Demo Data from VLDB 2026 / reviewers in the wild / expert
Nikolaos Zioulis
dblp:169/3433
· DBLP profile ↗
22ranked-venue papers
5as first author
7since 2021 · last 2025
0000-0002-7898-9344ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 3 since 2021Artificial intelligence and machine learning · 8 · 2 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 1 since 2021Systems, architecture and hardware · 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.
| Computer graphics and multimedia
5 papers |
Computer animation and physical simulation · 49% Image and video processing · 30% Virtual and augmented reality · 11% | |
| Artificial intelligence
4 papers |
3D vision · 94% Robot navigation and mapping · 6% | |
| Human-computer interaction and pervasive computing
2 papers |
Immersive interaction · 48% Human-robot interaction · 26% Wearable and physiological sensing · 26% |
Topics — the 14 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
motion capture |
0.6 | 2 | 2022 | A Low-cost & Realtime Motion Capture System · CVPR 2022 A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and Games · ACM Multimedia 2015 |
Computer animation and physical simulation › motion capture
marker-based motion capture |
0.6 | 1 | 2022 | A Low-cost & Realtime Motion Capture System · CVPR 2022 |
Computer vision › 3D vision › 3d reconstruction
volumetric capture |
0.4 | 1 | 2020 | Deep Soft Procrustes for Markerless Volumetric Sensor Alignment · VR 2020 |
Image and video processing › image restoration › image denoising
depth denoising |
0.4 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Image and video processing › image restoration
image denoising |
0.4 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Computer vision › 3D vision
depth estimation |
0.3 | 1 | 2018 | OmniDepth: Dense Depth Estimation for Indoors Spherical Panoramas · ECCV (6) 2018 |
Computer vision › 3D vision › depth estimation
panoramic depth estimation |
0.3 | 1 | 2018 | OmniDepth: Dense Depth Estimation for Indoors Spherical Panoramas · ECCV (6) 2018 |
Immersive interaction › mixed reality
augmented virtuality |
0.3 | 1 | 2018 | Augmented VR · VR 2018 |
Computer vision › 3D vision
camera pose estimation |
0.3 | 1 | 2017 | Improving Camera Pose Estimation via Temporal EWA Surfel Splatting · ISMAR 2017 |
Wearable and physiological sensing
inertial sensing |
0.2 | 1 | 2015 | A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and Games · ACM Multimedia 2015 |
Virtual and augmented reality › virtual reality
interactive VR |
0.2 | 1 | 2022 | A Low-cost & Realtime Motion Capture System · CVPR 2022 |
Geometric modeling and processing
3d reconstruction |
0.1 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Computer vision › 3D vision › depth estimation
dense depth estimation |
0.1 | 1 | 2018 | OmniDepth: Dense Depth Estimation for Indoors Spherical Panoramas · ECCV (6) 2018 |
Robotics › Robot navigation and mapping
SLAM |
0.1 | 1 | 2017 | Improving Camera Pose Estimation via Temporal EWA Surfel Splatting · ISMAR 2017 |
Methods — techniques the papers use, named apart from their topics
segmentation · 0.9procrustes analysis · 0.9deep learning · 0.9photometric supervision · 0.8differentiable rendering · 0.8convolutional autoencoder · 0.8real-time transmission · 0.73d media compression · 0.7data-driven denoising · 0.6inverse kinematics · 0.4spherical convolution · 0.3surfel splatting · 0.3elliptical weighted average · 0.3sensor fusion · 0.2kinect · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | From bias to balance: Leverage representation learning for bias-free MoCap solving
Georgios Albanis, Nikolaos Zioulis, Spyridon Thermos, Anargyros Chatzitofis, Kostas Kolomvatsos |
Comput. Vis. Image Underst. | 2 |
| 2024 | BundleMoCap++: Efficient, robust and smooth motion capture from sparse multiview videos
Georgios Albanis, Nikolaos Zioulis, Kostas Kolomvatsos |
Comput. Vis. Image Underst. | 2 |
| 2022 | A Low-cost & Realtime Motion Capture SystemabstractTraditional marker-based motion capture requires excessive and specialized equipment, hindering accessibility and wider adoption. In this work, we demonstrate such a system but rely on a very sparse set of low-cost consumer-grade sensors. Our system exploits a data-driven backend to infer the captured subject's joint positions from noisy marker estimates in real-time. In addition to reduced costs and portability, its inherent denoising nature allows for quicker captures by alleviating the need for precise marker placement and post-processing, making it suitable for interactive virtual reality applications. Anargyros Chatzitofis, Georgios Albanis, Nikolaos Zioulis, Spyridon Thermos |
