Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Michael Oren

dblp:64/1437 · DBLP profile ↗
← Back
11ranked-venue papers
7as first author
0since 2021 · last 2008
—ORCID · none

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

Artificial intelligence and machine learning · 9 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging 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
8 papers
Rendering · 47% Geometric modeling and processing · 42% Virtual and augmented reality · 12%
Artificial intelligence
7 papers
Image recognition and object detection · 40% 3D vision · 35% Face, body and person analysis · 15%
Human-computer interaction and pervasive computing
1 paper
Haptics and multimodal interaction · 100%

Topics — the 19 heaviest of 20, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling › shape editing
mesh editing
0.112008
Cutting, Deforming and Painting of 3D meshes in a Two Handed Viso-haptic VR System · VR 2008
Haptics and multimodal interaction › multisensory interaction
visuo-haptic interaction
0.112008
Cutting, Deforming and Painting of 3D meshes in a Two Handed Viso-haptic VR System · VR 2008
Rendering
reflectance modeling
0.031998
Improved Diffuse Reflection Models for Computer Vision · Int. J. Comput. Vis. 1998
Generalization of Lambert's reflectance model · SIGGRAPH 1994
Diffuse reflectance from rough surfaces · CVPR 1993
Computer vision › Image recognition and object detection
object detection
0.021998
A General Framework for Object Detection · ICCV 1998
Pedestrian Detection Using Wavelet Templates · CVPR 1997
Virtual and augmented reality › immersive interaction › 3d interaction
two-handed interaction
0.012008
Cutting, Deforming and Painting of 3D meshes in a Two Handed Viso-haptic VR System · VR 2008
Computer vision › Face, body and person analysis
face detection
0.011998
A General Framework for Object Detection · ICCV 1998
Rendering › illumination
diffuse reflection
0.011998
Improved Diffuse Reflection Models for Computer Vision · Int. J. Comput. Vis. 1998
Computer vision › Image recognition and object detection
pedestrian detection
0.011997
Pedestrian Detection Using Wavelet Templates · CVPR 1997
Computer vision › Video understanding and tracking › object tracking › appearance modeling
reflectance modeling
0.011995
Generalization of the Lambertian model and implications for machine vision · Int. J. Comput. Vis. 1995
Computer vision › 3D vision › 3d shape reconstruction
specular surface reconstruction
0.011995
A Theory of Specular Surface Geometry · ICCV 1995
Computer vision › 3D vision › 3d reconstruction
surface reconstruction
0.011995
A Theory of Specular Surface Geometry · ICCV 1995
Rendering › reflectance modeling
non-lambertian reflectance
0.011994
Seeing Beyond Lambert's Law · ECCV (2) 1994
Rendering › appearance modeling › reflectance and appearance modeling
reflectance and illumination modeling
0.011994
Seeing Beyond Lambert's Law · ECCV (2) 1994
Rendering › reflectance modeling
specular reflection
0.011997
A Theory of Specular Surface Geometry · Int. J. Comput. Vis. 1997
Rendering › shading
shading models
0.011995
Generalization of the Lambertian model and implications for machine vision · Int. J. Comput. Vis. 1995
Geometric modeling and processing › shape modeling
surface geometry
0.011995
A Theory of Specular Surface Geometry · ICCV 1995
Computer vision › 3D vision
photometric stereo
0.011994
Seeing Beyond Lambert's Law · ECCV (2) 1994
Rendering
physically based rendering
0.011994
Generalization of Lambert's reflectance model · SIGGRAPH 1994
Geometric modeling and processing › shape modeling
surface modeling
0.011993
Diffuse reflectance from rough surfaces · CVPR 1993

