Demo Data from EDBT 2026 / reviewers in the wild / expert
Alexandros Doumanoglou
dblp:149/0047
· DBLP profile ↗
15ranked-venue papers
5as first author
3since 2021 · last 2023
0000-0002-4337-1720ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 3 first-author · 2 since 2021Artificial intelligence and machine learning · 4 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 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
3 papers |
Image and video processing · 69% Geometric modeling and processing · 22% Virtual and augmented reality · 9% | |
| Artificial intelligence
3 papers |
3D vision · 43% Deep learning architectures and training · 28% Image recognition and object detection · 28% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d reconstruction
volumetric capture |
0.4 | 1 | 2020 | Deep Soft Procrustes for Markerless Volumetric Sensor Alignment · VR 2020 |
Image and video processing › image restoration › image denoising
depth denoising |
0.4 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Image and video processing › image restoration
image denoising |
0.4 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Immersive interaction › mixed reality
augmented virtuality |
0.3 | 1 | 2018 | Augmented VR · VR 2018 |
Machine learning › Deep learning architectures and training
convolutional neural network |
0.3 | 1 | 2017 | Non-linear Convolution Filters for CNN-Based Learning · ICCV 2017 |
Computer vision › Image recognition and object detection
image classification |
0.3 | 1 | 2017 | Non-linear Convolution Filters for CNN-Based Learning · ICCV 2017 |
Geometric modeling and processing
3d reconstruction |
0.1 | 1 | 2019 | Self-Supervised Deep Depth Denoising · ICCV 2019 |
Methods — techniques the papers use, named apart from their topics
segmentation · 0.9procrustes analysis · 0.9deep learning · 0.9photometric supervision · 0.8differentiable rendering · 0.8convolutional autoencoder · 0.8real-time transmission · 0.73d media compression · 0.7volterra kernel · 0.3second-order convolution · 0.3quadratic form · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | VRGestures: Controller and Hand Gesture Datasets for Virtual Reality
Alexandros Doumanoglou, Dimitrios Zarpalas |
CGI (3) | 2 |
| 2022 | Serverless streaming for emerging media: towards 5G network-driven cost optimization
Konstantinos Konstantoudakis, David Breitgand, Alexandros Doumanoglou, Nikolaos Zioulis, Avi Weit, Kyriaki Christaki, Petros Drakoulis, Emmanouil Christakis, Dimitrios Zarpalas, Petros Daras |
Multim. Tools Appl. | 3 |
| 2021 | Zeroth-order optimizer benchmarking for 3D performance capture: a real-world use case analysisabstractIn the field of 3D Human Performance Capture, a high-quality 3D scan of the performer is rigged and skinned to an animatable 3D template mesh that is subsequently fitted to the captured performance's RGB-D data. Template fitting is accomplished via solving for the template's pose parameters that better explain the performance data at each recorded frame. In this paper, we challenge open implementations of zeroth-order optimizers to solve the template fitting problem in a human performance capture dataset. The objective function that we employ approximates, the otherwise costly to evaluate, 3D RMS hausdorff distance between the animated template and the 3D mesh reconstructed from the depth data (target mesh) at an individual recorded frame. We distinguish and benchmark the optimizers, in three different real-world scenarios, two of which are based on the geometric proximity of the template to the target in individual frames, while in the third one we fit the template sequentially to all target frames of the recorded sequence. Conclusions of this work can serve as a reference for future optimizer implementations and our findings can server as a baseline for future multi-objective optimization approaches. We make part of our benchmark and experiment setup publicly available (https://github.com/VCL3D/nevergrad, https://github.com/VCL3D/PerformanceCapture/releases/). Alexandros Doumanoglou, Petros Drakoulis, Kyriaki Christaki, Nikolaos Zioulis, Vladimiros Sterzentsenko, Antonis Karakottas, Dimitrios Zarpalas, Petros Daras |
GECCO | 1 |
| 2020 | Deep Soft Procrustes for Markerless Volumetric Sensor AlignmentabstractWith the advent of consumer grade depth sensors, low-cost volumetric capture systems are easier to deploy. Their wider adoption though depends on their usability and by extension on the practicality of spatially aligning multiple sensors. Most existing alignment approaches employ visual patterns, e.g. checkerboards, or markers and require high user involvement and technical knowledge. More user-friendly and easier-to-use approaches rely on markerless methods that exploit geometric patterns of a physical structure. However, current SoA approaches are bounded by restrictions in the placement and the number of sensors. In this work, we improve markerless data-driven correspondence estimation to achieve more robust and flexible multi-sensor spatial alignment. In particular, we incorporate geometric constraints in an end-to-end manner into a typical segmentation based model and bridge the intermediate dense classification task with the targeted pose estimation one. This is accomplished by a soft, differentiable procrustes analysis that regularizes the segmentation and achieves higher extrinsic calibration performance in expanded sensor placement configurations, while being unrestricted by the number of sensors of the volumetric capture system. Our model is experimentally shown to achieve similar results with marker-based methods and outperform the mark-erless ones, while also being robust to the pose variations of the calibration structure. Code and pretrained models are available at https://vcl3d.github.io/StructureNet/. Vladimiros Sterzentsenko, Alexandros Doumanoglou, Spyridon Thermos, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
