Charalambos Poullis

dblp:85/7032 · DBLP profile ↗
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26ranked-venue papers
9as first author
11since 2021 · last 2025
0000-0001-5666-5026ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 14 · 6 first-author · 6 since 2021Artificial intelligence and machine learning · 8 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2025 DSV-LFS: Unifying LLM-Driven Semantic Cues with Visual Features for Robust Few-Shot Segmentation
abstract
Few-shot semantic segmentation (FSS) aims to enable models to segment novel/unseen object classes using only a limited number of labeled examples. However, current FSS methods frequently struggle with generalization due to incomplete and biased feature representations, especially when support images do not capture the full appearance variability of the target class. To improve the FSS pipeline, we propose a novel framework that utilizes large language models (LLMs) to adapt general class semantic information to the query image. Furthermore, the framework employs dense pixel-wise matching to identify similarities between query and support images, resulting in enhanced FSS performance. Inspired by reasoning-based segmentation frameworks, our method, named DSV-LFS, introduces an additional token into the LLM vocabulary, allowing a multimodal LLM to generate a "semantic prompt" from class descriptions. In parallel, a dense matching module identifies visual similarities between the query and support images, generating a "visual prompt". These prompts are then jointly employed to guide the prompt-based decoder for accurate segmentation of the query image. Comprehensive experiments on the benchmark datasets Pascal-5iand COCO20idemonstrate that our framework achieves state-of-the-art performance-by a significant margin-demonstrating superior generalization to novel classes and robustness across diverse scenarios. The source code is available at https://github.com/aminpdik/DSV-LFS
Amin Karimi, Charalambos Poullis
CVPR2
2025 Depth-Aware Scoring and Hierarchical Alignment for Multiple Object Tracking
abstract
Current motion-based multiple object tracking (MOT) approaches rely heavily on Intersection-over-Union (IoU) for object association. Without using 3D features, they are ineffective in scenarios with occlusions or visually similar objects. To address this, our paper presents a novel depth-aware framework for MOT. We estimate depth using a zero-shot approach and incorporate it as an independent feature in the association process. Additionally, we introduce a Hierarchical Alignment Score that refines IoU by integrating both coarse bounding box overlap and fine-grained (pixel-level) alignment to improve association accuracy without requiring additional learnable parameters. To our knowledge, this is the first MOT framework to incorporate 3D features (monocular depth) as an independent decision matrix in the association step. Our framework achieves state-of-the-art results on challenging benchmarks without any training nor finetuning. The code is available at https://github.com/Milad-Khanchi/DepthMOT.
Milad Khanchi, Maria Amer, Charalambos Poullis
ICIP3
2025 Pix2Poly: A Sequence Prediction Method for End-to-End Polygonal Building Footprint Extraction from Remote Sensing Imagery
abstract
Extraction of building footprint polygons from remotely sensed data is essential for several urban understanding tasks such as reconstruction, navigation, and mapping. Despite significant progress in the area, extracting accurate polygonal building footprints remains an open problem. In this paper, we introduce Pix2Poly, an attention-based end-to-end trainable and differentiable deep neural network capable of directly generating explicit high-quality building footprints in a ring graph format. Pix2Poly employs a generative encoder-decoder transformer to produce a sequence of graph vertex tokens whose connectivity information is learned by an optimal matching network. Compared to previous graph learning methods, ours is a truly end-to-end trainable approach that extracts high-quality building footprints and road networks without requiring complicated, computationally intensive raster loss functions and intricate training pipelines. Upon evaluating Pix2Poly on several complex and challenging datasets, we report that Pix2Poly outperforms state-of-the-art methods in several vector shape quality metrics while being an entirely explicit method. Our code is available at https://github.com/yeshwanth95/Pix2Poly.
