Nikolaos Sarafianos

dblp:169/3215 · DBLP profile ↗
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27ranked-venue papers
7as first author
20since 2021 · last 2025
0000-0002-6350-3890ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 25 · 5 first-author · 20 since 2021Artificial intelligence and machine learning · 22 · 5 first-author · 17 since 2021Computer networks · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Garment3DGen: 3D Garment Stylization and Texture Generation
abstract
We introduce Garment3DGen a new method to synthesize 3D garment assets from a base mesh given a single input image as guidance. Our proposed approach allows users to generate 3D textured clothes based on both real and synthetic images, such as those generated by text prompts. The generated assets can be directly draped and simulated on human bodies. We leverage the recent progress of image-to-3D diffusion methods to generate 3D garment geometries. However, since these geometries cannot be utilized directly for downstream tasks, we propose to use them as pseudo ground-truth and set up a mesh deformation optimization procedure that deforms a base template mesh to match the generated 3D target. Carefully designed losses allow the base mesh to freely deform towards the desired target, yet preserve mesh quality and topology such that they can be simulated. Finally, we generate high-fidelity texture maps that are globally and locally consistent and faithfully capture the input guidance, allowing us to render the generated 3D assets. With Garment3DGen users can generate the simulation-ready 3D garment of their choice without the need of artist intervention. We present a plethora of quantitative and qualitative
Nikolaos Sarafianos, Tuur Stuyck, Xiaoyu Xiang, Yilei Li, Jovan Popovic
3DV1
2025 PGC: Physics-Based Gaussian Cloth from a Single Pose
abstract
We introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io.
Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov
CVPR4
2025 UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping
abstract
3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.
Aashish Rai, Dilin Wang, Mihir Jain, Nikolaos Sarafianos, Srinath Sridhar 0002, Aayush Prakash
CVPR4
2025 Quaffure: Real-Time Quasi-Static Neural Hair Simulation
abstract
Realistic hair motion is crucial for high-quality avatars, but it is often limited by the computational resources available for real-time applications. To address this challenge, we propose a novel neural approach to predict physically plausible hair deformations that generalizes to various body poses, shapes, and hairstyles. Our model is trained using a self-supervised loss, eliminating the need for expensive data generation and storage. We demonstrate our method’s effectiveness through numerous results across a wide range of pose and shape variations, showcasing its robust generalization capabilities and temporally smooth results. Our approach is highly suitable for real-time applications with an inference time of only a few milliseconds on consumer hardware and its ability to scale to predicting the drape of 1000 grooms in 0.3 seconds.
Tuur Stuyck, Gene Wei-Chin Lin, Egor Larionov, Hsiao-Yu Chen, Aljaz Bozic, Nikolaos Sarafianos, Douglas Roble
CVPR6
2025 3D Mesh Editing Using Masked LRMs
abstract
We present a novel approach to shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 2-10x faster than the top-performing prior work.
Will Gao, Dilin Wang, Yuchen Fan 0001, Aljaz Bozic, Tuur Stuyck, Zhengqin Li, Zhao Dong 0001, Nikolaos Sarafianos
ICCV9
2025 Controllable Biophysical Human Faces
abstract
We present a novel generative model that synthesizes photorealistic, biophysically plausible faces by capturing the intricate relationships between facial geometry and biophysical attributes. Our approach models facial appearance in a biophysically grounded manner, allowing for the editing of both high‐level attributes such as age and gender, as well as low‐level biophysical properties such as melanin level and blood content. This enables continuous modeling of physical skin properties that correlate changes in skin properties with shape changes. We showcase the capabilities of our framework beyond its role as a generative model through two practical applications: editing the texture maps of 3D faces that have already been captured, and serving as a strong prior for face reconstruction when combined with differentiable rendering. Our model allows for the creation of physically‐based relightable, editable faces with consistent topology and uv layout that can be integrated into traditional computer graphics pipelines.
