Demo Data from VLDB 2026 / reviewers in the wild / expert
Xavier Marichal
dblp:17/621
· DBLP profile ↗
12ranked-venue papers
5as first author
0since 2021 · last 2008
0009-0005-5680-554XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 12 · 5 first-authorHuman-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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 44% Image and video processing · 25% Multimedia systems and quality of experience · 25% | |
| Artificial intelligence
1 paper |
3D vision · 44% Segmentation and scene understanding · 44% Probabilistic and Bayesian machine learning · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 8 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › motion capture
human motion capture |
0.1 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Computer vision › Segmentation and scene understanding › image segmentation › binary segmentation
silhouette segmentation |
0.1 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Image and video processing
image segmentation |
0.0 | 1 | 2004 | Perceptually-weighted evaluation criteria for segmentation masks in video sequences · IEEE Trans. Image Process. 2004 |
Multimedia systems and quality of experience
video quality assessment |
0.0 | 1 | 2004 | Perceptually-weighted evaluation criteria for segmentation masks in video sequences · IEEE Trans. Image Process. 2004 |
Virtual and augmented reality
interactive storytelling |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Virtual and augmented reality
mixed reality |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Machine learning › Probabilistic and Bayesian machine learning › probabilistic inference
MAP inference |
0.0 | 1 | 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion Capture · IEEE Trans. Multim. 2007 |
Computer animation and physical simulation
character animation |
0.0 | 1 | 2003 | User Interaction in Mixed Reality Interactive Storytelling · ISMAR 2003 |
Methods — techniques the papers use, named apart from their topics
real-time image segmentation · 0.1magic mirror model · 0.1game engine · 0.1geodesic distance · 0.1Bayesian MAP estimation · 0.1perceptually-weighted figures of merit · 0.0peaked signal-to-noise ratio · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | 3D posture estimation using geodesic distance maps
Pedro Correa, Ferran Marqués, Xavier Marichal, Benoît Macq |
Multim. Tools Appl. | 3 |
| 2007 | Bayesian Approach for Morphology-Based 2-D Human Motion CaptureabstractThis paper presents a novel technique for 2D human motion capture using a single non calibrated camera. The user's five extremities (head, hands and feet) are extracted, labeled and tracked after silhouette segmentation. As they are the minimal number of points that can be used in order to enable whole body gestural interaction, we henceforth refer to these features as crucial points. The crucial point candidates are defined as the local maxima of the geodesic distance with respect to the center of gravity of the actor region that lie on the silhouette boundary. In order to disambiguate the selected crucial points into head, left and right foot and left and right hand classes, we propose a Bayesian framework that combines a MAP approach weighted by a prior model and the intensities of the tracked crucial points. Due to its low computational complexity, the system can run at real-time paces on standard personal computers, with an average error rate range between 2% and 7% in realistic situations, depending on the context and segmentation quality. P. C. Correa Hernandez, Jacek Czyz, Ferran Marqués, Toshiyuki Umeda, Xavier Marichal, Benoît Macq |
IEEE Trans. Multim. | 5 |
| 2005 | Silhouette-based probabilistic 2D human motion estimation for real-time applicationsabstractThis paper presents a novel technique for 2D human motion estimation using a single non calibrated camera. The user's five crucial human features (head, hands and feet) are extracted, labeled and tracked, after silhouette segmentation. The crucial points candidates are defined as the local maxima of the geodesic distance with respect to the center of gravity of the actor region (silhouette) following the silhouette boundary. Selected crucial points are then classified as head, hands or feet using a probabilistic approach weighted by a prior human model. The system can run at 50 Hz paces on standard personal computers. Pedro Correa, Jacek Czyz, Toshiyuki Umeda, Ferran Marqués, Xavier Marichal, Benoît Macq |
ICIP (3) | 5 |
| 2004 | Perceptually-weighted evaluation criteria for segmentation masks in video sequencesabstractIn order to complement subjective evaluation of the quality of segmentation masks, this paper introduces a procedure for automatically assessing this quality. Algorithmically computed figures of merit are proposed. Assuming the existence of a perfect reference mask (ground truth), generated manually or with a reliable procedure over a test set, these figures of merit take into account visually desirable properties of a segmentation mask in order to provide the user with metrics that best quantify the spatial and temporal accuracy of the segmentation masks. For the sake of easy interpretation, results are presented on a peaked signal-to-noise ratio-like logarithmic scale. Paulo Villegas, Xavier Marichal |
