Demo Data from VLDB 2026 / reviewers in the wild / expert
Yasuhide Okamoto
dblp:96/5164
· DBLP profile ↗
4ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2
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
2 papers |
Rendering · 68% Geometric modeling and processing · 32% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
image-based rendering |
0.1 | 1 | 2011 | Image-Based Network Rendering of Large Meshes for Cloud Computing · Int. J. Comput. Vis. 2011 |
Cloud and datacenter computing › cloud applications
cloud rendering |
0.1 | 1 | 2011 | Image-Based Network Rendering of Large Meshes for Cloud Computing · Int. J. Comput. Vis. 2011 |
Geometric modeling and processing
mesh processing |
0.0 | 1 | 2011 | Image-Based Network Rendering of Large Meshes for Cloud Computing · Int. J. Comput. Vis. 2011 |
Methods — techniques the papers use, named apart from their topics
shape analysis · 0.13d scanning · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Occlusion handling using semantic segmentation and visibility-based rendering for mixed realityabstractReal-time occlusion handling is a major problem in outdoor mixed reality system because it requires great computational cost mainly due to the complexity of the scene. Using only segmentation, it is difficult to accurately render a virtual object occluded by complex objects such as vegetation. In this paper, we propose a novel occlusion handling method for real-time mixed reality given a monocular image and an inaccurate depth map. We modify the intensity of the overlayed CG object based on the texture of the underlying real scene using visibility-based rendering. To determine the appropriate level of visibility, we use CNN-based semantic segmentation and assign labels to the real scene based on the complexity of object boundary and texture. Then we combine the segmentation results and the foreground probability map from the depth image to solve the appropriate blending parameter for visibility-based rendering. Our results show improvement in handling occlusions for inaccurate foreground segmentation compared to existing blending-based methods. Menandro Roxas, Tomoki Hori, Taiki Fukiage, Yasuhide Okamoto, Takeshi Oishi |
VRST | 4 |
| 2016 | Outdoor omnidirectional video completion via depth estimation by motion analysisabstractVideo completion aims to track, remove, and fill in unwanted regions (holes) of a video sequence. Holes have to be filled-in consistently to create a visually pleasant video output. Challenges arise when big holes propagate along several frames (large spatiotemporal holes) in outdoor videos with variant illumination and structured background. In those cases even forefront video completion approaches based on optical flow fail to complete the holes correctly as 3D information is required to keep the structure of the scene and a wider field of view is needed to handle the large spatiotemporal holes. To overcome these limitations, we propose a novel omnidirectional video completion framework based on depth estimation. First, we recover the depth of the scene from a pixel motion model constrained by known camera pose. The depth map is further improved by a structure-aware refinement. The refined depth map is then employed for color propagation into the holes. We perform a set of experiments to evaluate our approaches for preliminary depth recovery, depth refinement, and color propagation. Our results confirm that the proposed framework generates accurate preliminary depth maps, improves the depth quality maintaining the structure of the scene, and outperforms state-of-the-art optical-flow-based video completion approach in terms of accuracy and visual appeal. Carlos Morales, Menandro Roxas, Yasuhide Okamoto, Shintaro Ono, Takeshi Oishi, Katsushi Ikeuchi |
ICPR | 3 |
| 2011 | Image-Based Network Rendering of Large Meshes for Cloud Computing
Yasuhide Okamoto, Takeshi Oishi, Katsushi Ikeuchi |
Int. J. Comput. Vis. | 1 |
| 2007 | The Great Buddha Project: Digitally Archiving, Restoring, and Analyzing Cultural Heritage Objects
Katsushi Ikeuchi, Takeshi Oishi, Jun Takamatsu, Ryusuke Sagawa, Atsushi Nakazawa, Ryo Kurazume, Ko Nishino, Mawo Kamakura, Yasuhide Okamoto |
Int. J. Comput. Vis. | 9 |