CVPR | 3 |
| 2022 | Serverless streaming for emerging media: towards 5G network-driven cost optimization
Konstantinos Konstantoudakis, David Breitgand, Alexandros Doumanoglou, Nikolaos Zioulis, Avi Weit, Kyriaki Christaki, Petros Drakoulis, Emmanouil Christakis, Dimitrios Zarpalas, Petros Daras |
Multim. Tools Appl. | 4 |
| 2021 | Zeroth-order optimizer benchmarking for 3D performance capture: a real-world use case analysisabstractIn the field of 3D Human Performance Capture, a high-quality 3D scan of the performer is rigged and skinned to an animatable 3D template mesh that is subsequently fitted to the captured performance's RGB-D data. Template fitting is accomplished via solving for the template's pose parameters that better explain the performance data at each recorded frame. In this paper, we challenge open implementations of zeroth-order optimizers to solve the template fitting problem in a human performance capture dataset. The objective function that we employ approximates, the otherwise costly to evaluate, 3D RMS hausdorff distance between the animated template and the 3D mesh reconstructed from the depth data (target mesh) at an individual recorded frame. We distinguish and benchmark the optimizers, in three different real-world scenarios, two of which are based on the geometric proximity of the template to the target in individual frames, while in the third one we fit the template sequentially to all target frames of the recorded sequence. Conclusions of this work can serve as a reference for future optimizer implementations and our findings can server as a baseline for future multi-objective optimization approaches. We make part of our benchmark and experiment setup publicly available (https://github.com/VCL3D/nevergrad, https://github.com/VCL3D/PerformanceCapture/releases/). Alexandros Doumanoglou, Petros Drakoulis, Kyriaki Christaki, Nikolaos Zioulis, Vladimiros Sterzentsenko, Antonis Karakottas, Dimitrios Zarpalas, Petros Daras |
GECCO | 4 |
| 2021 | Towards User Generated AR Experiences: Enable consumers to generate their own AR experiences for planning indoor spacesabstractCommunication with a customer or future user during the planning and design phase is crucial in applications such as interior design and furniture retailing. Augmented Reality (AR) has the potential to make these communication processes highly effective and provide a better experience for the customer. Current AR authoring solutions are quite complex and require manually creating scenes or rely on objects prepared with even more complex applications such as CAD tools. However, both design experts and their customers often lack the IT skills to use these tools. In addition, many practical cases involve changing reality rather than just adding to it, thus requiring the use of Diminished Reality (DR) technologies. This paper presents a comprehensive analysis of the requirements of both professionals and consumers (gathered using user surveys and individual interviews) for a lightweight and automated authoring process of AR and DR experiences, deriving a set of requirements that can be aligned with state of the art technologies and identifying a number of challenges for AR research. Richard Whitehand, Georgios Albanis, Nikolaos Zioulis, Werner Bailer, Dimitrios Zarpalas, Petros Daras |
IMX | 3 |
| 2021 | Single-shot cuboids: Geodesics-based end-to-end Manhattan aligned layout estimation from spherical panoramasabstractIt has been shown that global scene understanding tasks like layout estimation can benefit from wider field of views, and specifically spherical panoramas. While much progress has been made recently, all previous approaches rely on intermediate representations and postprocessing to produce Manhattan-aligned estimates. In this work we show how to estimate full room layouts in a single-shot, eliminating the need for postprocessing. Our work is the first to directly infer Manhattan-aligned outputs. To achieve this, our data-driven model exploits direct coordinate regression and is supervised end-to-end. As a result, we can explicitly add quasi-Manhattan constraints, which set the necessary conditions for a homography-based Manhattan alignment module. Finally, we introduce the geodesic heatmaps and loss and a boundary-aware center of mass calculation that facilitate higher quality keypoint estimation in the spherical domain. Our models and code are publicly available at https://github.com/VCL3D/SingleShotCuboids. Nikolaos Zioulis, Federico Alvarez, Dimitrios Zarpalas, Petros Daras |
