Demo Data from VLDB 2026 / reviewers in the wild / expert
Murat Arikan
dblp:125/7962
· DBLP profile ↗
4ranked-venue papers
3as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 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 graphics and multimedia
4 papers |
Geometric modeling and processing · 80% Rendering · 16% Visualization and visual analytics · 4% |
Topics — the 8 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Geometric modeling and processing
surface reconstruction |
0.5 | 3 | 2016 | Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014 Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014 Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction · IEEE Trans. Vis. Comput. Graph. 2016 |
Geometric modeling and processing › surface reconstruction
point cloud reconstruction |
0.4 | 2 | 2014 | Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014 O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Rendering › image-based rendering
depth-image-based rendering |
0.2 | 1 | 2016 | Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction · IEEE Trans. Vis. Comput. Graph. 2016 |
Geometric modeling and processing › shape modeling
interactive modeling |
0.2 | 1 | 2013 | O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Geometric modeling and processing › surface reconstruction › mesh reconstruction
polygonal mesh reconstruction |
0.2 | 1 | 2013 | O-snap: Optimization-based snapping for modeling architecture · ACM Trans. Graph. 2013 |
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
large-scale scene reconstruction |
0.1 | 1 | 2016 | Multi-Depth-Map Raytracing for Efficient Large-Scene Reconstruction · IEEE Trans. Vis. Comput. Graph. 2016 |
Geometric modeling and processing › surface reconstruction
normal reconstruction |
0.1 | 1 | 2014 | Continuous projection for fast L1 reconstruction · ACM Trans. Graph. 2014 |
Visualization and visual analytics › 3d visualization
point cloud visualization |
0.1 | 1 | 2014 | Large-Scale Point-Cloud Visualization through Localized Textured Surface Reconstruction · IEEE Trans. Vis. Comput. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
point-to-image assignment · 0.2graph-cut optimization · 0.2seamless texture generation · 0.2patch stitching · 0.2gaussian mixture · 0.2continuous projection operator · 0.2planar primitive fitting · 0.2adjacency relation discovery · 0.2RANSAC · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Multi-Depth-Map Raytracing for Efficient Large-Scene ReconstructionabstractWith the enormous advances of the acquisition technology over the last years, fast processing and high-quality visualization of large point clouds have gained increasing attention. Commonly, a mesh surface is reconstructed from the point cloud and a high-resolution texture is generated over the mesh from the images taken at the site to represent surface materials. However, this global reconstruction and texturing approach becomes impractical with increasing data sizes. Recently, due to its potential for scalability and extensibility, a method for texturing a set of depth maps in a preprocessing and stitching them at runtime has been proposed to represent large scenes. However, the rendering performance of this method is strongly dependent on the number of depth maps and their resolution. Moreover, for the proposed scene representation, every single depth map has to be textured by the images, which in practice heavily increases processing costs. In this paper, we present a novel method to break these dependencies by introducing an efficient raytracing of multiple depth maps. In a preprocessing phase, we first generate high-resolution textured depth maps by rendering the input points from image cameras and then perform a graph-cut based optimization to assign a small subset of these points to the images. At runtime, we use the resulting point-to-image assignments (1) to identify for each view ray which depth map contains the closest ray-surface intersection and (2) to efficiently compute this intersection point. The resulting algorithm accelerates both the texturing and the rendering of the depth maps by an order of magnitude. Murat Arikan, Reinhold Preiner, Michael Wimmer 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | Continuous projection for fast L1 reconstructionabstractWith better and faster acquisition devices comes a demand for fast robust reconstruction algorithms, but no L 1 -based technique has been fast enough for online use so far. In this paper, we present a novel continuous formulation of the weighted locally optimal projection (WLOP) operator based on a Gaussian mixture describing the input point density. Our method is up to 7 times faster than an optimized GPU implementation of WLOP, and achieves interactive frame rates for moderately sized point clouds. We give a comprehensive quality analysis showing that our continuous operator achieves a generally higher reconstruction quality than its discrete counterpart. Additionally, we show how to apply our continuous formulation to spherical mixtures of normal directions, to also achieve a fast robust normal reconstruction. Reinhold Preiner, Oliver Mattausch, Murat Arikan, Renato Pajarola, Michael Wimmer 0001 |
ACM Trans. Graph. | 3 |
| 2014 | Large-Scale Point-Cloud Visualization through Localized Textured Surface ReconstructionabstractIn this paper, we introduce a novel scene representation for the visualization of large-scale point clouds accompanied by a set of high-resolution photographs. Many real-world applications deal with very densely sampled point-cloud data, which are augmented with photographs that often reveal lighting variations and inaccuracies in registration. Consequently, the high-quality representation of the captured data, i.e., both point clouds and photographs together, is a challenging and time-consuming task. We propose a two-phase approach, in which the first (preprocessing) phase generates multiple overlapping surface patches and handles the problem of seamless texture generation locally for each patch. The second phase stitches these patches at render-time to produce a high-quality visualization of the data. As a result of the proposed localization of the global texturing problem, our algorithm is more than an order of magnitude faster than equivalent mesh-based texturing techniques. Furthermore, since our preprocessing phase requires only a minor fraction of the whole data set at once, we provide maximum flexibility when dealing with growing data sets. Murat Arikan, Reinhold Preiner, Claus Scheiblauer, Stefan Jeschke, Michael Wimmer 0001 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2013 | O-snap: Optimization-based snapping for modeling architectureabstractIn this article, we introduce a novel reconstruction and modeling pipeline to create polygonal models from unstructured point clouds. We propose an automatic polygonal reconstruction that can then be interactively refined by the user. An initial model is automatically created by extracting a set of RANSAC-based locally fitted planar primitives along with their boundary polygons, and then searching for local adjacency relations among parts of the polygons. The extracted set of adjacency relations is enforced to snap polygon elements together, while simultaneously fitting to the input point cloud and ensuring the planarity of the polygons. This optimization-based snapping algorithm may also be interleaved with user interaction. This allows the user to sketch modifications with coarse and loose 2D strokes, as the exact alignment of the polygons is automatically performed by the snapping. The generated models are coarse, offer simple editing possibilities by design, and are suitable for interactive 3D applications like games, virtual environments, etc. The main innovation in our approach lies in the tight coupling between interactive input and automatic optimization, as well as in an algorithm that robustly discovers the set of adjacency relations. Murat Arikan, Michael Schwärzler, Simon Flöry, Michael Wimmer 0001, Stefan Maierhofer |
ACM Trans. Graph. | 1 |