Minghao Liu 0009, Stephane Grabli, Sébastien Speierer, Nikolaos Sarafianos, Lukas Bode, Matt Jen-Yuan Chiang, Christophe Hery, James Davis 0001, Carlos Aliaga
Comput. Graph. Forum4
2025 Generating High-Fidelity Clothed Human Dynamics with Temporal Diffusion
abstract
Clothed human modeling plays a crucial role in multimedia research, with applications spanning virtual reality, gaming, and fashion design. The goal is to learn clothed human dynamics from observations and then generate humans with high-fidelity clothing details for motion animation. Despite tremendous advancements in clothing shape analysis by existing approaches, the community still faces challenges in generating convincing visual effects of cloth dynamics, maintaining temporally smooth clothing details, and handling diverse clothing patterns. To address these challenges, we introduce ClothDiffuse, a temporal diffusion model that seamlessly integrates three key components into this task—temporal dynamics modeling, iterative refinement, and diversified generation. Our approach begins by using an encoder to extract high-level temporal features from input human body motions. These features are combined with a learnable pixel-aligned garment feature, serving as prior conditions for the shape decoder. The decoder then iteratively denoise Gaussian noise to produce clothing deformations over time on the input unclothed human bodies. To ensure that the results align with observations and adhere to physical plausibility for clothing shape inference, we propose two physics-inspired loss functions that preserve the intra-frame distances and inter-frame forces of clothing points. Additionally, the stochastic nature of the denoising process allows for the generation of diverse and plausible clothing shapes. Experiments show that our approach outperforms state-of-the-art methods in chamfer distance and visual effects, particularly for loose clothing such as dresses and skirts. Furthermore, our approach effectively adapts to out-of-domain clothing types and generates realistic clothes dynamics.
Shihao Zou, Yuanlu Xu, Nikolaos Sarafianos, Federica Bogo, Tony Tung, Weixin Si, Li Cheng 0001
ACM Trans. Multim. Comput. Commun. Appl.3
2024 HISR: Hybrid Implicit Surface Representation for Photorealistic 3D Human Reconstruction
abstract
Neural reconstruction and rendering strategies have demonstrated state-of-the-art performances due, in part, to their ability to preserve high level shape details. Existing approaches, however, either represent objects as implicit surface functions or neural volumes and still struggle to recover shapes with heterogeneous materials, in particular human skin, hair or clothes. To this aim, we present a new hybrid implicit surface representation to model human shapes. This representation is composed of two surface layers that represent opaque and translucent regions on the clothed human body. We segment different regions automatically using visual cues and learn to reconstruct two signed distance functions (SDFs). We perform surface-based rendering on opaque regions (e.g., body, face, clothes) to preserve high-fidelity surface normals and volume rendering on translucent regions (e.g., hair). Experiments demonstrate that our approach obtains state-of-the-art results on 3D human reconstructions, and also shows competitive performances on other objects.
Angtian Wang, Yuanlu Xu, Nikolaos Sarafianos, Robert Maier 0001, Edmond Boyer, Alan L. Yuille, Tony Tung
AAAI3
2024 Geometry Transfer for Stylizing Radiance Fields
abstract
Shape and geometric patterns are essential in defining stylistic identity. However, current 3D style transfer methods predominantly focus on transferring colors and textures, often overlooking geometric aspects. In this paper, we introduce Geometry Transfer, a novel method that leverages geometric deformation for 3D style transfer. This technique employs depth maps to extract a style guide, subsequently applied to stylize the geometry of radiance fields. Moreover, we propose new techniques that utilize geometric cues from the 3D scene, thereby enhancing aesthetic expressiveness and more accurately reflecting intended styles. Our extensive experiments show that Geometry Transfer enables a broader and more expressive range of stylizations, thereby significantly expanding the scope of 3D style transfer.
Hyunyoung Jung 0001, Seonghyeon Nam, Nikolaos Sarafianos, Sungjoo Yoo, Alexander Sorkine-Hornung
CVPR3
2024 DiffAvatar: Simulation-Ready Garment Optimization with Differentiable Simulation
abstract
The realism of digital avatars is crucial in enabling telepresence applications with self-expression and customization. While physical simulations can produce realistic motions for clothed humans, they require high-quality garment assets with associated physical parameters for cloth simulations. However, manually creating these assets and calibrating their parameters is labor-intensive and requires specialized expertise. Current methods focus on reconstructing geometry, but don't generate complete assets for physics-based applications. To address this gap, we propose DiffAvatar, a novel approach that performs body and garment co-optimization using differentiable simulation. By integrating physical simulation into the optimization loop and accounting for the complex nonlinear behavior of cloth and its intricate interaction with the body, our framework recovers body and garment geometry and extracts important material parameters in a physically plausible way. Our experiments demonstrate that our approach generates realistic clothing and body shape suitable for downstream applications. We provide additional insights and results on our webpage: people. csail. mit. edu/liyifei/publication/diffavatar.