Image Vis. Comput. | 1 |
| 2020 | Deep Soft Procrustes for Markerless Volumetric Sensor AlignmentabstractWith the advent of consumer grade depth sensors, low-cost volumetric capture systems are easier to deploy. Their wider adoption though depends on their usability and by extension on the practicality of spatially aligning multiple sensors. Most existing alignment approaches employ visual patterns, e.g. checkerboards, or markers and require high user involvement and technical knowledge. More user-friendly and easier-to-use approaches rely on markerless methods that exploit geometric patterns of a physical structure. However, current SoA approaches are bounded by restrictions in the placement and the number of sensors. In this work, we improve markerless data-driven correspondence estimation to achieve more robust and flexible multi-sensor spatial alignment. In particular, we incorporate geometric constraints in an end-to-end manner into a typical segmentation based model and bridge the intermediate dense classification task with the targeted pose estimation one. This is accomplished by a soft, differentiable procrustes analysis that regularizes the segmentation and achieves higher extrinsic calibration performance in expanded sensor placement configurations, while being unrestricted by the number of sensors of the volumetric capture system. Our model is experimentally shown to achieve similar results with marker-based methods and outperform the mark-erless ones, while also being robust to the pose variations of the calibration structure. Code and pretrained models are available at https://vcl3d.github.io/StructureNet/. Vladimiros Sterzentsenko, Alexandros Doumanoglou, Spyridon Thermos, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
VR | 4 |
| 2019 | 360° Surface Regression with a Hyper-Sphere LossabstractOmnidirectional vision is becoming increasingly relevant as more efficient 360° image acquisition is now possible. However, the lack of annotated 360° datasets has hindered the application of deep learning techniques on spherical content. This is further exaggerated on tasks where ground truth acquisition is difficult, such as monocular surface estimation. While recent research approaches on the 2D domain overcome this challenge by relying on generating normals from depth cues using RGB-D sensors, this is very difficult to apply on the spherical domain. In this work, we address the unavailability of sufficient 360° ground truth normal data, by leveraging existing 3D datasets and remodelling them via rendering. We present a dataset of 360° images of indoor spaces with their corresponding ground truth surface normal, and train a deep convolutional neural network (CNN) on the task of monocular 360° surface estimation. We achieve this by minimizing a novel angular loss function defined on the hyper-sphere using simple quaternion algebra. We put an effort to appropriately compare with other state of the art methods trained on planar datasets and finally, present the practical applicability of our trained model on a spherical image re-lighting task using completely unseen data by qualitatively showing the promising generalization ability of our dataset and model. Antonis Karakottas, Nikolaos Zioulis, Stamatis Samaras, Dimitrios Ataloglou, Vasileios Gkitsas, Dimitrios Zarpalas, Petros Daras |
3DV | 2 |
| 2019 | Spherical View Synthesis for Self-Supervised 360° Depth EstimationabstractLearning based approaches for depth perception are limited by the availability of clean training data. This has led to the utilization of view synthesis as an indirect objective for learning depth estimation using efficient data acquisition procedures. Nonetheless, most research focuses on pinhole based monocular vision, with scarce works presenting results for omnidirectional input. In this work, we explore spherical view synthesis for learning monocular 360 depth in a self-supervised manner and demonstrate its feasibility. Under a purely geometrically derived formulation we present results for horizontal and vertical baselines, as well as for the trinocular case. Further, we show how to better exploit the expressiveness of traditional CNNs when applied to the equirectangular domain in an efficient manner. Finally, given the availability of ground truth depth data, our work is uniquely positioned to compare view synthesis against direct supervision in a consistent and fair manner. The results indicate that alternative research directions might be better suited to enable higher quality depth perception. Our data, models and code are publicly available at https://vcl3d.github.io/SphericalViewSynthesis/. Nikolaos Zioulis, Antonis Karakottas, Dimitrios Zarpalas, Federico Alvarez, Petros Daras |
