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Ryan White

dblp:91/253 · DBLP profile ↗
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6ranked-venue papers
3as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorArtificial intelligence and machine learning · 4 · 2 first-authorHuman-computer interaction and ubiquitous computing · 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.

Artificial intelligence
3 papers
3D vision · 53% Vision and language · 18% Transfer learning and domain adaptation · 15%
Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 70% Visual content generation and editing · 30%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Transfer learning and domain adaptation
cross-domain transfer
0.112007
Transfer Learning in Sign language · CVPR 2007
Computer vision › Vision and language
sign language processing
0.112007
Transfer Learning in Sign language · CVPR 2007
Computer animation and physical simulation
cloth animation
0.112007
Capturing and animating occluded cloth · ACM Trans. Graph. 2007
Computer vision › 3D vision
shape from shading
0.112006
Combining Cues: Shape from Shading and Texture · CVPR (2) 2006
Computer vision › 3D vision › 3d shape reconstruction › shape from x
shape from texture
0.112006
Combining Cues: Shape from Shading and Texture · CVPR (2) 2006
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
surface normal integration
0.112006
Combining Cues: Shape from Shading and Texture · CVPR (2) 2006
Computer vision › 3D vision › 3d reconstruction
surface reconstruction
0.112006
Combining Cues: Shape from Shading and Texture · CVPR (2) 2006
Visual content generation and editing › material editing
retexturing
0.112006
Retexturing Single Views Using Texture and Shading · ECCV (4) 2006
Computer vision › Face, body and person analysis
face recognition
0.012004
Names and Faces in the News · CVPR (2) 2004
Natural language and speech › Information extraction and text analysis
named entity recognition
0.012004
Names and Faces in the News · CVPR (2) 2004
Computer vision › Vision and language
vision-language model
0.012004
Names and Faces in the News · CVPR (2) 2004

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

strain pruning · 0.1multi-view correspondence · 0.1discriminative feature learning · 0.1data-split clustering · 0.1data-driven hole filling · 0.1irradiance-albedo decomposition · 0.1multimodal association · 0.0
YearPublicationVenuePosition
2008 Studying Native American Culture in an Immersive Virtual Environment
abstract
On-a-slant village was inhabited by the Mandan, a sedentary native north American tribe, up until the late18th century. The on-a-slant "virtual village" has been constructed by the Worldwide Web Instructional Committee at North Dakota State University using archaeological records and other source materials to authenticallyre-create that space with 3D-rendered graphics. The environment now serves as an exploratory, immersive environment for teaching middle-school students about long-ago society. This paper describes the construction of the virtual village and its earth lodges, the software agent avatars who inhabit the space, and the role-playing game the students play in order to learn about the Mandan and their culture. Data collected over three years show that significant learning is accomplished through playing the on-a-slant game.
Guy Hokanson, Otto Borchert, Brian M. Slator, Jeff Terpstra, Jeffrey T. Clark, Lisa M. Daniels, Heather R. Anderson, Aaron Bergstrom, Thomas A. Hanson, John Reber, Dan Reetz, Kari L. Weis, Ryan White, Lauren Williams
ICALT13
2007 Transfer Learning in Sign language
abstract
We build word models for American Sign Language (ASL) that transfer between different signers and different aspects. This is advantageous because one could use large amounts of labelled avatar data in combination with a smaller amount of labelled human data to spot a large number of words in human data. Transfer learning is possible because we represent blocks of video with novel intermediate discriminative features based on splits of the data. By constructing the same splits in avatar and human data and clustering appropriately, our features are both discriminative and semantically similar: across signers similar features imply similar words. We demonstrate transfer learning in two scenarios: from avatar to a frontally viewed human signer and from an avatar to human signer in a 3/4 view.
Ali Farhadi, David A. Forsyth, Ryan White
CVPR3
2007 Capturing and animating occluded cloth
abstract
We capture the shape of moving cloth using a custom set of color markers printed on the surface of the cloth. The output is a sequence of triangle meshes with static connectivity and with detail at the scale of individual markers in both smooth and folded regions. We compute markers' coordinates in space using correspondence across multiple synchronized video cameras. Correspondence is determined from color information in small neighborhoods and refined using a novel strain pruning process. Final correspondence does not require neighborhood information. We use a novel data driven hole-filling technique to fill occluded regions. Our results include several challenging examples: a wrinkled shirt sleeve, a dancing pair of pants, and a rag tossed onto a cup. Finally, we demonstrate that cloth capture is reusable by animating a pair of pants using human motion capture data.
Ryan White, Keenan Crane, David A. Forsyth
ACM Trans. Graph.1
2006 Combining Cues: Shape from Shading and Texture
abstract
We demonstrate a method for reconstructing the shape of a deformed surface from a single view. After decomposing an image into irradiance and albedo components, we combine normal cues from shading and texture to produce a field of unambiguous normals. Using these normals, we reconstruct the 3D geometry. Our method works in two regimes: either requiring the frontal appearance of the texture or building it automatically from a series of images of the deforming texture. We can recover geometry with errors below four percent of object size on arbitrary textures, and estimate specific geometric parameters using a custom texture even more accurately.
Ryan White, David A. Forsyth
CVPR (2)1
2006 Retexturing Single Views Using Texture and Shading
Ryan White, David A. Forsyth
ECCV (4)1
2004 Names and Faces in the News
Tamara L. Berg, Alexander C. Berg, Jaety Edwards, Michael Maire, Ryan White, Yee Whye Teh, Erik G. Learned-Miller, David A. Forsyth
CVPR (2)5