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Daniel R. Bekins

dblp:10/2176 · DBLP profile ↗
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3ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

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
Geometric modeling and processing · 51% Rendering · 34% Virtual and augmented reality · 15%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › procedural modeling
inverse procedural modeling
0.112007
Style Grammars for Interactive Visualization of Architecture · IEEE Trans. Vis. Comput. Graph. 2007
Rendering
non-photorealistic rendering
0.112007
Style Grammars for Interactive Visualization of Architecture · IEEE Trans. Vis. Comput. Graph. 2007
Geometric modeling and processing
procedural modeling
0.112007
Style Grammars for Interactive Visualization of Architecture · IEEE Trans. Vis. Comput. Graph. 2007
Geometric modeling and processing › procedural modeling
shape grammar
0.112007
Style Grammars for Interactive Visualization of Architecture · IEEE Trans. Vis. Comput. Graph. 2007
Rendering › texture mapping
view-dependent texture mapping
0.112007
Style Grammars for Interactive Visualization of Architecture · IEEE Trans. Vis. Comput. Graph. 2007
Collaborative and social computing
remote collaboration
0.012006
Mixed Reality Tabletop (MRT): A Low-Cost Teleconferencing Framework for Mixed-Reality Applications · VR 2006

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

object tracking · 0.1hand tracking · 0.1texture mapping · 0.1style grammars · 0.1procedural modeling · 0.1
YearPublicationVenuePosition
2007 Style Grammars for Interactive Visualization of Architecture
abstract
Interactive visualization of architecture provides a way to quickly visualize existing or novel buildings and structures. Such applications require both fast rendering and an effortless input regimen for creating and changing architecture using high-level editing operations that automatically fill in the necessary details. Procedural modeling and synthesis is a powerful paradigm that yields high data amplification and can be coupled with fast-rendering techniques to quickly generate plausible details of a scene without much or any user interaction. Previously, forward generating procedural methods have been proposed where a procedure is explicitly created to generate particular content. In this paper, we present our work in inverse procedural modeling of buildings and describe how to use an extracted repertoire of building grammars to facilitate the visualization and quick modification of architectural structures and buildings. We demonstrate an interactive application where the user draws simple building blocks and, using our system, can automatically complete the building "in the style of" other buildings using view-dependent texture mapping or nonphotorealistic rendering techniques. Our system supports an arbitrary number of building grammars created from user subdivided building models and captured photographs. Using only edit, copy, and paste metaphors, the entire building styles can be altered and transferred from one building to another in a few operations, enhancing the ability to modify an existing architectural structure or to visualize a novel building in the style of the others.
Daniel G. Aliaga, Paul Rosen 0001, Daniel R. Bekins
IEEE Trans. Vis. Comput. Graph.3
2006 Mixed Reality Tabletop (MRT): A Low-Cost Teleconferencing Framework for Mixed-Reality Applications
abstract
Today’s technology enables a rich set of virtual and mixedreality applications and provides a degree of connectivity and interactivity beyond that of traditional teleconferencing scenarios. In this paper, we present the Mixed-Reality Tabletop (MRT), an example of a teleconferencing framework for networked mixed reality in which real and virtual worlds coexist and users can focus on the task instead of computer interaction. For example, students could use real-world objects to participate in physical simulations such as orbital motion, collisions, and fluid flow in a common virtual environment. Our framework isolates the lowlevel system details from the developer and provides a simple programming interface for developing novel applications in as little as a few minutes, using low-cost hardware. We discuss our implementation complete with methods of hand and object tracking, user interface, and example applications focused on remote teaching and learning.
Daniel R. Bekins, Scott Yost, Matthew Garrett, Jonathan Deutsch, Win Mar Htay, Dongyan Xu, Daniel G. Aliaga
VR1
2005 Build-by-Number: Rearranging the Real World to Visualize Novel Architectural Spaces
abstract
We present build-by-number, a technique for quickly designing architectural structures that can be rendered photorealistically at interactive rates. We combine image-based capturing and rendering with procedural modeling techniques to allow the creation of novel structures in the style of real-world structures. Starting with a simple model recovered from a sparse image set, the model is divided into feature regions, such as doorways, windows, and brick. These feature regions essentially comprise a mapping from model space to image space, and can be recombined to texture a novel model. Procedural rules for the growth and reorganization of the model are automatically derived to allow for very fast editing and design. Further, the redundancies marked by the feature labeling can be used to perform automatic occlusion replacement and color equalization in the finished scene, which is rendered using view-dependent texture mapping on standard graphics hardware. Results using four captured scenes show that a great variety of novel structures can be created very quickly once a captured scene is available, and rendered with a degree of realism comparable to the original scene.
Daniel R. Bekins, Daniel G. Aliaga
IEEE Visualization1