Yeshwanth Kumar Adimoolam, Charalambos Poullis, Melinos Averkiou
WACV2
2023 TransGlow: Attention-augmented Transduction model based on Graph Neural Networks for Water Flow Forecasting
abstract
The hydrometric prediction of water quantity is useful for a variety of applications, including water management, flood forecasting, and flood control. However, the task is difficult due to the dynamic nature and limited data of water systems. Highly interconnected water systems can significantly affect hydrometric forecasting. Consequently, it is crucial to develop models that represent the relationships between other system components. In recent years, numerous hydrological applications have been studied, including streamflow prediction, flood forecasting, and water quality prediction. Existing methods are unable to model the influence of adjacent regions between pairs of variables. In this paper, we propose a spatiotemporal forecasting model that augments the hidden state in Graph Convolution Recurrent Neural Network (GCRN) encoder-decoder using an efficient version of the attention mechanism. The attention layer allows the decoder to access different parts of the input sequence selectively. Since water systems are interconnected and the connectivity information between the stations is implicit, the proposed model leverages a graph learning module to extract a sparse graph adjacency matrix adaptively based on the data. Spatiotemporal forecasting relies on historical data. In some regions, however, historical data may be limited or incomplete, making it difficult to accurately predict future water conditions. Further, we present a new benchmark dataset of water flow from a network of Canadian stations on rivers, streams, and lakes. Experimental results demonstrate that our proposed model TransGlow significantly outperforms baseline methods by a wide margin.
Naghmeh Shafiee Roudbari, Charalambos Poullis, Zachary Patterson, Ursula Eicker
ICMLA2
2023 Tracking and Identification of Ice Hockey Players
Charalambos Poullis
ICVS2
2023 Analysis of Hand Movement and Head Orientation in Hierarchical Menu Selection in Immersive AR
abstract
Immersive Augmented Reality (AR) has become pervasive across multiple domains, ranging from medicine and education to interior design, and other fields. Leading technology giants like Apple, Meta, and Microsoft have introduced their proprietary Head Mounted Displays (HMD), joining the competitive market. This technology offers users an immersive experience by superimposing virtual 3D content onto real-world objects, allowing for various interactions and input modalities. Numerous Graphical User Interfaces (GUIs) have also been devised for immersive AR, integrating with input modalities such as hand gesture, head pointing, and voice commands. Since the most favored interaction method in immersive AR involves the interplay between hand gesture and head pointing, our research aims to analyze the workload exerted on users during hand gesture-head pointing interactions. For instance, a hierarchical menu selection task relies on both hand gesture (for item selection or click) and head pointing (to navigate the cursor). The degree of reliance on each input modality affects the user’s workload. We applied both objective and subjective means to assess the physical workload. Two user studies were conducted, from which we derived a unified metric to evaluate the interdependence of hand and head in immersive AR. A significant correlation was discovered between the metric and both objective and subjective workload assessments. Our findings provide insights for AR designers, suggesting the combined use of head pointing and hand gesture when creating hierarchical menu selection interfaces in immersive AR.
Majid Pourmemar, Charalambos Poullis
ISM2
2023 Tractable large-scale deep reinforcement learning
abstract
Reinforcement learning (RL) has emerged as one of the most promising and powerful techniques in deep learning. The training of intelligent agents requires a myriad of training examples which imposes a substantial computational cost. Consequently, RL is seldom applied to real-world problems and historically has been limited to computer vision tasks, similar to supervised learning. This work proposes an RL framework for complex, partially observable, large-scale environments. We introduce novel techniques for tractable training on commodity GPUs, and significantly reduce computational costs. Furthermore, we present a self-supervised loss that improves the learning stability in applications with a long-time horizon, shortening the training time. We demonstrate the effectiveness of the proposed solution on the application of road extraction from high-resolution satellite images. We present experiments on satellite images of fifteen cities that demonstrate comparable performance to state-of-the-art methods. To the best of our knowledge, this is the first time RL has been applied for extracting road networks. The code is publicly available at https://github.com/nsarang/road-extraction-rl.
