Demo Data from VLDB 2026 / reviewers in the wild / expert
Suhib Alsisan
dblp:120/8369
· DBLP profile ↗
5ranked-venue papers
0as first author
3since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021
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
5 papers |
Rendering · 51% Computational photography and imaging · 34% Geometric modeling and processing · 10% | |
| Artificial intelligence
3 papers |
3D vision · 81% Generative modeling · 19% |
Topics — the 22 heaviest of 23, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing › mesh processing
mesh simplification |
0.8 | 1 | 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024 |
Rendering › real-time rendering
mobile rendering |
0.8 | 1 | 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024 |
Rendering
neural rendering |
0.8 | 1 | 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024 |
Rendering
real-time rendering |
0.8 | 1 | 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time Rendering · CVPR 2024 |
Computational photography and imaging › 3d imaging
3d photography |
0.7 | 2 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 Casual 3D photography · ACM Trans. Graph. 2017 |
Computer vision › 3D vision
depth estimation |
0.7 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Machine learning › Generative modeling
diffusion model |
0.7 | 1 | 2023 | Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023 |
Computer vision › 3D vision
novel view synthesis |
0.7 | 1 | 2023 | Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023 |
Computer vision › 3D vision › depth estimation
stereo depth estimation |
0.7 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Computational photography and imaging
computational photography |
0.7 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Rendering
novel view synthesis |
0.7 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Computational photography and imaging
depth estimation |
0.4 | 1 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 |
Rendering
image-based rendering |
0.4 | 1 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 |
Rendering › image-based rendering
layered depth image |
0.4 | 1 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 |
Computational photography and imaging › depth estimation
monocular depth estimation |
0.4 | 1 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 |
Computer vision › 3D vision › depth estimation
dense depth estimation |
0.3 | 1 | 2017 | Casual 3D photography · ACM Trans. Graph. 2017 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.3 | 1 | 2017 | Casual 3D photography · ACM Trans. Graph. 2017 |
Computational photography and imaging
image stitching |
0.3 | 1 | 2017 | Casual 3D photography · ACM Trans. Graph. 2017 |
Computer vision › 3D vision › depth estimation
monocular depth estimation |
0.2 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Virtual and augmented reality
immersive experience |
0.2 | 1 | 2023 | Consistent View Synthesis with Pose-Guided Diffusion Models · CVPR 2023 |
Embedded and real-time systems
on-device inference |
0.2 | 1 | 2023 | A Practical Stereo Depth System for Smart Glasses · CVPR 2023 |
Image and video processing › image restoration
image inpainting |
0.1 | 1 | 2020 | One shot 3D photography · ACM Trans. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
stereo rectification · 2.0monocular depth estimation · 2.0epipolar constraint · 1.3diffusion model · 1.3attention · 1.3neural SDF baking · 0.8differentiable rendering · 0.8appearance-geometry refinement · 0.8mobile optimization · 0.4inpainting network · 0.4structure from motion · 0.3rasterization pipeline · 0.3multi-view stereo · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | LTM: Lightweight Textured Mesh Extraction and Refinement of Large Unbounded Scenes for Efficient Storage and Real-Time RenderingabstractAdvancements in neural signed distance fields (SDFs) have enabled modeling 3D surface geometry from a set of 2D images of real-world scenes. Baking neural SDFs can extract explicit mesh with appearance baked into texture maps as neural features. The baked meshes still have a large memory footprint and require a powerful GPU for real-time rendering. Neural optimization of such large meshes with differentiable rendering pose significant challenges. We propose a method to produce optimized meshes for large unbounded scenes with low triangle budget and high fidelity of geometry and appearance. We achieve this by combining advancements in baking neural SDFs with classical mesh simplification techniques and proposing a joint appearance-geometry refinement step. The visual quality is comparable to or better than state-of-the-art neural meshing and baking methods with high geometric accuracy despite significant reduction in triangle count, making the produced meshes efficient for storage, transmission, and rendering on mobile hardware. We validate the effectiveness of the proposed method on large unbounded scenes from mip-NeRF 360, Tanks & Temples, and Deep Blending datasets, achieving at-par rendering quality with 73 x reduced triangles and 11 x reduction in memory footprint. Rajvi Shah, Qinbo Li, Yipeng Wang 0018, Ayush Saraf, Changil Kim 0001, Jia-Bin Huang 0001, Dinesh Manocha, Suhib Alsisan, Johannes Kopf 0001 |
CVPR | 9 |