Yifei Li 0002, Hsiao-Yu Chen, Egor Larionov, Nikolaos Sarafianos, Wojciech Matusik, Tuur Stuyck
CVPR4
2024 ANIM: Accurate Neural Implicit Model for Human Reconstruction from a Single RGB-D Image
abstract
Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D hu-man surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geome-tries along the camera optical axis. In this paper, we ex-plore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relation-ships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the re-constructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising highquality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling highquality reconstruction from real-world human capture. https://marcopesavento.github.io/Anim/
Marco Pesavento, Yuanlu Xu, Nikolaos Sarafianos, Robert Maier 0001, Chun-Han Yao, Marco Volino, Edmond Boyer, Adrian Hilton 0001, Tony Tung
CVPR3
2024 WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians
Dmytro Kotovenko, Olga Grebenkova, Nikolaos Sarafianos, Avinash Paliwal, Pingchuan Ma 0006, Omid Poursaeed, Sreyas Mohan, Yuchen Fan 0001, Yilei Li, Björn Ommer
ECCV (21)3
2023 VIVE3D: Viewpoint-Independent Video Editing using 3D-Aware GANs
abstract
We introduce VIVE3D, a novel approach that extends the capabilities of image-based 3D GANs to video editing and is able to represent the input video in an identity-preserving and temporally consistent way. We propose two new building blocks. First, we introduce a novel GAN inversion technique specifically tailored to 3D GANs by jointly embedding multiple frames and optimizing for the camera parameters. Second, besides traditional semantic face edits (e.g. for age and expression), we are the first to demonstrate edits that show novel views of the head enabled by the inherent prop-erties of 3D GANs and our optical flow-guided compositing technique to combine the head with the background video. Our experiments demonstrate that VIVE3D generates high-fidelity face edits at consistent quality from a range of camera viewpoints which are composited with the original video in a temporally and spatially consistent manner.
Anna Frühstück, Nikolaos Sarafianos, Yuanlu Xu, Peter Wonka, Tony Tung
CVPR2
2023 NSF: Neural Surface Fields for Human Modeling from Monocular Depth
abstract
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applications in gaming, virtual try-on, animation, and VR/XR, etc. However, it is very challenging to model dynamic and finegrained clothing deformations from such sparse data. Existing methods for modeling 3D humans from depth data have limitations in terms of computational efficiency, mesh coherency, and flexibility in resolution and topology. For instance, reconstructing shapes using implicit functions and extracting explicit meshes per frame is computationally expensive and cannot ensure coherent meshes across frames. Moreover, predicting per-vertex deformations on a predesigned human template with a discrete surface lacks flexibility in resolution and topology. To overcome these limitations, we propose a novel method 'NSF : Neural Surface Fields’ for modeling 3D clothed humans from monocular depth. NSF defines a neural field solely on the base surface which models a continuous and flexible displacement field. NSF can be adapted to the base surface with different resolution and topology without retraining at inference time. Compared to existing approaches, our method eliminates the expensive per-frame surface extraction while maintaining mesh coherency, and is capable of reconstructing meshes with arbitrary resolution without retraining. To foster research in this direction, we release our code in project page at: https://yuxuan-xue.com/nsf.
Yuxuan Xue 0001, Bharat Lal Bhatnagar, Riccardo Marin, Nikolaos Sarafianos, Yuanlu Xu, Gerard Pons-Moll, Tony Tung
ICCV4
2022 BodyMap: Learning Full-Body Dense Correspondence Map
abstract
Dense correspondence between humans carries powerful semantic information that can be utilized to solve fundamental problems for full-body understanding such as in-the-wild surface matching, tracking and reconstruction. In this paper we present BodyMap, a new framework for obtaining high-definition full-body and continuous dense correspondence between in-the-wild images of clothed humans and the surface of a 3D template model. The correspondences cover fine details such as hands and hair, while capturing regions far from the body surface, such as loose clothing. Prior methods for estimating such dense surface correspondence i) cut a 3D body into parts which are unwrapped to a 2D UV space, producing discontinuities along part seams, or ii) use a single surface for representing the whole body, but none handled body details. Here, we introduce a novel network architecture with Vision Transformers that learn fine-level features on a continuous body surface. BodyMap outperforms prior work on various metrics and datasets, including DensePose-COCO by a large margin. Furthermore, we show various applications ranging from multi-layer dense cloth correspondence, neural rendering with novel-view synthesis and appearance swapping.