Nima Sarang, Charalambos Poullis
Comput. Vis. Image Underst.2
2023 Enabling saccadic redirection through real-time saccade prediction
abstract
Abstract Our proposed redirected walking technique improves on current solutions by leveraging temporary visual disruption caused by saccades for redirection without requiring additional eye‐tracking hardware and enables saccadic redirection on widely used consumer‐grade hardware, like mobile VR. Using a deep neural network trained on head rotation data, we predict saccades during an apparent head rotation and apply rigid transformations to the virtual environment for redirection. This allows users to infinitely walk in a perceived straight direction from within a physical tracked space of m. The three user studies illustrated in this article validate our approach and demonstrate its efficacy.
Yashas Joshi, Charalambos Poullis
Comput. Animat. Virtual Worlds2
2022 Predicting Human Performance in Vertical Hierarchical Menu Selection in Immersive AR Using Hand-gesture and Head-gaze
abstract
There are currently limited guidelines on designing user interfaces (UI) for immersive augmented reality (AR) applications. Designers must reflect on their experience designing UI for desktop and mobile applications and conjecture how a UI will influence AR users’ performance. In this work, we introduce a predictive model for determining users’ performance for a target UI without the subsequent involvement of participants in user studies. The model is trained on participants’ responses to objective performance measures such as consumed endurance (CE) and pointing time (PT) using hierarchical drop-down menus. Large variability in the depth and context of the menus is ensured by randomly and dynamically creating the hierarchical drop-down menus and associated user tasks from words contained in the lexical database WordNet. Subjective performance bias is reduced by incorporating the users’ non-verbal standard performance WAIS-IV during the model training. The semantic information of the menu is encoded using the Universal Sentence Encoder. We present the results of a user study that demonstrates that the proposed predictive model achieves high accuracy in predicting the CE on hierarchical menus of users with various cognitive abilities. To the best of our knowledge, this is the first work on predicting CE in designing UI for immersive AR applications.
Majid Pourmemar, Yashas Joshi, Charalambos Poullis
HSI3
2021 Semantic segmentation from remote sensor data and the exploitation of latent learning for classification of auxiliary tasks
Bodhiswatta Chatterjee, Charalambos Poullis
Comput. Vis. Image Underst.2
2021 EyeTAP: Introducing a multimodal gaze-based technique using voice inputs with a comparative analysis of selection techniques
Mohsen Parisay, Charalambos Poullis, Marta Kersten-Oertel
Int. J. Hum. Comput. Stud.2
2020 FELiX: Fixation-based Eye Fatigue Load Index A Multi-factor Measure for Gaze-based Interactions
abstract
Eye fatigue is a common challenge in eye tracking applications caused by physical and/or mental triggers. Its impact should be analyzed in eye tracking applications, especially for the dwell-time method. As emerging interaction techniques become more sophisticated, their impacts should be analyzed based on various aspects. We propose a novel compound measure for gaze-based interaction techniques that integrates subjective NASA TLX scores with objective measurements of eye movement fixation points. The measure includes two variations depending on the importance of (a) performance, and (b) accuracy, for measuring potential eye fatigue for eye tracking interactions. These variations enable researchers to compare eye tracking techniques on different criteria. We evaluated our measure in two user studies with 33 participants and report on the results of comparing dwell-time and gaze-based selection using voice recognition techniques.
Mohsen Parisay, Charalambos Poullis, Marta Kersten-Oertel
HSI2
2020 Large-Scale Urban Reconstruction with Tensor Clustering and Global Boundary Refinement
abstract
Accurate and efficient methods for large-scale urban reconstruction are of significant importance to the computer vision and computer graphics communities. Although rapid acquisition techniques such as airborne LiDAR have been around for many years, creating a useful and functional virtual environment from such data remains difficult and labor intensive. This is due largely to the necessity in present solutions for data dependent user defined parameters. In this paper we present a new solution for automatically converting large LiDAR data pointcloud into simplified polygonal 3D models. The data is first divided into smaller components which are processed independently and concurrently to extract various metrics about the points. Next, the extracted information is converted into tensors. A robust agglomerate clustering algorithm is proposed to segment the tensors into clusters representing geospatial objects e.g., roads, buildings, etc. Unlike previous methods, the proposed tensor clustering process has no data dependencies and does not require any user-defined parameter. The required parameters are adaptively computed assuming a Weibull distribution for similarity distances. Lastly, to extract boundaries from the clusters a new multi-stage boundary refinement process is developed by reformulating this extraction as a global optimization problem. We have extensively tested our methods on several pointcloud datasets of different resolutions which exhibit significant variability in geospatial characteristics e.g., ground surface inclination, building density, etc and the results are reported. The source code for both tensor clustering and global boundary refinement will be made publicly available with the publication on the author's website.
