Demo Data from EDBT 2026 / reviewers in the wild / expert
Tony Garcia
dblp:00/1866
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2023
0009-0001-0670-3343ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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 |
Virtual and augmented reality · 87% Rendering · 13% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
neural radiance field |
0.7 | 1 | 2023 | VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023 |
Virtual and augmented reality
immersive rendering |
0.7 | 1 | 2023 | VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023 |
Virtual and augmented reality › immersive rendering
VR rendering |
0.7 | 1 | 2023 | VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023 |
Rendering
volume rendering |
0.2 | 1 | 2023 | VR-NeRF: High-Fidelity Virtualized Walkable Spaces · SIGGRAPH Asia 2023 |
Methods — techniques the papers use, named apart from their topics
neural radiance field · 1.3multi-GPU rendering · 1.3mipmapping · 0.7mip-mapping · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | VR-NeRF: High-Fidelity Virtualized Walkable SpacesabstractWe present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K × 2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website: https://vr-nerf.github.io. Linning Xu, Vasu Agrawal, William Laney, Tony Garcia, Aayush Bansal, Changil Kim 0001, Samuel Rota Bulò, Lorenzo Porzi, Peter Kontschieder, Aljaz Bozic, Dahua Lin, Michael Zollhöfer, Christian Richardt |
SIGGRAPH Asia | 4 |