Anastasia Ianina, Nikolaos Sarafianos, Yuanlu Xu, Ignacio Rocco, Tony Tung
CVPR2
2022 SPAMs: Structured Implicit Parametric Models
abstract
Parametric 3D models have formed a fundamental role in modeling deformable objects, such as human bodies, faces, and hands; however, the construction of such parametric models requires significant manual intervention and domain expertise. Recently, neural implicit 3D representations have shown great expressibility in capturing 3D shape geometry. We observe that deformable object motion is often semantically structured, and thus propose to learn Structured-implicit PArametric Models (SPAMs) as a deformable object representation that structurally decomposes non-rigid object motion into part-based disentangled representations of shape and pose, with each being represented by deep implicit functions. This enables a structured characterization of object movement, with part decomposition characterizing a lower-dimensional space in which we can establish coarse motion correspondence. In particular, we can leverage the part decompositions at test time to fit to new depth sequences of unobserved shapes, by establishing part correspondences between the input observation and our learned part spaces; this guides a robust joint optimization between the shape and pose of all parts, even under dramatic motion sequences. Experiments demonstrate that our part-aware shape and pose understanding lead to state-of-the-art performance in reconstruction and tracking of depth sequences of complex deforming object motion.
Pablo R. Palafox, Nikolaos Sarafianos, Tony Tung, Angela Dai
CVPR2
2022 Free-Viewpoint RGB-D Human Performance Capture and Rendering
Phong Nguyen 0001, Nikolaos Sarafianos, Christoph Lassner, Janne Heikkilä, Tony Tung
ECCV (16)2
2022 Pose-NDF: Modeling Human Pose Manifolds with Neural Distance Fields
Garvita Tiwari, Dimitrije Antic, Jan Eric Lenssen, Nikolaos Sarafianos, Tony Tung, Gerard Pons-Moll
ECCV (5)4
2021 Semi-Supervised Synthesis of High-Resolution Editable Textures for 3D Humans
abstract
We introduce a novel approach to generate diverse high fidelity texture maps for 3D human meshes in a semi-supervised setup. Given a segmentation mask defining the layout of the semantic regions in the texture map, our network generates high-resolution textures with a variety of styles, that are then used for rendering purposes. To accomplish this task, we propose a Region-adaptive Adversarial Variational AutoEncoder (ReAVAE) that learns the probability distribution of the style of each region individually so that the style of the generated texture can be controlled by sampling from the region-specific distributions. In addition, we introduce a data generation technique to augment our training set with data lifted from single-view RGB inputs. Our training strategy allows the mixing of reference image styles with arbitrary styles for different regions, a property which can be valuable for virtual try-on AR/VR applications. Experimental results show that our method synthesizes better texture maps compared to prior work while enabling independent layout and style controllability.
Bindita Chaudhuri, Nikolaos Sarafianos, Linda G. Shapiro, Tony Tung
CVPR2
2021 Neural-GIF: Neural Generalized Implicit Functions for Animating People in Clothing
abstract
We present Neural Generalized Implicit Functions (Neural-GIF), to animate people in clothing as a function of the body pose. Given a sequence of scans of a subject in various poses, we learn to animate the character for new poses. Existing methods have relied on template-based representations of the human body (or clothing). However such models usually have fixed and limited resolutions, require difficult data pre-processing steps and cannot be used with complex clothing. We draw inspiration from template-based methods, which factorize motion into articulation and nonrigid deformation, but generalize this concept for implicit shape learning to obtain a more flexible model. We learn to map every point in the space to a canonical space, where a learned deformation field is applied to model non-rigid effects, before evaluating the signed distance field. Our formulation allows the learning of complex and non-rigid deformations of clothing and soft tissue, without computing a template registration as it is common with current approaches. Neural-GIF can be trained on raw 3D scans and reconstructs detailed complex surface geometry and deformations. Moreover, the model can generalize to new poses. We evaluate our method on a variety of characters from different public datasets in diverse clothing styles and show significant improvements over baseline methods, quantitatively and qualitatively. We also extend our model to multiple shape setting. To stimulate further research, we will make the model, code and data publicly available at [1].