IEEE Trans. Image Process. | 2 |
| 2003 | User Interaction in Mixed Reality Interactive StorytellingabstractIn this paper, we describe a mixed reality system based on a "magic mirror" model, in which the user's image is captured in real time by a video camera, extracted from his/her background and mixed with a 3D graphic model of a virtual image including the synthetic characters taking part in the story. The resulting image is projected on a large screen facing the user, who sees his/her own image embedded in the virtual stage with the synthetic actors. The graphic component of the mixed reality world is based on a game engine, Unreal Tournament 2003. This engine not only performs graphic rendering and character animation but incorporates a new version of our previously described storytelling engine. A single 2D camera facing the user analyses the image in real-time by segmenting the user's contours. Marc Cavazza, Olivier Martin 0001, Fred Charles, Xavier Marichal, Steven J. Mead |
ISMAR | 4 |
| 2003 | Real-time segmentation of video objects for mixed-reality interactive applications
Xavier Marichal, Toshiyuki Umeda |
VCIP | 1 |
| 2001 | A distributed adaptive block matching algorithm: Dis-ABMA
F. Vermaut, Yannick Deville, Xavier Marichal, Benoît Macq |
Signal Process. Image Commun. | 3 |
| 1999 | Blur Determination in the Compressed Domain Using DTC InformationabstractThe paper presents a simple yet robust measure of image quality in terms of global (camera) blur. It is based on histogram computation of non-zero DCT coefficients. The technique is directly applicable to images and video frames in compressed (MPEG or JPEG) domain and to all types of MPEG frames (I-, P- or B-frames). The resulting quality measure is proved to be in concordance with subjective testing and is therefore suitable for quick qualitative characterization of images and video frames. Xavier Marichal, Wei-Ying Ma, HongJiang Zhang |
ICIP (2) | 1 |
| 1998 | Active mesh reconstruction of block-based motion informationabstractThis paper proposes an asymmetric scheme for motion estimation/compensation. While the estimation is performed with a classical block matching algorithm, the motion information is decoded by using an active mesh in order to implement the compensation stage. A mesh is positioned by taking into account the relevant spatial information of the image to be compensated and is used afterwards to reconstruct the motion information. Two main issues have to be addressed for conducting such a motion compensation technique: (i) how to optimally design an active mesh, (ii) how to reverse and interpolate a backward motion field estimated on an a priori grid of fixed-size blocks so as to determine a forward motion field on variable size triangular patches. While proposing a solution to these two problems, particular attention is paid to the computational burden. Such a scheme opens the possibility for added manipulation functionalities because of mesh capabilities. Xavier Marichal, Benoît Macq |
ICASSP | 1 |
| 1997 | A fuzzy logic system for content-based bit-rate allocation
Christophe De Vleeschouwer, Thierry Delmot, Xavier Marichal, Benoît Macq |
Signal Process. Image Commun. | 3 |
| 1996 | Automatic detection of interest areas of an image or of a sequence of imagesabstractThe tool introduced in this paper allows to automatically decide in an image or in a video sequence which regions are important and which ones are not. For this purpose, fuzzy logic has been used to modelize human subjective knowledge about the way to allocate priorities to regions. The resulting classification can be used in a wide range of applications going from image coding to image understanding. Xavier Marichal, Thierry Delmot, Christophe De Vleeschouwer, Vincent Warscotte, Benoît Macq |
ICIP (3) | 1 |
| 1996 | Asymmetric motion estimation/compensationabstractThe present paper introduces an original way to perform motion estimation and compensation. The scheme is asymmetric in the sense that the compensation stage is not merely the reverse operation of the estimation process. Motion estimation is computed using a classical block matching algorithm and the set of vectors that compose the motion information are classically transmitted to the decoder. The motion compensation uses them to deform a wireframe structure whose vertices are displaced according to the motion vectors. Conditions must be set up on the number of wireframe vertices and on their location. In comparison with a block-based compensation, the main advantage is the possibility to take into account the object information, which results in perceptually more pleasant predicted pictures. Xavier Marichal, Benoît Macq |
ICIP (3) | 1 |