VR | 2 |
| 2019 | Self-Supervised Deep Depth DenoisingabstractDepth perception is considered an invaluable source of information for various vision tasks. However, depth maps acquired using consumer-level sensors still suffer from non-negligible noise. This fact has recently motivated researchers to exploit traditional filters, as well as the deep learning paradigm, in order to suppress the aforementioned non-uniform noise, while preserving geometric details. Despite the effort, deep depth denoising is still an open challenge mainly due to the lack of clean data that could be used as ground truth. In this paper, we propose a fully convolutional deep autoencoder that learns to denoise depth maps, surpassing the lack of ground truth data. Specifically, the proposed autoencoder exploits multiple views of the same scene from different points of view in order to learn to suppress noise in a self-supervised end-to-end manner using depth and color information during training, yet only depth during inference. To enforce self-supervision, we leverage a differentiable rendering technique to exploit photometric supervision, which is further regularized using geometric and surface priors. As the proposed approach relies on raw data acquisition, a large RGB-D corpus is collected using Intel RealSense sensors. Complementary to a quantitative evaluation, we demonstrate the effectiveness of the proposed self-supervised denoising approach on established 3D reconstruction applications. Code is avalable at https://github.com/VCL3D/DeepDepthDenoising. Vladimiros Sterzentsenko, Leonidas Saroglou, Anargyros Chatzitofis, Spyridon Thermos, Nikolaos Zioulis, Alexandros Doumanoglou, Dimitrios Zarpalas, Petros Daras |
ICCV | 6 |
| 2019 | Space Wars: An AugmentedVR Game
Kyriaki Christaki, Konstantinos C. Apostolakis, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
MMM (2) | 3 |
| 2019 | Subjective Visual Quality Assessment of Immersive 3D Media Compressed by Open-Source Static 3D Mesh Codecs
Kyriaki Christaki, Emmanouil Christakis, Petros Drakoulis, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
MMM (1) | 4 |
| 2019 | Frequency-based slow feature analysis
Alexandros Doumanoglou, Nicholas Vretos, Petros Daras |
Neurocomputing | 1 |
| 2018 | Subjective quality assessment of textured human full-body 3D-reconstructionsabstractGeometry and texture resolution are two common system parameters of any modern volumetric 3D reconstruction pipeline. In tele-immersive applications, besides their apparent impact on the visual quality of the output 3D mesh, their absolute values implicitly influence the computational load of the whole tele-immersion pipeline from acquisition to 3D reconstruction, compression and transmission. Thus, tuning those parameters to an optimal combination has evident benefits. In this paper, we conduct a subjective experiment to assess the visual quality of textured human 3D-reconstructed meshes that are produced by a volumetric 3D reconstruction algorithm as a joint function of the geometry and texture resolution production parameters. The experiment is based on the forced choice pairwise comparison methodology on pre-rendered views of the real-time reconstructed meshes within the context of human performance capture. We analyze the pairwise comparison data and establish a ranking of the parameter space and, thus also, a mapping from the parameters to the subjective visual quality. The results of this study may be utilized to tune the parameters of the real-time 3D reconstruction pipeline, optimizing for the best balance between visual quality, bandwidth and overall performance. Alexandros Doumanoglou, Nikolaos Zioulis, Emmanouil Christakis, Dimitrios Zarpalas, Petros Daras |
QoMEX | 1 |
| 2018 | Augmented VRabstractTraditional VR is mostly about headset experiences either in completely virtual environments or 360° videos. On the other hand AR has been mixing realities by inserting the virtual within the real. In this work we present the Augmented VR concept that lies at the middle right of the virtuality continuum, typically referred to as augmented virtuality. We offer another perspective by blending the real within the virtual focusing on capturing actual human performances in three dimensions and emplacing them within virtual environments [1]-[3]. By compressing and transmitting this new type of 3D media we can also achieve real-time interaction, communication and collaboration between users. Being in full 3D our media are compatible with a variety of applications be it either VR, AR, MR and open up new exciting opportunities like free viewpoint spectating while also increasing the feeling of immersion of all participating users. We demonstrate our technology via a prototype two player game that can support spectating in various devices like head mounted displays (VR) or tablet laptops (AR). Our system is easy to setup, requiring minimal non-technical human intervention, and relatively low cost taking one step ahead in making this technology available to the consumer public. Antonis Karakottas, Alexandros Papachristou, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras |
VR | 3 |
