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Yury Degtyarev

dblp:162/5535 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.522016
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
0.212016
Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.212016
Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction
0.212016
Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
real-time volumetric reconstruction
0.212016
Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
volumetric fusion
0.212016
Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016
Virtual and augmented reality › telepresence
3d telepresence
0.212016
Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016
Virtual and augmented reality
telepresence
0.212016
Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016
Virtual and augmented reality › immersive display
head-mounted display
0.212015
Demo: Irides: Attaining Quality, Responsiveness and Mobility for Virtual Reality Head-mounted Displays · MobiSys 2015
Cloud and datacenter computing › cloud applications
cloud gaming
0.212015
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015
Immersive interaction
augmented reality interaction
0.112016
Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016
Edge and fog computing › latency minimization
low-latency interaction
0.112015
Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming · MobiSys 2015
Network performance modeling
round trip time
0.112015
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
YearPublicationVenuePosition
2016 Holoportation: Virtual 3D Teleportation in Real-time
abstract
We 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
UIST6
2016 Fusion4D: real-time performance capture of challenging scenes
abstract
We 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 Displays
abstract
No abstract available.
Yury Degtyarev, Eduardo Cuervo Laffaye, David Chu
MobiSys1
2015 Outatime: Using Speculation to Enable Low-Latency Continuous Interaction for Mobile Cloud Gaming
abstract
Gaming 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
MobiSys5