3DV | 1 |
| 2019 | Self-Supervised Deep Depth DenoisingabstractDepth perception is considered an invaluable source of information for various vision tasks. However, depth maps acquired using consumer-level sensors still suffer from non-negligible noise. This fact has recently motivated researchers to exploit traditional filters, as well as the deep learning paradigm, in order to suppress the aforementioned non-uniform noise, while preserving geometric details. Despite the effort, deep depth denoising is still an open challenge mainly due to the lack of clean data that could be used as ground truth. In this paper, we propose a fully convolutional deep autoencoder that learns to denoise depth maps, surpassing the lack of ground truth data. Specifically, the proposed autoencoder exploits multiple views of the same scene from different points of view in order to learn to suppress noise in a self-supervised end-to-end manner using depth and color information during training, yet only depth during inference. To enforce self-supervision, we leverage a differentiable rendering technique to exploit photometric supervision, which is further regularized using geometric and surface priors. As the proposed approach relies on raw data acquisition, a large RGB-D corpus is collected using Intel RealSense sensors. Complementary to a quantitative evaluation, we demonstrate the effectiveness of the proposed self-supervised denoising approach on established 3D reconstruction applications. Code is avalable at https://github.com/VCL3D/DeepDepthDenoising. Vladimiros Sterzentsenko, Leonidas Saroglou, Anargyros Chatzitofis, Spyridon Thermos, Nikolaos Zioulis, Alexandros Doumanoglou, Dimitrios Zarpalas, Petros Daras |
ICCV | 5 |
| 2019 | Space Wars: An AugmentedVR Game
Kyriaki Christaki, Konstantinos C. Apostolakis, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
MMM (2) | 4 |
| 2019 | Subjective Visual Quality Assessment of Immersive 3D Media Compressed by Open-Source Static 3D Mesh Codecs
Kyriaki Christaki, Emmanouil Christakis, Petros Drakoulis, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
MMM (1) | 5 |
| 2018 | OmniDepth: Dense Depth Estimation for Indoors Spherical Panoramas
Nikolaos Zioulis, Antonis Karakottas, Dimitrios Zarpalas, Petros Daras |
ECCV (6) | 1 |
| 2018 | Subjective quality assessment of textured human full-body 3D-reconstructionsabstractGeometry and texture resolution are two common system parameters of any modern volumetric 3D reconstruction pipeline. In tele-immersive applications, besides their apparent impact on the visual quality of the output 3D mesh, their absolute values implicitly influence the computational load of the whole tele-immersion pipeline from acquisition to 3D reconstruction, compression and transmission. Thus, tuning those parameters to an optimal combination has evident benefits. In this paper, we conduct a subjective experiment to assess the visual quality of textured human 3D-reconstructed meshes that are produced by a volumetric 3D reconstruction algorithm as a joint function of the geometry and texture resolution production parameters. The experiment is based on the forced choice pairwise comparison methodology on pre-rendered views of the real-time reconstructed meshes within the context of human performance capture. We analyze the pairwise comparison data and establish a ranking of the parameter space and, thus also, a mapping from the parameters to the subjective visual quality. The results of this study may be utilized to tune the parameters of the real-time 3D reconstruction pipeline, optimizing for the best balance between visual quality, bandwidth and overall performance. Alexandros Doumanoglou, Nikolaos Zioulis, Emmanouil Christakis, Dimitrios Zarpalas, Petros Daras |
QoMEX | 2 |