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

haptic force feedback · 0.23d stereo display · 0.2surface geometry theory · 0.0support functions · 0.0reflectance model generalization · 0.0caustics analysis · 0.0wavelet representation · 0.0support vector machine · 0.0lambertian model generalization · 0.0wavelet transform · 0.0trainable detection architecture · 0.0masking and shadowing · 0.0lambertian facet model · 0.0interreflection · 0.0
YearPublicationVenuePosition
2008 Combining 3-D geovisualization with force feedback driven user interaction
abstract
We describe a prototype software system for investigating novel human-computer interaction techniques for 3-D geospatial data. This system, M4-Geo (Multi-Modal Mesh Manipulation of Geospatial data), aims to provide a more intuitive interface for directly manipulating 3-D surface data, such as digital terrain models (DTM). The M4-Geo system takes place within a 3-D environment and uses a Phantom haptic force feedback device to enhance 3-D computer graphics with touch-based interactions. The Phantom uses a 3-D force feedback stylus, which acts as a virtual "finger tip" that allows the user to feel the shape (morphology) of the terrain's surface in great detail. In addition, it acts as a touch sensitive tool for different GIS tasks, such as digitizing (draping) of lines and polygons directly onto a 3-D surface and directly deforming surfaces (by pushing or pulling the stylus in or out). The user may adjust the properties of the surface deformation (e.g., soft or hard) locally by painting it with a special "material color."
Adam Faeth, Michael Oren, Chris Harding
GIS2
2008 Cutting, Deforming and Painting of 3D meshes in a Two Handed Viso-haptic VR System
abstract
We describe M4, the multi-modal mesh manipulation system, which aims to provide a more intuitive desktop interface for freeform manipulation of 3D meshes. The system combines interactive 3D graphics with haptic force feedback and provide several virtual tools for the manipulation of 3D objects represented by irregular triangle meshes. The current functionality includes mesh painting with pressure dependent brush size and paint preview, mesh cutting via drawing a poly-line on the model and two types of mesh deformations. We use two phantoms, either in a co-located haptic/3D-stereo setup or as a fish tank VR setup with a 3D flat panel. In our system, the second hand assists the manipulation of the object, either by ";holding"; the mesh or by affecting the manipulation directly. While the connection of 3D artists and designers to such a direct interaction system may be obvious, we are also investigating its potential benefits for landscape architects and other users of spatial geoscience data. Feedback from an upcoming user study will evaluate the benefits of this system and its tools for these different user groups.
Adam Faeth, Michael Oren, Jonathan Sheller, Sean Godinez, Chris Harding
VR2
1998 A General Framework for Object Detection
abstract
This paper presents a general trainable framework for object detection in static images of cluttered scenes. The detection technique we develop is based on a wavelet representation of an object class derived from a statistical analysis of the class instances. By learning an object class in terms of a subset of an overcomplete dictionary of wavelet basis functions, we derive a compact representation of an object class which is used as an input to a support vector machine classifier. This representation overcomes both the problem of in-class variability and provides a low false detection rate in unconstrained environments. We demonstrate the capabilities of the technique in two domains whose inherent information content differs significantly. The first system is face detection and the second is the domain of people which, in contrast to faces, vary greatly in color, texture, and patterns. Unlike previous approaches, this system learns from examples and does not rely on any a priori (hand-crafted) models or motion-based segmentation. The paper also presents a motion-based extension to enhance the performance of the detection algorithm over video sequences. The results presented here suggest that this architecture may well be quite general.
Constantine Papageorgiou, Michael Oren, Tomaso A. Poggio
ICCV2
1998 Improved Diffuse Reflection Models for Computer Vision
Lawrence B. Wolff, Shree K. Nayar, Michael Oren
Int. J. Comput. Vis.3
1997 Pedestrian Detection Using Wavelet Templates
abstract
This paper presents a trainable object detection architecture that is applied to detecting people in static images of cluttered scenes. This problem poses several challenges. People are highly non-rigid objects with a high degree of variability in size, shape, color, and texture. Unlike previous approaches, this system learns from examples and does not rely on any a priori (hand-crafted) models or on motion. The detection technique is based on the novel idea of the wavelet template that defines the shape of an object in terms of a subset of the wavelet coefficients of the image. It is invariant to changes in color and texture and can be used to robustly define a rich and complex class of objects such as people. We show how the invariant properties and computational efficiency of the wavelet template make it an effective tool for object detection.
Michael Oren, Constantine Papageorgiou, Pawan Sinha, Edgar Osuna, Tomaso A. Poggio
CVPR1
1997 A Theory of Specular Surface Geometry
Michael Oren, Shree K. Nayar
Int. J. Comput. Vis.1
1995 A Theory of Specular Surface Geometry
abstract
A theoretical framework is introduced for the perception of specular surface geometry. When an observer moves in three-dimensional space, real scene features, such as surface markings, remain stationary with respect to the surfaces they belong to. In contrast, a virtual feature, which is the specular reflection of a real feature, travels on the surface. Based on the notion of caustics, a novel feature classification algorithm is developed that distinguishes real and virtual features from their image trajectories that result from observer motion. Next, using support functions of curves, a closed-form relation is derived between the image trajectory of a virtual feature and the geometry of the specular surface it travels on. It is shown that in the 2D case where camera motion and the surface profile are coplanar, the profile is uniquely recovered by tracking just two unknown virtual features. Finally, these results are generalized to the case of arbitrary 3D surface profiles that are travelled by virtual features when camera motion is not confined to a plane. An algorithm is developed that uniquely recovers 3D surface profiles using a single virtual feature tracked from the occluding boundary of the object. All theoretical derivations and proposed algorithms are substantiated by experiments.>
Michael Oren, Shree K. Nayar
ICCV1
1995 Generalization of the Lambertian model and implications for machine vision
Michael Oren, Shree K. Nayar
Int. J. Comput. Vis.1
1994 Seeing Beyond Lambert's Law
Michael Oren, Shree K. Nayar
ECCV (2)1
1994 Generalization of Lambert's reflectance model
abstract
Lambert's model for body reflection is widely used in computer graphics. It is used extensively by rendering techniques such as radiosity and ray tracing. For several real-world objects, however, Lambert's model can prove to be a very inaccurate approximation to the body reflectance. While the brightness of a Lambertian surface is independent of viewing direction, that of a rough surface increases as the viewing direction approaches the light source direction. In this paper, a comprehensive model is developed that predicts body reflectance from rough surfaces. The surface is modeled as a collection of Lambertian facets. It is shown that such a surface is inherently non-Lambertian due to the foreshortening of the surface facets. Further, the model accounts for complex geometric and radiometric phenomena such as masking, shadowing, and interreflections between facets. Several experiments have been conducted on samples of rough diffuse surfaces, such as, plaster, sand, clay, and cloth. All these surface demonstrate significant deviation from Lambertian behavior. The reflectance measurements obtained are in strong agreement with the reflectance predicted by the model.
Michael Oren, Shree K. Nayar
SIGGRAPH1
1993 Diffuse reflectance from rough surfaces
abstract
A comprehensive model that predicts reflectance from rough diffuse surfaces is presented. It is shown that diffuse reflectance from rough surfaces increases as the viewing direction approaches the source direction. This is in contrast to Lambertian surfaces, where radiance is independent of the viewing direction. The new model is a generalization of the Lambertian model, and has significant implications for machine vision, graphics, and remote sensing.>
Michael Oren, Shree K. Nayar
CVPR1