Charalambos Poullis
IEEE Trans. Pattern Anal. Mach. Intell.1
2019 Reflecting on the Design Process for Virtual Reality Applications
abstract
A reflective analysis on the experience of virtual environment (VE) design is presented focusing on the human–computer interaction (HCI) challenges presented by virtual reality (VR). HCI design guidelines were applied to development of two VRs, one in marine archaeology and the other in situation awareness simulation experiments. The impact of methods and HCI knowledge on the VR design process is analyzed, leading to proposals for presenting HCI and cognitive knowledge in the context of design trade-offs in the choice of VR design techniques. Problems reconciling VE and standard Graphical User Interface (GUI) design components are investigated. A trade-off framework for design options set against criteria for usability, efficient operation, realism, and presence is proposed. HCI-VR design advice and proposals for further research aimed towards improving human factor-related design in VEs are discussed.
Alistair G. Sutcliffe, Charalambos Poullis, Andreas Gregoriades, Irene Katsouri, Aimilia Tzanavari, Kyriakos Herakleous
Int. J. Hum. Comput. Interact.2
2017 Automatic Adjustment of Stereoscopic Content for Long-Range Projections in Outdoor Areas
abstract
Projecting stereoscopic content onto large general outdoor surfaces, say building facades, presents many challenges to be overcome, particularly when using red-cyan anaglyph stereo representation, so that as accurate as possible colour and depth perception can still be achieved. In this paper, we address the challenges relating to long-range projection mapping of stereoscopic content in outdoor areas and present a complete framework for the automatic adjustment of the content to compensate for any adverse projection surface behaviour. We formulate the problem of modeling the projection surface into one of simultaneous recovery of shape and appearance. Our system is composed of two standard fixed cameras, a long range fixed projector, and a roving video camera for multi-view capture. The overall computational framework comprises of four modules: calibration of a long-range vision system using the structure from motion technique, dense 3D reconstruction of projection surface from calibrated camera images, modeling the light behaviour of the projection surface using roving camera images and, iterative adjustment of the stereoscopic content. In addition to cleverly adapting some of the established computer vision techniques, the system design we present is distinct from previous work. The proposed framework has been tested in real-world applications with two non-trivial user experience studies and the results reported show considerable improvements in the quality of 3D depth and colour perceived by human participants.
Behnam Maneshgar, Leila Sujir, Sudhir P. Mudur, Charalambos Poullis
ACM Multimedia4
2015 Psychophysiological responses to virtual crowds: Implications for wearable computing
abstract
Human responses to crowds were investigated with a simulation of a busy street scene using virtual reality. Both psychophysiological measures and a memory test were used to assess the influence of large crowds or individual agents who stood close to the participant while they performed a memory task. Results from most individuals revealed strong orienting responses to changes in the crowd. This was indicated by sharp increases in skin conductance and reduction in peripheral blood volume amplitude. Furthermore, cognitive function appeared to be affected. Results of the memory test appeared to be influenced by how closely virtual agents approached the participants. These findings are discussed with respect to wearable affective computing which seeks robust identifiable correlates of autonomic activity that can be used in everyday contexts.
