Demo Data from EDBT 2026 / reviewers in the wild / expert
Thomas Marrinan
dblp:159/7362
· DBLP profile ↗
8ranked-venue papers
7as first author
3since 2021 · last 2025
0000-0003-3075-5044ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 5 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 since 2021Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 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
2 papers |
Rendering · 56% Virtual and augmented reality · 34% Visualization and visual analytics · 10% | |
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive experience
immersive viewing |
0.1 | 1 | 2021 | Real-Time Omnidirectional Stereo Rendering: Generating 360° Surround-View Panoramic Images for Comfortable Immersive Viewing · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality › depth perception
stereoscopic depth perception |
0.1 | 1 | 2021 | Real-Time Omnidirectional Stereo Rendering: Generating 360° Surround-View Panoramic Images for Comfortable Immersive Viewing · IEEE Trans. Vis. Comput. Graph. 2021 |
Visualization and visual analytics › display technology
tiled display wall |
0.1 | 1 | 2017 | Mixed Presence Collaboration using Scalable Visualizations in Heterogeneous Display Spaces · CSCW 2017 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1geometry-based rendering · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Intuitive Computational Steering Using Ascent and TrameabstractLarge-scale scientific simulations that run on high-performance computing resources are typically executed in batch mode, where jobs are queued and run once sufficient resources become available. Visualization and analysis of simulation data can be performed post hoc or in situ, but in both cases, scientists typically do not gain insights until after the simulation has completed. Recently, bidirectional steering capabilities integrated into in situ libraries have enabled scientists to investigate and control simulations during runtime. In this paper, we present our work on developing a bridge between Ascent (a flyweight in situ processing and visualization library) and Trame (a web-based framework for developing interactive visualizations) to create a means for domain users to intuitively steer large-scale simulations. We demonstrate the effectiveness of web-based, user-friendly, customizable steering through three real-world use cases involving large-scale production simulations. Thomas Marrinan, Andres Sewell, Victor A. Mateevitsi, Steve Petruzza, Jifu Tan, Dimitrios K. Fytanidis, Michael E. Papka |
eScience | 1 |
| 2024 | Image Synthesis from a Collection of Depth Enhanced Panoramas: Creating Interactive Extended Reality Experiences from Static ImagesabstractStereoscopic 360° panoramas are a popular modality for creating cinematic virtual reality experiences. However, media in this format are typically static entities that consumers passively view. This is because objects visible in the scene, and camera properties such as depth of field, must be determined at capture time. We propose a real-time technique for dynamically synthesizing stereoscopic 360° panoramas from a collection of depth enhanced monoscopic panoramas. Using depth information, pixels can be transformed into three-dimensional space and re-projected to a different camera location. Our technique allows for head-motion parallax, dynamic depth of field, and integration of properly occluded virtual objects into the captured scene. Our technique shows minimal discrepancies compared to ground truth captures and reduces error when compared to existing stereoscopic 360° panoramic synthesis techniques. Additionally, our technique makes creating interactive extended reality experiences more accessible since monoscopic 360° cameras are much more common than their stereoscopic counterparts. Thomas Marrinan, Ethan Honzik, Hal L. N. Brynteson, Michael E. Papka |
IMX | 1 |
| 2021 | Real-Time Omnidirectional Stereo Rendering: Generating 360° Surround-View Panoramic Images for Comfortable Immersive ViewingabstractSurround-view panoramic images and videos have become a popular form of media for interactive viewing on mobile devices and virtual reality headsets. Viewing such media provides a sense of immersion by allowing users to control their view direction and experience an entire environment. When using a virtual reality headset, the level of immersion can be improved by leveraging stereoscopic capabilities. Stereoscopic images are generated in pairs, one for the left eye and one for the right eye, and result in providing an important depth cue for the human visual system. For computer generated imagery, rendering proper stereo pairs is well known for a fixed view. However, it is much more difficult to create omnidirectional stereo pairs for a surround-view projection that work well when looking in any direction. One major drawback of traditional omnidirectional stereo images is that they suffer from binocular misalignment in the peripheral vision as a user's view direction approaches the zenith / nadir (north / south pole) of the projection sphere. This paper presents a real-time geometry-based approach for omnidirectional stereo rendering that fits into the standard rendering pipeline. Our approach includes tunable parameters that enable pole merging - a reduction in the stereo effect near the poles that can minimize binocular misalignment. Results from a user study indicate that pole merging reduces visual fatigue and discomfort associated with binocular misalignment without inhibiting depth perception. Thomas Marrinan, Michael E. Papka |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2017 | Mixed Presence Collaboration using Scalable Visualizations in Heterogeneous Display SpacesabstractMixed presence collaboration involves remote collaboration between multiple collocated groups. This paper presents the design and results of a user study that focused on mixed presence collaboration using large-scale tiled display walls. The research was conducted in order to compare data synchronization schemes for multi-user visualization applications. Our study compared three techniques for sharing data between display spaces with varying constraints and affordances. The results provide empirical evidence that using data sharing techniques with continuous synchronization between the sites lead to improved collaboration for a search and analysis task between remotely located groups. We have also identified aspects of synchronized sessions that result in increased remote collaborator awareness and parallel task coordination. It is believed that this research will lead to better utilization of large-scale tiled display walls for distributed group work. Thomas Marrinan, Jason Leigh, Luc Renambot, Angus G. Forbes, Steve Jones 0001, Andrew E. Johnson 0001 |
CSCW | 1 |
| 2016 | Interactive Multi-Modal Display Spaces for Visual AnalysisabstractClassic visual analysis relies on a single medium for displaying and interacting with data. Large-scale tiled display walls, virtual reality using head-mounted displays or CAVE systems, and collaborative touch screens have all been utilized for data exploration and analysis. We present our initial findings of combining numerous display environments and input modalities to create an interactive multi-modal display space that enables researchers to leverage various pieces of technology that will best suit specific sub-tasks. Our main contributions are 1) the deployment of an input server that interfaces with a wide array of interaction devices to create a single uniform stream of data usable by custom visual applications, and 2) three real-world use cases of leveraging multiple display environments in conjunction with one another to enhance scientific discovery and data dissemination. Thomas Marrinan, Arthur Nishimoto, Joseph A. Insley, Silvio Rizzi 0001, Andrew E. Johnson 0001, Michael E. Papka |
ISS | 1 |
| 2016 | Synchronized Mixed Presence Data-Conferencing Using Large-Scale Shared DisplaysabstractReal world group-to-group collaboration often occurs between partially distributed interdisciplinary teams, with each discipline working in a unique environment suited for its needs. Groupware must be flexible so that it can be incorporated into a variety of workspaces in order to successfully facilitate this type of mixed presence collaboration. We have developed two new techniques for sharing and synchronizing multi-user applications between heterogeneous large-scale shared displays. The first new technique partitions displays into a perfectly mirrored public space and a local private space. The second new technique enables user-controlled partial synchronization, where different attributes of an application can be synchronized or controlled independently. This paper presents two main contributions of our work: 1) identifying deficiencies in current groupware for interacting with data during mixed presence collaboration, and 2) developing two multi-user data synchronization techniques to address these deficiencies and extend current collaborative infrastructure for large-scale shared displays. Thomas Marrinan, Luc Renambot, Jason Leigh, Angus G. Forbes, Steve Jones 0001, Andrew E. Johnson 0001 |
ISS | 1 |
| 2016 | SAGE2: A collaboration portal for scalable resolution displays
Luc Renambot, Thomas Marrinan, Jillian Aurisano, Arthur Nishimoto, Victor A. Mateevitsi, Krishna Bharadwaj, Lance Long, Andrew E. Johnson 0001, Maxine D. Brown, Jason Leigh |
Future Gener. Comput. Syst. | 2 |
| 2014 | SAGE2: A new approach for data intensive collaboration using Scalable Resolution Shared DisplaysabstractCurrent web-based collaboration systems, such as Google Hangouts, WebEx, and Skype, primarily enable single users to work with remote collaborators through video conferencing and desktop mirroring. The original SAGE software, developed in 2004 and adopted at over one hundred international sites, was Thomas Marrinan, Jillian Aurisano, Arthur Nishimoto, Krishna Bharadwaj, Victor A. Mateevitsi, Luc Renambot, Lance Long, Andrew E. Johnson 0001, Jason Leigh |
CollaborateCom | 1 |