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Andrew C. Beers

dblp:24/5722 · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2000
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorHuman-computer interaction and ubiquitous computing · 4 · 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
4 papers
Virtual and augmented reality · 54% Rendering · 14% Image and video coding · 14%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.012000
Physically-based Manipulation on the Responsive Workbench · VR 2000
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.011997
The two-user Responsive Workbench: support for collaboration through individual views of a shared space · SIGGRAPH 1997
Virtual and augmented reality › immersive display
head-tracked display
0.011997
The two-user Responsive Workbench: support for collaboration through individual views of a shared space · SIGGRAPH 1997
Rendering
texture mapping
0.011996
Rendering from Compressed Textures · SIGGRAPH 1996
Image and video coding › quantization
vector quantization
0.011996
Rendering from Compressed Textures · SIGGRAPH 1996
Image and video processing
motion estimation
0.011995
Model-Based Notion Estimation for Synthetic Animations · ACM Multimedia 1995
Collaborative and social computing
co-located collaboration
0.011997
The two-user Responsive Workbench: support for collaboration through individual views of a shared space · SIGGRAPH 1997

Methods — techniques the papers use, named apart from their topics

individual view rendering · 0.0head tracking · 0.0spring-based force feedback · 0.0physical simulation · 0.0vector quantization · 0.0mipmap compression · 0.0
YearPublicationVenuePosition
2000 Physically-based Manipulation on the Responsive Workbench
abstract
Describes how a physical simulation can be integrated with our Responsive Workbench system to support complex assembly tasks involving multiple hands and users. Our system uses the CORIOLIS physical simulation package extended to meet the real-time requirements for our highly interactive virtual environment. We develop a new set of interface tools that exploit the natural properties of physical simulation (i.e. the superposition of forces). Our tools are based on sets of springs connecting the user's hand to a virtual object. Visualizing these springs provides "visual force feedback" of the applied forces and facilitates the prediction of the objects' behavior. Our force-based interaction concept allows multiple hands and users to manipulate a single object without the need for locking the object.
Bernd Fröhlich 0001, Henrik Tramberend, Andrew C. Beers, Maneesh Agrawala, David Baraff
VR3
1997 The two-user Responsive Workbench: support for collaboration through individual views of a shared space
abstract
Article The two-user Responsive Workbench: support for collaboration through individual views of a shared space Share on Authors: Maneesh Agrawala Stanford University, Stanford, CA Stanford University, Stanford, CAView Profile , Andrew C. Beers Stanford University, Stanford, CA Stanford University, Stanford, CAView Profile , Ian McDowall Fakespace, Inc., Mountain View, CA Fakespace, Inc., Mountain View, CAView Profile , Bernd Fröhlich Stanford University, Stanford, CA Stanford University, Stanford, CAView Profile , Mark Bolas Fakespace, Inc., Mountain View, CA Fakespace, Inc., Mountain View, CAView Profile , Pat Hanrahan Stanford University, Stanford, CA Stanford University, Stanford, CAView Profile Authors Info & Claims SIGGRAPH '97: Proceedings of the 24th annual conference on Computer graphics and interactive techniquesAugust 1997 Pages 327–332https://doi.org/10.1145/258734.258875Online:03 August 1997Publication History 168citation1,305DownloadsMetricsTotal Citations168Total Downloads1,305Last 12 Months58Last 6 weeks7 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
Maneesh Agrawala, Andrew C. Beers, Ian McDowall, Bernd Fröhlich 0001, Mark T. Bolas, Pat Hanrahan
SIGGRAPH2
1996 Model-based compression for synthetic animations
abstract
As heterogenous computing environments become ubiquitous, the demand for viewing synthetic 3D animations across a wide variety of platforms is increasing. In this paper we present the framework of a compression system for synthetic animations which can be used to view such animations in these environments. While the system is flexible enough to take advantage of any rendering capabilities that may be available at the decoder, it is designed with the intention of viewing such animations on low end computers or set top boxes that may not contain rendering hardware. Our approach takes advantage of the information generated during rendering to guide the compression of it. Our model-based approach to compression for synthetic animations is faster and produces better quality as well as higher compression rates than video compression algorithms, while maintaining the portability of a cheap software based solution. Compressing animations using our system results in both a 25-50% lower bitrate and a 1.5-3.0 dB higher PSNR than using MPEG.
Navin Chaddha, Maneesh Agrawala, Andrew C. Beers
ICIP (2)3
1996 Rendering from Compressed Textures
abstract
We present a simple method for rendering directly from compressed textures in hardware and software rendering systems.Textures are compressed using a vector quantization (VQ) method.The advantage of VQ over other compression techniques is that textures can be decompressed quickly during rendering.The drawback of using lossy compression schemes such as VQ for textures is that such methods introduce errors into the textures.We discuss techniques for controlling these losses.We also describe an extension to the basic VQ technique for compressing mipmaps.We have observed compression rates of up to 3 5 : 1 , with minimal loss in visual quality and a small impact on rendering time.The simplicity of our technique lends itself to an efficient hardware implementation.
Andrew C. Beers, Maneesh Agrawala, Navin Chaddha
SIGGRAPH1
1995 Model-Based Notion Estimation for Synthetic Animations
abstract
No abstract available.
Maneesh Agrawala, Andrew C. Beers, Navin Chaddha
ACM Multimedia2
1995 3D Painting on Scanned Surfaces
abstract
We present an intuitive interface for painting on unparameterized three-dimensional polygon meshes using a 6D Polhemus space tracker as an input device. Given a physical object we first acquire its surface geometry using a Cyberware scanner. We then treat the sensor of the space tracker as a paintbrush. As we move the sensor over the surface of the physcial object we color the corresponding locations on the scanned mesh. The physical object provides a natural force-feedback guide for painting on the mesh, making it intuitive and easy to accurately place color on the mesh.
Maneesh Agrawala, Andrew C. Beers, Marc Levoy
SI3D2