| 2023 | Consistent View Synthesis with Pose-Guided Diffusion ModelsabstractNovel view synthesis from a single image has been a cornerstone problem for many Virtual Reality applications that provide immersive experiences. However, most existing techniques can only synthesize novel views within a limited range of camera motion or fail to generate consistent and high-quality novel views under significant camera movement. In this work, we propose a pose-guided diffusion model to generate a consistent long-term video of novel views from a single image. We design an attention layer that uses epipolar lines as constraints to facilitate the association between different viewpoints. Experimental results on synthetic and real-world datasets demonstrate the effectiveness of the proposed diffusion model against state-of-the-art transformer-based and GAN-based approaches. More qualitative results are available at https://poseguided-diffusion.github.io/. Hung-Yu Tseng, Qinbo Li, Changil Kim 0001, Suhib Alsisan, Jia-Bin Huang 0001, Johannes Kopf 0001 |
CVPR | 4 |
| 2023 | A Practical Stereo Depth System for Smart GlassesabstractWe present the design of a productionized end-to-end stereo depth sensing system that does pre-processing, online stereo rectification, and stereo depth estimation with a fallback to monocular depth estimation when rectification is unreliable. The output of our depth sensing system is then used in a novel view generation pipeline to create 3D computational photography effects using point-of-view images captured by smart glasses. All these steps are executed on-device on the stringent compute budget of a mobile phone, and because we expect the users can use a wide range of smartphones, our design needs to be general and cannot be dependent on a particular hardware or ML accelerator such as a smartphone GPU. Although each of these steps is well studied, a description of a practical system is still lacking. For such a system, all these steps need to work in tandem with one another and fallback gracefully on failures within the system or less than ideal input data. We show how we handle unforeseen changes to calibration, e.g., due to heat, robustly support depth estimation in the wild, and still abide by the memory and latency constraints required for a smooth user experience. We show that our trained models are fast, and run in less than 1s on a six-year-old Samsung Galaxy S8 phone's CPU. Our models generalize well to unseen data and achieve good results on Middlebury and in-the-wild images captured from the smart glasses. Jialiang Wang 0001, Daniel Scharstein, Akash Bapat, Kevin Matzen, Matthew Yu, Jonathan Lehman, Suhib Alsisan, Yanghan Wang, Sam S. Tsai, Jan-Michael Frahm, Peter Vajda, Michael F. Cohen, Matthew Uyttendaele |
CVPR | 7 |
| 2020 | One shot 3D photographyabstract3D photography is a new medium that allows viewers to more fully experience a captured moment. In this work, we refer to a 3D photo as one that displays parallax induced by moving the viewpoint (as opposed to a stereo pair with a fixed viewpoint). 3D photos are static in time, like traditional photos, but are displayed with interactive parallax on mobile or desktop screens, as well as on Virtual Reality devices, where viewing it also includes stereo. We present an end-to-end system for creating and viewing 3D photos, and the algorithmic and design choices therein. Our 3D photos are captured in a single shot and processed directly on a mobile device. The method starts by estimating depth from the 2D input image using a new monocular depth estimation network that is optimized for mobile devices. It performs competitively to the state-of-the-art, but has lower latency and peak memory consumption and uses an order of magnitude fewer parameters. The resulting depth is lifted to a layered depth image, and new geometry is synthesized in parallax regions. We synthesize color texture and structures in the parallax regions as well, using an inpainting network, also optimized for mobile devices, on the LDI directly. Finally, we convert the result into a mesh-based representation that can be efficiently transmitted and rendered even on low-end devices and over poor network connections. Altogether, the processing takes just a few seconds on a mobile device, and the result can be instantly viewed and shared. We perform extensive quantitative evaluation to validate our system and compare its new components against the current state-of-the-art. Johannes Kopf 0001, Kevin Matzen, Suhib Alsisan, Ocean Quigley, Francis Ge, Yangming Chong, Josh Patterson, Jan-Michael Frahm, Matthew Yu, Peizhao Zhang, Peter Vajda, Ayush Saraf, Michael F. Cohen |
ACM Trans. Graph. | 3 |
| 2017 | Casual 3D photographyabstractWe present an algorithm that enables casual 3D photography. Given a set of input photos captured with a hand-held cell phone or DSLR camera, our algorithm reconstructs a 3D photo , a central panoramic, textured, normal mapped, multi-layered geometric mesh representation. 3D photos can be stored compactly and are optimized for being rendered from viewpoints that are near the capture viewpoints. They can be rendered using a standard rasterization pipeline to produce perspective views with motion parallax. When viewed in VR, 3D photos provide geometrically consistent views for both eyes. Our geometric representation also allows interacting with the scene using 3D geometry-aware effects, such as adding new objects to the scene and artistic lighting effects. Our 3D photo reconstruction algorithm starts with a standard structure from motion and multi-view stereo reconstruction of the scene. The dense stereo reconstruction is made robust to the imperfect capture conditions using a novel near envelope cost volume prior that discards erroneous near depth hypotheses. We propose a novel parallax-tolerant stitching algorithm that warps the depth maps into the central panorama and stitches two color-and-depth panoramas for the front and back scene surfaces. The two panoramas are fused into a single non-redundant, well-connected geometric mesh. We provide videos demonstrating users interactively viewing and manipulating our 3D photos. Peter Hedman, Suhib Alsisan, Richard Szeliski, Johannes Kopf 0001 |
ACM Trans. Graph. | 2 |