, we leverage existing OCR and face detection models to identify text and human faces from past camera observations and blur the color pixels associated with detected regions. We evaluate the visual quality impact of our defense by comparing rendered virtual objects to ones rendered with a generic multi-lighting reconstruction technique, ARKit, and $R^2$ defense. Our visual and quantitative results demonstrate that our defense leads to structurally similar reflections with up to 0.98 SSIM score across a variety of rendering scenarios while preserving sensitive information by reducing the automatic extraction success rate to at most 8.8%.

cs.MM

Xihe: A 3D Vision-based Lighting Estimation Framework for Mobile Augmented Reality

Omnidirectional lighting provides the foundation for achieving spatially-variant photorealistic 3D rendering, a desirable property for mobile augmented reality applications. However, in practice, estimating omnidirectional lighting can be challenging due to limitations such as partial panoramas of the rendering positions, and the inherent environment lighting and mobile user dynamics. A new opportunity arises recently with the advancements in mobile 3D vision, including built-in high-accuracy depth sensors and deep learning-powered algorithms, which provide the means to better sense and understand the physical surroundings. Centering the key idea of 3D vision, in this work, we design an edge-assisted framework called Xihe to provide mobile AR applications the ability to obtain accurate omnidirectional lighting estimation in real time. Specifically, we develop a novel sampling technique that efficiently compresses the raw point cloud input generated at the mobile device. This technique is derived based on our empirical analysis of a recent 3D indoor dataset and plays a key role in our 3D vision-based lighting estimator pipeline design. To achieve the real-time goal, we develop a tailored GPU pipeline for on-device point cloud processing and use an encoding technique that reduces network transmitted bytes. Finally, we present an adaptive triggering strategy that allows Xihe to skip unnecessary lighting estimations and a practical way to provide temporal coherent rendering integration with the mobile AR ecosystem. We evaluate both the lighting estimation accuracy and time of Xihe using a reference mobile application developed with Xihe's APIs. Our results show that Xihe takes as fast as 20.67ms per lighting estimation and achieves 9.4% better estimation accuracy than a state-of-the-art neural network.

cs.CV

PointAR: Efficient Lighting Estimation for Mobile Augmented Reality

We propose an efficient lighting estimation pipeline that is suitable to run on modern mobile devices, with comparable resource complexities to state-of-the-art mobile deep learning models. Our pipeline, PointAR, takes a single RGB-D image captured from the mobile camera and a 2D location in that image, and estimates 2nd order spherical harmonics coefficients. This estimated spherical harmonics coefficients can be directly utilized by rendering engines for supporting spatially variant indoor lighting, in the context of augmented reality. Our key insight is to formulate the lighting estimation as a point cloud-based learning problem directly from point clouds, which is in part inspired by the Monte Carlo integration leveraged by real-time spherical harmonics lighting. While existing approaches estimate lighting information with complex deep learning pipelines, our method focuses on reducing the computational complexity. Through both quantitative and qualitative experiments, we demonstrate that PointAR achieves lower lighting estimation errors compared to state-of-the-art methods. Further, our method requires an order of magnitude lower resource, comparable to that of mobile-specific DNNs.

cs.CV