Demo Data from VLDB 2026 / reviewers in the wild / expert
Cameron Angus
dblp:10/76
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2
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 · 87% Rendering · 13% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2005 | Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets · VR 2005 |
Virtual and augmented reality › virtual environment
networked virtual environment |
0.1 | 1 | 2005 | Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets · VR 2005 |
Distributed systems
peer-to-peer systems |
0.1 | 1 | 2005 | Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets · VR 2005 |
Rendering
visibility computation |
0.0 | 1 | 2005 | Supporting Scalable Peer to Peer Virtual Environments Using Frontier Sets · VR 2005 |
Methods — techniques the papers use, named apart from their topics
network simulation · 0.1frontier sets · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | A versatile large-scale multimodal VR system for cultural heritage visualizationabstractWe describe the development and evaluation of a large-scale multimodal virtual reality simulation suitable for the visualization of cultural heritage sites and architectural planning. The system is demonstrated with a reconstruction of an ancient Greek temple in Messene that was created as part of a EU funded cultural heritage project (CREATE). The system utilizes a CAVE-like theatre consisting of head-tracked user localization, a haptic interface with two arms, and 3D sound. The haptic interface was coupled with a realistic physics engine allowing users to experience and fully appreciate the effort involved in the construction of architectural components and their changes through the ages. Initial user-based studies were carried out, to evaluate the usability and performance of the system. A simple task of stacking blocks was used to compare errors and timing in a haptics-enabled system with a haptics-disabled system. In addition, a qualitative study of the final system took place while it was installed in a museum. Chris G. Christou, Cameron Angus, Céline Loscos, Andrea Dettori, Maria Roussou |
VRST | 2 |
| 2005 | Automatic generation of consistent shadows for augmented reality
Katrien Jacobs, Jean-Daniel Nahmias, Cameron Angus, Alex Reche Martinez, Céline Loscos, Anthony Steed |
Graphics Interface | 3 |
| 2005 | Supporting Scalable Peer to Peer Virtual Environments Using Frontier SetsabstractWe present a scalable implementation of a network partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS) [1][22]. In a PVS, a world is sub-divided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For eac`h pair, it lists two sets of cells, FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice-versa. Our initial use of frontier sets has been to enable scalability in distributed networking. In this paper we build on previous work by showing how to avoid pre-computing frontier sets. Our previous algorithm, required O(N 3) space in the number of cells, to store pre-computed frontier sets. Our new algorithm precomputes an enhanced potentially visible set that requires only O(N 2) space and then computes frontiers only as needed. Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge. Anthony Steed, Cameron Angus |
VR | 2 |