Dieter Van Rijsselbergen

dblp:01/5889 · DBLP profile ↗
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6ranked-venue papers
5as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%
Computer graphics and multimedia
1 paper
Audio and music processing · 50% Image and video coding · 50%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
GPUs and heterogeneous computing › GPU computing › GPU video coding
GPU-accelerated video decoding
0.112005
GPU-assisted decoding of video samples represented in the YCoCg-R color space · ACM Multimedia 2005
Image and video coding › video coding standards
h.264 video decoding
0.012005
GPU-assisted decoding of video samples represented in the YCoCg-R color space · ACM Multimedia 2005
Audio and music processing › speech recognition › decoding
video decoding
0.012005
GPU-assisted decoding of video samples represented in the YCoCg-R color space · ACM Multimedia 2005

Methods — techniques the papers use, named apart from their topics

pixel shader programming · 0.1
YearPublicationVenuePosition
2012 Semantic Mastering: content adaptation in the creative drama production workflow
Dieter Van Rijsselbergen, Chris Poppe, Maarten Verwaest, Erik Mannens, Rik Van de Walle
Multim. Tools Appl.1
2009 Movie script markup language
abstract
This paper introduces the Movie Script Markup Language (MSML), a document specification for the structural representation of screenplay narratives for television and feature film drama production. Its definition was motivated by a lack of available structured and open formats that describe dramatic narrative but also support IT-based production methods of audiovisual drama. The MSML specification fully supports contemporary screenplay templates in a structured fashion, and adds provisions for drama manufacturing methods that allow drama crew to define how narrative can be translated to audiovisual material. A timing model based on timed petri nets is included to enable fine-grained event synchronization. Finally, MSML comprises an animation module through which narrative events can drive production elements like 3-D previsualization, content repurposing or studio automation. MSML is currently serialized into XML documents and is formally described by a complement of an XML Schema and ISO Schematron schema. The specification has been developed in close collaboration with actual drama production crew and has been implemented in a number of proof-of-concept demonstrators.
Dieter Van Rijsselbergen, Barbara Van De Keer, Maarten Verwaest, Erik Mannens, Rik Van de Walle
ACM Symposium on Document Engineering1
2009 On the implementation of semantic content adaptation in the drama manufacturing process
abstract
A multitude of platforms with widely varying capabilities is available today for the consumption of broadcasted audiovisual content. Each class of media consumption devices should receive a product not only adapted to its capabilities, but also in a manner that fully conveys the cinematic narrative and hence provides true universal media experiences. This paper presents semantic adaptation processes that integrate with other drama media manufacturing processes and allow directors and other creative staff to naturally carry over cinematic decision making into the content adaptation domain, thereby using narrative story elements already available from other production processes. We discuss how the adaptation process interacts with other processes and what parameters influence the adaptations applied to audiovisual material, followed by an evaluation of our current implementation.
Dieter Van Rijsselbergen, Barbara Van De Keer, Maarten Verwaest, Erik Mannens, Rik Van de Walle
ICME1
2008 The canonical expression of the drama product manufacturing processes
Dieter Van Rijsselbergen, Barbara Van De Keer, Rik Van de Walle
Multim. Syst.1
2007 Introducing the Data Model for a Centralized Drama Production System
abstract
Cross-fertilization of media and information technologies is causing pressure on traditional broadcasting facilities to re-engineer their production processes and embrace file-based approaches in favor of conventional methods. Traditionally, the production of television and feature film drama is usually supported by a paper information flow and consists of a rather ad hoc production workflow. This paper introduces a data model that thoroughly supports the production processes and workflows of drama programs in a file-based and integrated media architecture. The presented data model is fully compliant with the P/Meta metadata exchange scheme and, as a proof of concept, its validity was verified by the successful development of a centralized drama production application.
Dieter Van Rijsselbergen, Maarten Verwaest, Barbara Van De Keer, Rik Van de Walle
ICME1
2005 GPU-assisted decoding of video samples represented in the YCoCg-R color space
abstract
Although pixel shaders were designed for the creation of programmable rendering effects, they can also be used as generic processing units for vector data. In this paper, attention is paid to an implementation of the YCoCg-R to RGB color space transform, as defined in the H.264/AVC Fidelity Range Extensions, by making use of pixel shaders. Our results show that a significant speedup can be achieved by relying on the processing power of the GPU, relative to the CPU. To be more specific, high definition video (1080p), represented in the YCoCg-R color space, could be decoded to RGB at 30 Hz on a PC with an AMD Athlon XP 2800+ CPU, an AGP bus and an NVIDIA GeForce 6800 graphics card, an effort that could not be realized in real-time by the CPU.
Wesley De Neve, Dieter Van Rijsselbergen, Charles-Frederik Hollemeersch
ACM Multimedia2