Chris G. Christou, Kyriakos Herakleous, Aimilia Tzanavari, Charalambos Poullis
ACII4
2015 Effectiveness of an Immersive Virtual Environment (CAVE) for Teaching Pedestrian Crossing to Children with PDD-NOS
abstract
Children with Autism Spectrum Disorders (ASD) exhibit a range of developmental disabilities, with mild to severe effects in social interaction and communication. Children with PDD-NOS, Autism and co-existing conditions are facing enormous challenges in their lives, dealing with their difficulties in sensory perception, repetitive behaviors and interests. These challenges result in them being less independent or not independent at all. Part of becoming independent involves being able to function in real world settings, settings that are not controlled. Pedestrian crossings fall under this category: as children (and later as adults) they have to learn to cross roads safely. In this paper, we report on a study we carried out with 6 children with PDD-NOS over a period of four (4) days using a VR CAVE virtual environment to teach them how to safely cross at a pedestrian crossing. Results indicated that most children were able to achieve the desired goal of learning the task, which was verified in the end of the 4-day period by having them cross a real pedestrian crossing (albeit with their parent/educator discretely next to them for safety reasons).
Aimilia Tzanavari, Nefi Charalambous-Darden, Kyriakos Herakleous, Charalambos Poullis
ICALT4
2013 Improving augmented reality applications with optical flow
abstract
This paper presents an augmented reality application framework which does not require specialized hardware or pre-calibration. Features extracted, using SURF, are matched between consecutive frames in order to determine the motion of the detected known object with respect to the camera. Next, a bi-directional optical flow algorithm is used to maintain the performance of the system to real-time. The system has been tested on two case studies, a children's book and advertisement, and the results are reported.
Kyriakos Herakleous, Charalambos Poullis
ICIP2
2013 A Framework for Automatic Modeling from Point Cloud Data
abstract
We propose a complete framework for the automatic modeling from point cloud data. Initially, the point cloud data are preprocessed into manageable datasets, which are then separated into clusters using a novel two-step, unsupervised clustering algorithm. The boundaries extracted for each cluster are then simplified and refined using a fast energy minimization process. Finally, three-dimensional models are generated based on the roof outlines. The proposed framework has been extensively tested, and the results are reported.
Charalambos Poullis
IEEE Trans. Pattern Anal. Mach. Intell.1
2009 Automatic reconstruction of cities from remote sensor data
abstract
In this paper, we address the complex problem of rapid modeling of large-scale areas and present a novel approach for the automatic reconstruction of cities from remote sensor data. The goal in this work is to automatically create lightweight, watertight polygonal 3D models from LiDAR data (Light Detection and Ranging) captured by an airborne scanner. This is achieved in three steps: preprocessing, segmentation and modeling, as shown in Figure 1. Our main technical contributions in this paper are: (i) a novel, robust, automatic segmentation technique based on the statistical analysis of the geometric properties of the data, which makes no particular assumptions about the input data, thus having no data dependencies, and (ii) an efficient and automatic modeling pipeline for the reconstruction of large-scale areas containing several thousands of buildings. We have extensively tested the proposed approach with several city-size datasets including downtown Baltimore, downtown Denver, the city of Atlanta, downtown Oakland, and we present and evaluate the experimental results.
Charalambos Poullis, Suya You
CVPR1
2009 Automatic Creation of Massive Virtual Cities
abstract
This research effort focuses on the historically-difficult problem of creating large-scale (city size) scene models from sensor data, including rapid extraction and modeling of geometry models. The solution to this problem is sought in the development of a novel modeling system with a fully automatic technique for the extraction of polygonal 3D models from LiDAR (Light Detection And Ranging) data. The result is an accurate 3D model representation of the real-world as shown in Figure 1. We present and evaluate experimental results of our approach for the automatic reconstruction of large U.S. cities.
Charalambos Poullis, Suya You
VR1
2009 Photorealistic Large-Scale Urban City Model Reconstruction
abstract
The rapid and efficient creation of virtual environments has become a crucial part of virtual reality applications. In particular, civil and defense applications often require and employ detailed models of operations areas for training, simulations of different scenarios, planning for natural or man-made events, monitoring, surveillance, games, and films. A realistic representation of the large-scale environments is therefore imperative for the success of such applications since it increases the immersive experience of its users and helps reduce the difference between physical and virtual reality. However, the task of creating such large-scale virtual environments still remains a time-consuming and manual work. In this work, we propose a novel method for the rapid reconstruction of photorealistic large-scale virtual environments. First, a novel, extendible, parameterized geometric primitive is presented for the automatic building identification and reconstruction of building structures. In addition, buildings with complex roofs containing complex linear and nonlinear surfaces are reconstructed interactively using a linear polygonal and a nonlinear primitive, respectively. Second, we present a rendering pipeline for the composition of photorealistic textures, which unlike existing techniques, can recover missing or occluded texture information by integrating multiple information captured from different optical sensors (ground, aerial, and satellite).
