Demo Data from VLDB 2026 / reviewers in the wild / expert
Samuel Dong
dblp:225/8241
· DBLP profile ↗
1ranked-venue papers
1as 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 · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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.
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 44% Rendering · 44% Geometric modeling and processing · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality
augmented reality |
0.3 | 1 | 2018 | Real-Time Re-Textured Geometry Modeling Using Microsoft HoloLens · VR 2018 |
Rendering
texture mapping |
0.3 | 1 | 2018 | Real-Time Re-Textured Geometry Modeling Using Microsoft HoloLens · VR 2018 |
Geometric modeling and processing › surface reconstruction
mesh reconstruction |
0.1 | 1 | 2018 | Real-Time Re-Textured Geometry Modeling Using Microsoft HoloLens · VR 2018 |
Methods — techniques the papers use, named apart from their topics
occlusion handling · 0.3adaptive UV mapping · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Real-Time Re-Textured Geometry Modeling Using Microsoft HoloLensabstractWe implemented live-textured geometry model creation with immediate coverage feedback visualizations in AR on the Microsoft HoloLens. A user walking and looking around a physical space can create a textured model of the space, ready for remote exploration and AR collaboration. Out of the box, a HoloLens builds a triangle mesh of the environment while scanning and being tracked in a new environment. The mesh contains vertices, triangles, and normals, but not color. We take the video stream from the color camera and use it to color a UV texture to be mapped to the mesh. Due to the limited graphics memory of the HoloLens, we use a fixed-size texture. Since the mesh generation dynamically changes in real time, we use an adaptive mapping scheme that evenly distributes every triangle of the dynamic mesh onto the fixed-size texture and adapts to new geometry without compromising existing color data. Occlusion is also considered. The user can walk around their environment and continuously fill in the texture while growing the mesh in real-time. We describe our texture generation algorithm and illustrate benefits and limitations of our system with example modeling sessions. Having first-person immediate AR feedback on the quality of modeled physical infrastructure, both in terms of mesh resolution and texture quality, helps the creation of high-quality colored meshes with this standalone wireless device and a fixed memory footprint in real-time. Samuel Dong, Tobias Höllerer |
VR | 1 |