VLDB 2026 Research / reviewers in the wild / expert
Yury Degtyarev
dblp:162/5535
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 2 · 1 first-authorGraphics, 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.
| Artificial intelligence
2 papers |
3D vision · 100% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 84% Computer animation and physical simulation · 9% Multimedia systems and quality of experience · 8% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% | |
| Computer networks
1 paper |
Edge and fog computing · 50% Network performance modeling · 50% |
Topics — the 13 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.5 | 2 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Computer vision › 3D vision › motion capture
human performance capture |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
real-time volumetric reconstruction |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
volumetric fusion |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Virtual and augmented reality › telepresence
3d telepresence |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Virtual and augmented reality
telepresence |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Virtual and augmented reality › immersive display
head-mounted display |
0.2 | 1 | 2015 | Demo: Irides: Attaining Quality, Responsiveness and Mobility for Virtual Reality Head-mounted Displays · MobiSys 2015 |
Cloud and datacenter computing › cloud applications
cloud gaming |
0.2 | 1 | 2015 | Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015 |
Immersive interaction
augmented reality interaction |
0.1 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Edge and fog computing › latency minimization
low-latency interaction |
0.1 | 1 | 2015 | Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015 |
Network performance modeling
round trip time |
0.1 | 1 | 2015 | Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015 |
Methods — techniques the papers use, named apart from their topics
qualitative study · 0.8depth camera · 0.8volumetric fusion · 0.5non-rigid registration · 0.5speculative execution · 0.4speculation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Holoportation: Virtual 3D Teleportation in Real-timeabstractWe present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium. Sergio Orts, Christoph Rhemann, Sean Ryan Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim 0002, Philip Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles T. Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien P. C. Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, Shahram Izadi |
UIST | 6 |
| 2016 | Fusion4D: real-time performance capture of challenging scenesabstractWe contribute a new pipeline for live multi-view performance capture, generating temporally coherent high-quality reconstructions in real-time. Our algorithm supports both incremental reconstruction, improving the surface estimation over time, as well as parameterizing the nonrigid scene motion. Our approach is highly robust to both large frame-to-frame motion and topology changes, allowing us to reconstruct extremely challenging scenes. We demonstrate advantages over related real-time techniques that either deform an online generated template or continually fuse depth data nonrigidly into a single reference model. Finally, we show geometric reconstruction results on par with offline methods which require orders of magnitude more processing time and many more RGBD cameras. Mingsong Dou, Sameh Khamis, Yury Degtyarev, Philip Davidson, Sean Ryan Fanello, Adarsh Kowdle, Sergio Orts, Christoph Rhemann, David Kim 0002, Jonathan Taylor 0001, Pushmeet Kohli, Vladimir Tankovich, Shahram Izadi |
ACM Trans. Graph. | 3 |
| 2015 | Demo: Irides: Attaining Quality, Responsiveness and Mobility for Virtual Reality Head-mounted DisplaysabstractNo abstract available. Yury Degtyarev, Eduardo Cuervo Laffaye, David Chu |
MobiSys | 1 |
| 2015 | Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud GamingabstractGaming on phones, tablets and laptops is very popular. Cloud gaming - where remote servers perform game execution and rendering on behalf of thin clients that simply send input and display output frames - promises any device the ability to play any game any time. Unfortunately, the reality is that wide-area network latencies are often prohibitive; cellular, Wi-Fi and even wired residential end host round trip times (RTTs) can exceed 100ms, a threshold above which many gamers tend to deem responsiveness unacceptable. Kyungmin Lee, David Chu, Eduardo Cuervo Laffaye, Johannes Kopf 0001, Yury Degtyarev, Sergey Grizan, Alec Wolman, Jason Flinn |
MobiSys | 5 |