Demo Data from VLDB 2026 / reviewers in the wild / expert
Alex Locher
dblp:159/2156
· DBLP profile ↗
5ranked-venue papers
5as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-authorArtificial intelligence and machine learning · 2 · 2 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.
| Artificial intelligence
2 papers |
3D vision · 100% | |
| Computer graphics and multimedia
1 paper |
Geometric modeling and processing · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › structure from motion
incremental structure from motion |
0.3 | 1 | 2018 | Progressive Structure from Motion · ECCV (4) 2018 |
Computer vision › 3D vision
structure from motion |
0.3 | 1 | 2018 | Progressive Structure from Motion · ECCV (4) 2018 |
Computer vision › 3D vision
3d reconstruction |
0.2 | 1 | 2016 | Progressive Prioritized Multi-view Stereo · CVPR 2016 |
Computer vision › 3D vision › 3d reconstruction › point cloud reconstruction
dense point cloud reconstruction |
0.2 | 1 | 2016 | Progressive Prioritized Multi-view Stereo · CVPR 2016 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.2 | 1 | 2016 | Progressive Prioritized Multi-view Stereo · CVPR 2016 |
Geometric modeling and processing
3d reconstruction |
0.1 | 1 | 2018 | Progressive Structure from Motion · ECCV (4) 2018 |
Methods — techniques the papers use, named apart from their topics
progressive reconstruction · 0.7priority scheme · 0.2patch-based multi-view stereo · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Progressive Structure from Motion
Alex Locher, Michal Havlena, Luc Van Gool |
ECCV (4) | 1 |
| 2016 | Progressive 3D Modeling All the WayabstractThis work proposes a method bridging the existing gap between progressive sparse 3D reconstruction (incremental Structure from Motion) and progressive point based dense 3D reconstruction (Multi-View Stereo). The presented algorithm is capable of adapting an existing dense 3D model to changes such as the addition or removal of new images, the merge of scene parts, or changes in the underlying camera calibration. The existing 3D model is transformed as consistently as possible and the structure is reused as much as possible without sacrificing the accuracy and/or completeness of the final result. A significant decrease in runtime is achieved compared to the re-computation of a new dense point cloud from scratch. We demonstrate the performance of the algorithm in various experiments on publicly available datasets of different sizes and compare it to the baseline. The work interacts seamlessly with publicly available software enabling an integrated progressive 3D modeling pipeline. Alex Locher, Michal Havlena, Luc Van Gool |
3DV | 1 |
| 2016 | Progressive Prioritized Multi-view StereoabstractThis work proposes a progressive patch based multiview stereo algorithm able to deliver a dense point cloud at any time. This enables an immediate feedback on the reconstruction process in a user centric scenario. With increasing processing time, the model is improved in terms of resolution and accuracy. The algorithm explicitly handles input images with varying effective scale and creates visually pleasing point clouds. A priority scheme assures that the limited computational power is invested in scene parts, where the user is most interested in or the overall error can be reduced the most. The architecture of the proposed pipeline allows fast processing times in large scenes using a pure open-source CPU implementation. We show the performance of our algorithm on challenging standard datasets as well as on real-world scenes and compare it to the baseline. Alex Locher, Michal Perdoch, Luc Van Gool |
CVPR | 1 |
| 2016 | Mobile phone and cloud - A dream team for 3D reconstructionabstractRecently, Structure-from-Motion pipelines (SfM) for the 3D reconstruction of scenes from images were pushed from desktop computers onto mobile devices, like phones or tablets. However, mobile devices offer much more than just necessary computational power. A combination of handheld device with camera, display and full connectivity entails possibilities for an on-line 3D reconstruction that would have been difficult to implement otherwise. In this work, we propose a combination of a regular mobile phone as frontend with a centralized server plus annex cloud as backend for collaborative, on-line 3D reconstruction. We illustrate few advantages of this combination of a myriad of new possibilities: First, we automatically balance computational load between the frontend and the backend depending on battery autonomy and available bandwidth. Second, we select the best of algorithms given the available resources to obtain better 3D models. Finally, we allow for collaborative modeling in order to arrive at more complete and more detailed models, especially when the objects or scenes are big. This paper presents an implementation of such a joint mobile-cloud modeling approach and demonstrates its advantages via real-life reconstructions. Alex Locher, Michal Perdoch, Hayko Riemenschneider, Luc Van Gool |
WACV | 1 |
| 2014 | Reconstruction of Inextensible Surfaces on a Budget via BootstrappingabstractMany methods for 3D reconstruction of deformable surfaces from a monocular view rely on inextensibility constraints. An interesting application with commercial potential lies in augmented reality in portable and wearable devices. Such applications add an additional challenge to the 3D reconstruction, since in portable platforms the availability of resources is limited and not always guaranteed. Towards this goal, we introduce a method to deliver the best possible 3D reconstruction of the deformable surface at any time. Since computational resources may vary, it is decided on-the-fly when to stop the reconstruction algorithm. We use an efficient optimization method to quickly deliver the reconstructed surface. We introduce bootstrapping to improve the robustness of the efficient 3D reconstruction algorithm by merging multiple versions of the reconstructed surface. Also, these multiple 3D surfaces can be used to estimate the confidence of the reconstruction. In a series of experiments, in both synthetic and real data, we show that our method is effective for timely reconstruction of 3D surfaces. Alex Locher, Lennart Elsen, Xavier Boix, Luc Van Gool |
3DV | 1 |