| 2018 | Towards Serverless NFV for 5G Media ApplicationsabstractThe advent of virtualization and IaaS have revolutionized the telecom industry via SDN/NFV. A new wave of cloud-native PaaS promises to further improve SDN/NFV performance, portability, and cost-efficiency. In this poster, we highlight a work in progress being done in the 5G-MEDIA project [2], which pioneers the application of the serverless paradigm to NFV in the context of media intensive applications in 5G networks. Motivational use cases include tele-immersive gaming, mobile journalism and UHD content distribution. For example, consider a next-gen e-sport, in which bouts between gamers last only a few minutes. FaaS offers a clear cost-efficiency benefit for hosting such applications. An architecture is shown in Fig. 1. It includes i) an Application/Service Development Kit (SDK) to enable access to media applications development tools; ii) a Service Virtualization Platform (SVP) to run the ETSI MANO framework, the Media Service MAPE optimization component and the VIM and WIM plugins to enable NFVIs integration; iii) different NFVIs to execute media-specific VNFs. FaaS VIM is implemented for integration of FaaS with the rest of the MANO stack. It allows mixing FaaS and "regular" VNFs within the same media forwarding graph. For reference implementation, Apache OpenWhisk [1] and Kubernetes are used. The main challenge is extending the programming model to support groups of actions communicating over a network, while retaining the simplicity of FaaS. The project is supported by EU H2020 R&I program (Grant Agreement No 761699). David Breitgand, Avi Weit, Stamatia Rizou, David Griffin 0001, Ugur Acar, Gino Carrozzo, Nikolaos Zioulis, Pasquale Andriani, Francesco Iadanza |
SYSTOR | 7 |
| 2018 | Augmented VRabstractTraditional VR is mostly about headset experiences either in completely virtual environments or 360° videos. On the other hand AR has been mixing realities by inserting the virtual within the real. In this work we present the Augmented VR concept that lies at the middle right of the virtuality continuum, typically referred to as augmented virtuality. We offer another perspective by blending the real within the virtual focusing on capturing actual human performances in three dimensions and emplacing them within virtual environments [1]-[3]. By compressing and transmitting this new type of 3D media we can also achieve real-time interaction, communication and collaboration between users. Being in full 3D our media are compatible with a variety of applications be it either VR, AR, MR and open up new exciting opportunities like free viewpoint spectating while also increasing the feeling of immersion of all participating users. We demonstrate our technology via a prototype two player game that can support spectating in various devices like head mounted displays (VR) or tablet laptops (AR). Our system is easy to setup, requiring minimal non-technical human intervention, and relatively low cost taking one step ahead in making this technology available to the consumer public. Antonis Karakottas, Alexandros Papachristou, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
VR | 4 |
| 2018 | Fast deformable model-based human performance capture and FVV using consumer-grade RGB-D sensors
Dimitrios S. Alexiadis, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
Pattern Recognit. | 2 |
| 2017 | Improving Camera Pose Estimation via Temporal EWA Surfel SplattingabstractCamera pose estimation is a fundamental problem of Augmented Reality and 3D reconstruction systems. Recently, despite the new better performing direct methods being developed, state-of-the-art methods are still estimating erroneous poses due to sensor noise, environmental conditions and challenging trajectories. Adding a back-end mapping process, SLAM systems achieve better performance and are more robust, but require higher computational resources, limiting their applicability. Therefore, lighter solutions to improve the accuracy of pose estimates are required. In this work we demonstrate the effectiveness of lighter data structures, namely surface elements, and exploit the temporality of sensor data streams to accumulate moving camera frames and improve tracking. This representation allows us to splat a photometric and geometric model simultaneously and use it to improve the performance of dense RGB-D camera pose estimation methods. Exploiting Elliptical Weighted Average splatting to produce high quality photometric results also allows us to detect erroneous poses through a novel visual quality analysis process. We show evidence of the EWA temporal model's effectiveness in publicly available datasets and argue that point-based representations are a good candidate for building lighter systems that should be further explored. Nikolaos Zioulis, Alexandros Papachristou, Dimitrios Zarpalas, Petros Daras |