Charalambos Poullis, Suya You
IEEE Trans. Vis. Comput. Graph.1
2008 Rapid Creation of Large-scale Photorealistic Virtual Environments
abstract
The rapid and efficient creation of virtual environments has become a crucial part of virtual reality applications. In particular, civil and defense applications often require and employ detailed models of operations areas for training, simulations of different scenarios, planning for natural or man-made events, monitoring, surveillance, games and films. A realistic representation of the large-scale environments is therefore imperative for the success of such applications since it increases the immersive experience of its users and helps reduce the difference between physical and virtual reality. However, the task of creating such large-scale virtual environments still remains a time-consuming and manual work. In this work we propose a novel method for the rapid reconstruction of photorealistic large-scale virtual environments. First, a novel parameterized geometric primitive is presented for the automatic building detection, identification and reconstruction of building structures. In addition, buildings with complex roofs containing non-linear surfaces are reconstructed interactively using a nonlinear primitive. Secondly, we present a rendering pipeline for the composition of photorealistic textures which unlike existing techniques it can recover missing or occluded texture information by integrating multiple information captured from different optical sensors (ground, aerial and satellite).
Charalambos Poullis, Suya You, Ulrich Neumann
VR1
2008 A Vision-Based System For Automatic Detection and Extraction Of Road Networks
abstract
In this paper we present a novel vision-based system for automatic detection and extraction of complex road networks from various sensor resources such as aerial photographs, satellite images, and LiDAR. Uniquely, the proposed system is an integrated solution that merges the power of perceptual grouping theory (Gabor filtering, tensor voting) and optimized segmentation techniques (global optimization using graph-cuts) into a unified framework to address the challenging problems of geospatial feature detection and classification. Firstly, the local precision of the Gabor filters is combined with the global context of the tensor voting to produce accurate classification of the geospatial features. In addition, the tensorial representation used for the encoding of the data eliminates the need for any thresholds, therefore removing any data dependencies. Secondly, a novel orientation-based segmentation is presented which incorporates the classification of the perceptual grouping, and results in segmentations with better defined boundaries and continuous linear segments. Finally, a set of Gaussian-based filters are applied to automatically extract centerline information (magnitude, width and orientation). This information is then used for creating road segments and then transforming them to their polygonal representations.
Charalambos Poullis, Suya You, Ulrich Neumann
WACV1
2007 Linear feature extraction using perceptual grouping and graph-cuts
abstract
In this paper we present a novel system for the detection and extraction of road map information from high-resolution satellite imagery.
Charalambos Poullis, Suya You, Ulrich Neumann
GIS1
2007 Generating High-Resolution Textures for 3D Virtual Environments using View-Independent Texture Mapping
abstract
Image based modeling and rendering techniques have become increasingly popular for creating and visualizing 3D models from a set of images. Typically, these techniques depend on view-dependent texture mapping to render the textured 3D models in which the texture of novel views is synthesized at runtime according to different view-points. This is computationally expensive and limits their application in domains where efficient computations are required, such as games and virtual reality. In this paper we present an offline technique for creating view-independent texture atlases for 3D models, given a set of registered images. The best texture map resolution is computed by considering the areas of the projected polygons in the images. Texture maps are generated by a weighted composition of all available image information in the scene.Assuming that all surfaces of the model are exhibiting Lambertian reflectance properties, ray-tracing is then employed, for creating the view-independent texture maps. Finally, all the generated texture maps are packed into texture atlases. The result is a 3D model with an associated view-independent texture atlas which can be used efficiently in any application without any knowledge of camera pose information.
Charalambos Poullis, Suya You, Ulrich Neumann
ICME1