Garvita Tiwari, Nikolaos Sarafianos, Tony Tung, Gerard Pons-Moll
ICCV2
2019 Adversarial Representation Learning for Text-to-Image Matching
abstract
For many computer vision applications such as image captioning, visual question answering, and person search, learning discriminative feature representations at both image and text level is an essential yet challenging problem. Its challenges originate from the large word variance in the text domain as well as the difficulty of accurately measuring the distance between the features of the two modalities. Most prior work focuses on the latter challenge, by introducing loss functions that help the network learn better feature representations but fail to account for the complexity of the textual input. With that in mind, we introduce TIMAM: a Text-Image Modality Adversarial Matching approach that learns modality-invariant feature representations using adversarial and cross-modal matching objectives. In addition, we demonstrate that BERT, a publicly-available language model that extracts word embeddings, can successfully be applied in the text-to-image matching domain. The proposed approach achieves state-of-the-art cross-modal matching performance on four widely-used publicly-available datasets resulting in absolute improvements ranging from 2% to 5% in terms of rank-1 accuracy.
Nikolaos Sarafianos, Xiang Xu 0005, Ioannis A. Kakadiaris
ICCV1
2018 Deep Imbalanced Attribute Classification Using Visual Attention Aggregation
Nikolaos Sarafianos, Xiang Xu 0005, Ioannis A. Kakadiaris
ECCV (11)1
2018 Curriculum learning of visual attribute clusters for multi-task classification
Nikolaos Sarafianos, Theodoros Giannakopoulos, Christophoros Nikou, Ioannis A. Kakadiaris
Pattern Recognit.1
2016 Show me your body: Gender classification from still images
abstract
In this work, we investigate the problem of predicting gender from still images using human metrology. Since the values of the anthropometric measurements are difficult to be estimated accurately from state-of-the-art computer vision algorithms, ratios of anthropometric measurements were used as features. Additionally, since several measurements will not be available at test time in a real-life scenario, we opted for the Learning Using Privileged Information (LUPI) paradigm. During training, we used as features, ratios from all the available anthropometric measurements, whereas at test time only ratios of measurable (i.e., observable) quantities were used. We show that by using the LUPI framework, the estimation of soft biometric characteristics such as gender is possible. Gender classification from human metrology is also tested on real images with promising results.
Ioannis A. Kakadiaris, Nikolaos Sarafianos, Christophoros Nikou
ICIP2
2016 Predicting privileged information for height estimation
abstract
In this paper, we propose a novel regression-based method for employing privileged information to estimate the height using human metrology. The actual values of the anthropometric measurements are difficult to estimate accurately using state-of-the-art computer vision algorithms. Hence, we use ratios of anthropometric measurements as features. Since many anthropometric measurements are not available at test time in real-life scenarios, we employ a learning using privileged information (LUPI) framework in a regression setup. Instead of using the LUPI paradigm for regression in its original form (i.e., ε-SVR+), we train regression models that predict the privileged information at test time. The predictions are then used, along with observable features, to perform height estimation. Once the height is estimated, a mapping to classes is performed. We demonstrate that the proposed approach can estimate the height better and faster than the ε-SVR+ algorithm and report results for different genders and quartiles of humans.
Nikolaos Sarafianos, Christophoros Nikou, Ioannis A. Kakadiaris
ICPR1
2016 3D Human pose estimation: A review of the literature and analysis of covariates
Nikolaos Sarafianos, Bogdan Boteanu, Bogdan Ionescu, Ioannis A. Kakadiaris
Comput. Vis. Image Underst.1
2016 Audio-visual speaker diarization using fisher linear semi-discriminant analysis
Nikolaos Sarafianos, Theodoros Giannakopoulos, Sergios Petridis
Multim. Tools Appl.1