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Pau Moreno Font

dblp:08/8417 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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 graphics and multimedia
1 paper
Virtual and augmented reality · 44% Visual content generation and editing · 44% Geometric modeling and processing · 13%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 50% Immersive interaction · 50%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
avatar generation
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Virtual and augmented reality › telepresence
immersive telepresence
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Collaborative and social computing
remote collaboration
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Immersive interaction › telepresence
tele-immersion
0.112010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010
Geometric modeling and processing › 3d reconstruction
volumetric reconstruction
0.012010
VirtualizeMe: Real-time avatar creation for Tele-Immersion environments · VR 2010

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

visual hull reconstruction · 0.2lossless compression · 0.2GPU rendering · 0.2
YearPublicationVenuePosition
2010 VirtualizeMe: Real-time avatar creation for Tele-Immersion environments
abstract
VirtualizeMe introduces a new design for a fully immersive Tele-Immersion system for remote collaboration and virtual world interaction. This system introduces a new avatar creation approach full-filling four main attributes: high resolution, scalability, flexibility and affordability. This is achieved by a total separation of reconstruction and rendering and exploiting the capabilities of modern graphic cards. The high resolution is achieved by using as much of the input information as possible through lossless compression of the input data and introducing a focused volumetric visual hull reconstruction. The resulting avatar allows eye-to-eye collaboration for remote users. The interaction with the virtual world is facilitated by the volumetric avatar model and allows a fully immersive system. This paper shows a proof of concept based on publicly available pre-recorded data to allow easier comparison.
Daniel Knoblauch, Pau Moreno Font, Falko Kuester
VR2