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Adam T. Lake

dblp:180/1948 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1Systems, architecture and hardware · 1

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.

Artificial intelligence
1 paper
Video understanding and tracking · 93% Multi-agent systems · 7%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Processor architecture and microarchitecture · 33% GPUs and heterogeneous computing · 33% Parallel and multicore computing · 33%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 33% Computational photography and imaging · 33% Rendering · 33%

Topics — the 7 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Video understanding and tracking › object tracking
adaptive tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking › multi-object tracking
crowd tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking
multi-object tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computer vision › Video understanding and tracking › object tracking
person tracking
0.212014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Processor architecture and microarchitecture
many-core architecture
0.112008
Larrabee: a many-core x86 architecture for visual computing · ACM Trans. Graph. 2008
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation
crowd simulation
0.112014
AdaPT: Real-time adaptive pedestrian tracking for crowded scenes · ICRA 2014
Computational photography and imaging
image-based modeling
0.011998
The Office of the Future: A Unified Approach to Image-based Modeling and Spatially Immersive Displays · SIGGRAPH 1998

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

probabilistic tracker · 0.2particle filter · 0.2multi-agent motion model · 0.2deterministic tracker · 0.2vector processing · 0.1software task scheduling · 0.1binning · 0.1structured light · 0.0per-pixel depth acquisition · 0.0head tracking · 0.0
YearPublicationVenuePosition
2014 AdaPT: Real-time adaptive pedestrian tracking for crowded scenes
abstract
We present a novel realtime algorithm to compute the trajectory of each pedestrian in a crowded scene. Our formulation is based on an adaptive scheme that uses a combination of deterministic and probabilistic trackers to achieve high accuracy and efficiency simultaneously. Furthermore, we integrate it with a multi-agent motion model and local interaction scheme to accurately compute the trajectory of each pedestrian. We highlight the performance and benefits of our algorithm on well-known datasets with tens of pedestrians.
Aniket Bera, Nico Galoppo, Dillon Sharlet, Adam T. Lake, Dinesh Manocha
ICRA4
2013 FasTC: accelerated fixed-rate texture encoding
abstract
We present a new algorithm for encoding low dynamic range images into fixed-rate texture compression formats. Our approach provides orders of magnitude improvements in speed over existing publicly-available compressors, while generating high quality results. The algorithm is applicable to any fixed-rate texture encoding scheme based on Block Truncation Coding and we use it to compress images into the OpenGL BPTC format. The underlying technique uses an axis-aligned bounding box to estimate the proper partitioning of a texel block and performs a generalized cluster fit to compute the endpoint approximation. This approximation can be further refined using simulated annealing. The algorithm is inherently parallel and scales with the number of processor cores. We highlight its performance on low-frequency game textures and the high frequency Kodak Test Image Suite.
Pavel Krajcevski, Adam T. Lake, Dinesh Manocha
I3D2
2008 Larrabee: a many-core x86 architecture for visual computing
abstract
This paper presents a many-core visual computing architecture code named Larrabee, a new software rendering pipeline, a manycore programming model, and performance analysis for several applications. Larrabee uses multiple in-order x86 CPU cores that are augmented by a wide vector processor unit, as well as some fixed function logic blocks. This provides dramatically higher performance per watt and per unit of area than out-of-order CPUs on highly parallel workloads. It also greatly increases the flexibility and programmability of the architecture as compared to standard GPUs. A coherent on-die 2 nd level cache allows efficient inter-processor communication and high-bandwidth local data access by CPU cores. Task scheduling is performed entirely with software in Larrabee, rather than in fixed function logic. The customizable software graphics rendering pipeline for this architecture uses binning in order to reduce required memory bandwidth, minimize lock contention, and increase opportunities for parallelism relative to standard GPUs. The Larrabee native programming model supports a variety of highly parallel applications that use irregular data structures. Performance analysis on those applications demonstrates Larrabee's potential for a broad range of parallel computation.
Larry Seiler, Doug Carmean, Eric Sprangle, Tom Forsyth, Michael Abrash, Pradeep Dubey, Stephen Junkins, Adam T. Lake, Jeremy Sugerman, Robert Cavin, Roger Espasa, Ed Grochowski, Toni Juan, Pat Hanrahan
ACM Trans. Graph.8
1998 The Office of the Future: A Unified Approach to Image-based Modeling and Spatially Immersive Displays
abstract
We introduce ideas, proposed technologies, and initial results for an office of the future that is based on a unified application of computer vision and computer graphics in a system that combines and builds upon the notions of the CAVE™, tiled display systems, and image-based modeling .The basic idea is to use real-time computer vision techniques to dynamically extract per-pixel depth and reflectance information for the visible surfaces in the office including walls, furniture, objects, and people, and then to either project images on the surfaces, render images of the surfaces , or interpret changes in the surfaces.In the first case, one could designate every-day (potentially irregular) real surfaces in the office to be used as spatially immersive display surfaces, and then project high-resolution graphics and text onto those surfaces.In the second case, one could transmit the dynamic image-based models over a network for display at a remote site.Finally, one could interpret dynamic changes in the surfaces for the purposes of tracking, interaction, or augmented reality applications.To accomplish the simultaneous capture and display we envision an office of the future where the ceiling lights are replaced by computer controlled cameras and "smart" projectors that are used to capture dynamic image-based models with imperceptible structured light techniques, and to display high-resolution images on designated display surfaces.By doing both simultaneously on the designated display surfaces, one can dynamically adjust or autocalibrate for geometric, intensity, and resolution variations resulting from irregular or changing display surfaces, or overlapped projector images.Our current approach to dynamic image-based modeling is to use an optimized structured light scheme that can capture per-pixel depth and reflectance at interactive rates.Our system implementation is not yet imperceptible, but we can demonstrate the approach in the laboratory.Our approach to rendering on the designated (potentially irregular) display surfaces is to employ a two-pass projective texture scheme to generate images that when projected onto the surfaces appear correct to a moving headtracked observer.We present here an initial implementation of the overall vision, in an office-like setting, and preliminary demonstrations of our dynamic modeling and display techniques.
Ramesh Raskar, Greg Welch, Matthew D. Cutts, Adam T. Lake, Lev Stesin, Henry Fuchs
SIGGRAPH4