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Devin Horsman

dblp:322/7614 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-7186-9235ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021

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
Geometric modeling and processing · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
shape correspondence
0.712023
Augmented Paths and Reodesics for Topologically-Stable Matching · ACM Trans. Graph. 2023
Geometric modeling and processing
shape matching
0.712023
Augmented Paths and Reodesics for Topologically-Stable Matching · ACM Trans. Graph. 2023

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

heat diffusion · 0.7geodesics · 0.7
YearPublicationVenuePosition
2023 Augmented Paths and Reodesics for Topologically-Stable Matching
abstract
We propose a fully-automatic method that computes from scratch point-to-point dense correspondences between isometric shapes under topological noise. While relying on pairwise distance preservation constraints is common and generally sufficient to handle isometric deformations, presence of topological noise needs further actions that we present as our main contributions. First, instead of comparing distances over two paths on two input surfaces, we cast fuzzy votes at the path endpoints based on topologically-robust heat diffusion from path vertices. Second, we make the matching even more stable to topological noise by introducing the so-called reodesics, which are locally shortest geodesics that go through robust matches. In addition to the five standard datasets for isometric shape correspondence with and without topological noise, we employ and release a sixth one geared specifically towards topological noise evaluation with ground-truth information. We demonstrate our qualitative and quantitative advantages over seven recent state-of-the-art methods on these six datasets.
Yusuf Sahillioglu, Devin Horsman
ACM Trans. Graph.2
2022 The Fushimi Inari Experience: An Interactive Volumetric Film
abstract
As we move further into a spatial future, the demand for content creation tools is immense. Social media, gaming platforms and e-commerce have been converging into interactive spaces that involve spatial representations of the world the viewer is occupying, including digital humans. Creating digital representations of humans, or holograms, can be achieved through volumetric capture technologies. This method of bringing people to virtual three-dimensional environments has been rapidly increasing in popularity, but still lacks a key element: interactivity. In this paper we describe our work on producing interactive volumetric video that responds to viewers’ actions in real-time. We present the Fushimi Inari project: a commercial use case pushing the boundaries of what can be achieved with volumetric video and describe how our spatial content creation tools allow for interactive films to be created. Our contributions include blending volumetric clips, skeletonizing captures and applying multi-bone retargeting. We also provide means to integrate this in game engines for real-time photorealistic and interactive stories to be enjoyed by any viewer.
Filipe Pires, Abhinav Tyagi, Andrew MacIntyre, Kyle Bostelmann, Jordan Marczak, Amir Abbasnejad, Ewan Johnson, Devin Horsman
IMX8