ISMAR | 1 |
| 2017 | An Integrated Platform for Live 3D Human Reconstruction and Motion CapturingabstractThe latest developments in 3D capturing, processing, and rendering provide means to unlock novel 3D application pathways. The main elements of an integrated platform, which target tele-immersion and future 3D applications, are described in this paper, addressing the tasks of real-time capturing, robust 3D human shape/appearance reconstruction, and skeleton-based motion tracking. More specifically, initially, the details of a multiple RGB-depth (RGB-D) capturing system are given, along with a novel sensors' calibration method. A robust, fast reconstruction method from multiple RGB-D streams is then proposed, based on an enhanced variation of the volumetric Fourier transform-based method, parallelized on the Graphics Processing Unit, and accompanied with an appropriate texture-mapping algorithm. On top of that, given the lack of relevant objective evaluation methods, a novel framework is proposed for the quantitative evaluation of real-time 3D reconstruction systems. Finally, a generic, multiple depth stream-based method for accurate real-time human skeleton tracking is proposed. Detailed experimental results with multi-Kinect2 data sets verify the validity of our arguments and the effectiveness of the proposed system and methodologies. Dimitrios S. Alexiadis, Anargyros Chatzitofis, Nikolaos Zioulis, Olga Zoidi, Georgios Louizis, Dimitrios Zarpalas, Petros Daras |
IEEE Trans. Circuits Syst. Video Technol. | 3 |
| 2016 | 3D tele-immersion platform for interactive immersive experiences between remote usersabstractTele-immersion (TI) related technologies can change the way people interact and bridge the gap between the physical and digital worlds. However, while the technology itself advances, most developed platforms have complex setups and require large investments. In this work, a low-cost platform is introduced, integrating multiple TI-related advances. Focusing on ease of use and rapid deployment, a fast and fully automatic calibration method is proposed. The platform enables real-time 3D reconstruction of users and their placement into a pre-authored 3D environment. Moreover, interaction is achieved through the user's body posture, removing the need for additional equipment and enabling natural control while immersed. Developing a real-time TI platform requires the efficient integration of several multidisciplinary elements. An elegant, minimal solution to these challenges is proposed and validated in a prototype TI multiplayer game, SpaceWars. Nikolaos Zioulis, Dimitrios S. Alexiadis, Alexandros Doumanoglou, Georgios Louizis, Konstantinos C. Apostolakis, Dimitrios Zarpalas, Petros Daras |
ICIP | 1 |
| 2015 | A Multi-Modal 3D Capturing Platform for Learning and Preservation of Traditional Sports and GamesabstractWe present a demonstration of a multi-modal 3D capturing platform coupled to a motion comparison system. This work is focused on the preservation of Traditional Sports and Games, namely the Gaelic sports from Ireland and Basque sports from France and Spain. Users can learn, compare and compete in the performance of sporting gestures and compare themselves to real athletes. Our online gesture database provides a way to preserve and display a wide range of sporting gestures. The capturing devices utilised are Kinect 2 sensors and wearable inertial sensors, where the number required varies based on the requested scenario. The fusion of these two capture modalities, coupled to our inverse kinematic algorithm, allow us to synthesize a fluid and reliable 3D model of the user gestures over time. Our novel comparison algorithms provide the user with a performance score and a set of comparison curves (i.e. joint angles and angular velocities), providing a precise and valuable feedback for coaches and players. François Destelle, Amin Ahmadi, Kieran Moran, Noel E. O'Connor, Nikolaos Zioulis, Anargyros Chatzitofis, Dimitrios Zarpalas, Petros Daras, Luis Unzueta, Jon Goenetxea, Mikel Rodriguez, María Teresa Linaza, Yvain Tisserand, Nadia Magnenat-Thalmann |
ACM Multimedia | 5 |