| 2017 | Non-linear Convolution Filters for CNN-Based LearningabstractDuring the last years, Convolutional Neural Networks (CNNs) have achieved state-of-the-art performance in image classification. Their architectures have largely drawn inspiration by models of the primate visual system. However, while recent research results of neuroscience prove the existence of non-linear operations in the response of complex visual cells, little effort has been devoted to extend the convolution technique to non-linear forms. Typical convolutional layers are linear systems, hence their expressiveness is limited. To overcome this, various non-linearities have been used as activation functions inside CNNs, while also many pooling strategies have been applied. We address the issue of developing a convolution method in the context of a computational model of the visual cortex, exploring quadratic forms through the Volterra kernels. Such forms, constituting a more rich function space, are used as approximations of the response profile of visual cells. Our proposed second-order convolution is tested on CIFAR-10 and CIFAR-100. We show that a network which combines linear and non-linear filters in its convolutional layers, can outperform networks that use standard linear filters with the same architecture, yielding results competitive with the state-of-the-art on these datasets. Georgios Zoumpourlis, Alexandros Doumanoglou, Nicholas Vretos, Petros Daras |
ICCV | 2 |
| 2016 | 3D tele-immersion platform for interactive immersive experiences between remote usersabstractTele-immersion (TI) related technologies can change the way people interact and bridge the gap between the physical and digital worlds. However, while the technology itself advances, most developed platforms have complex setups and require large investments. In this work, a low-cost platform is introduced, integrating multiple TI-related advances. Focusing on ease of use and rapid deployment, a fast and fully automatic calibration method is proposed. The platform enables real-time 3D reconstruction of users and their placement into a pre-authored 3D environment. Moreover, interaction is achieved through the user's body posture, removing the need for additional equipment and enabling natural control while immersed. Developing a real-time TI platform requires the efficient integration of several multidisciplinary elements. An elegant, minimal solution to these challenges is proposed and validated in a prototype TI multiplayer game, SpaceWars. Nikolaos Zioulis, Dimitrios S. Alexiadis, Alexandros Doumanoglou, Georgios Louizis, Konstantinos C. Apostolakis, Dimitrios Zarpalas, Petros Daras |
ICIP | 3 |
| 2014 | On human Time-Varying Mesh compression exploiting activity-related characteristicsabstractIn this work, we explore the potential of exploiting activity-related global features in order to improve the performance of an existing human Time-Varying Mesh (TVM) compression scheme. The TVM compression scheme used, employs two kinds of frames, namely Intra(I)-Fames and Enhanced Predicted(EP) Frames. In this scheme, I-Frames are used as a reference to encode EP-Frames. The paper introduces a strategy for selecting the most appropriate I-Frame that will serve as a reference frame for the encoding of EP-Frames, exploiting activity-related characteristics. Two different strategies are presented, using a skeleton-matching criterion and a periodicity measurement metric based on human skeleton. Evaluation is conducted on two sequences of the MPEG-3DGC database [1]. Results show that the concept is sound, but they also reveal the sensitivity of the proposed methods to the skeleton quality, thus the need for more robust skeleton tracking techniques. Alexandros Doumanoglou, Dimitrios S. Alexiadis, Stylianos Asteriadis, Dimitrios Zarpalas, Petros Daras |
ICASSP | 1 |
| 2014 | A case study for tele-immersion communication applications: From 3D capturing to renderingabstractThe primary objective of this paper is to present and analyze key aspects related to next-generation tele-immersion applications, studying the end-to-end chain from 3D capturing of remote users to rendering. The key modules for 3D reconstruction of moving humans and their mesh compression, are presented and discussed. The chain performance is evaluated in terms of frame-rates, delay, and visual quality. Dimitrios S. Alexiadis, Alexandros Doumanoglou, Dimitrios Zarpalas, Petros Daras |
VCIP | 2 |
| 2014 | Toward Real-Time and Efficient Compression of Human Time-Varying MeshesabstractIn this paper, a novel skeleton-based approach to human time-varying mesh (H-TVM) compression is presented. The topic of TVM compression is new and has many challenges, such as handling the lack of obvious mapping of vertices across frames and handling the variable connectivity across frames, while maintaining efficiency, which are the most important ones. Very few works exist in the literature, while not all of the challenges have been addressed yet. In addition, developing an efficient and real-time solution, handling the above, obviously is a difficult task. We attempt to address the H-TVM compression problem inspired from video coding using different types of frames and trying to efficiently remove inter-frame geometric redundancy utilizing the recent advances in human skeleton tracking. The overall approach focuses on compression efficiency, low distortion, and low computation time enabling for real-time transmission of H-TVMs. It efficiently compresses geometry and vertex attributes of TVMs. In addition, this paper is the first to provide an efficient method for connectivity coding of TVMs, by introducing a modification to the state-of-the-art MPEG-4 TFAN algorithm. Experiments are conducted in the MPEG-3DGC TVM database. The method outperforms the state-of-the-art standardized static mesh coder MPEG-4 TFAN at low bit-rates, while remaining competent at high bit-rates. It gives a practical proof of concept that in the combined problem of geometry, connectivity, and vertex attribute coding of TVMs, efficient inter-frame redundancy removal is possible, establishing ground for further improvements. Finally, this paper proposes a method for motion-based coding of H-TVMs that can further enhance the overall experience when H-TVM compression is used in a tele-immersion scenario. Alexandros Doumanoglou, Dimitrios S. Alexiadis, Dimitrios Zarpalas, Petros Daras |
IEEE Trans. Circuits Syst. Video Technol. | 1 |