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Lohit Petikam

dblp:197/3346 · DBLP profile ↗
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6ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0001-6629-7490ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 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
4 papers
Rendering · 42% Computer animation and physical simulation · 34% Virtual and augmented reality · 16%
Artificial intelligence
3 papers
Generative modeling · 34% Efficient and distributed learning · 34% 3D vision · 33%

Topics — the 14 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Efficient and distributed learning
data-efficient learning
0.912025
DAViD: Data-Efficient and Accurate Vision Models from Synthetic Data DAViD also references Michelangelo's David - an iconic symbol of anatomical precision-and the David vs. Goliath story, reflecting our small yet powerful dataset and models · ICCV 2025
Machine learning › Generative modeling
synthetic training data
0.912025
DAViD: Data-Efficient and Accurate Vision Models from Synthetic Data DAViD also references Michelangelo's David - an iconic symbol of anatomical precision-and the David vs. Goliath story, reflecting our small yet powerful dataset and models · ICCV 2025
Computer vision › 3D vision
3d human reconstruction
0.812024
Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024
Computer animation and physical simulation
performance capture
0.812024
Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024
Virtual and augmented reality › mixed reality
mixed reality rendering
0.622018
Visual Perception of Real World Depth Map Resolution for Mixed Reality Rendering · VR 2018
MR360: Mixed Reality Rendering for 360° Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › non-photorealistic rendering
stylized rendering
0.512021
Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters · ACM Trans. Graph. 2021
Rendering › non-photorealistic rendering
toon shading
0.512021
Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters · ACM Trans. Graph. 2021
Computational photography and imaging › physics-based vision › light transport analysis
global illumination effects
0.312018
Visual Perception of Real World Depth Map Resolution for Mixed Reality Rendering · VR 2018
Rendering
differentiable rendering
0.312017
MR360: Mixed Reality Rendering for 360° Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › global illumination
image-based lighting
0.312017
MR360: Mixed Reality Rendering for 360° Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
real-time rendering
0.312017
MR360: Mixed Reality Rendering for 360° Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2017
Computer animation and physical simulation
motion capture
0.212024
Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024
Computer vision › 3D vision › range sensing
depth sensing
0.112018
Visual Perception of Real World Depth Map Resolution for Mixed Reality Rendering · VR 2018
Virtual and augmented reality › immersive display
head-mounted display
0.112017
MR360: Mixed Reality Rendering for 360° Panoramic Videos · IEEE Trans. Vis. Comput. Graph. 2017

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

synthetic data training · 1.5synthetic data generation · 0.9parametric human models · 0.8parametric human model · 0.8user experiment · 0.7perceptual threshold measurement · 0.7shading shape interpolation · 0.5shadow rendering · 0.3image-based lighting · 0.3
YearPublicationVenuePosition
2025 DAViD: Data-Efficient and Accurate Vision Models from Synthetic Data DAViD also references Michelangelo's David - an iconic symbol of anatomical precision-and the David vs. Goliath story, reflecting our small yet powerful dataset and models
Fatemehsadat Saleh, Mohammad Sadegh Ali Akbarian, Charlie Hewitt, Lohit Petikam, Xian Xiao, Antonio Criminisi, Thomas J. Cashman 0001, Tadas Baltrusaitis
ICCV4
2025 Nods of Agreement: Webcam-Driven Avatars Improve Meeting Outcomes and Avatar Satisfaction Over Audio-Driven or Static Avatars in All-Avatar Work Videoconferencing
abstract
Avatars are edging into mainstream videoconferencing, but evaluation of how avatar animation modalities contribute to work meeting outcomes has been limited. We report a within-group videoconferencing experiment in which 68 employees of a global technology company, in 16 groups, used the same stylized avatars in three modalities (static picture, audio-animation, and webcam-animation) to complete collaborative decision-making tasks. Quantitatively, for meeting outcomes, webcam-animated avatars improved meeting effectiveness over the picture modality and were also reported to be more comfortable and inclusive than both other modalities. In terms of avatar satisfaction, there was a similar preference for webcam animation as compared to both other modalities. Our qualitative analysis shows participants expressing a preference for the holistic motion of webcam animation, and that meaningful movement outweighs realism for meeting outcomes, as evidenced through a systematic overview of ten thematic factors. We discuss implications for research and commercial deployment and conclude that webcam-animated avatars are a plausible alternative to video in work meetings.
Fang Ma, Lev Tankelevitch, Payod Panda, Torang Asadi, Charlie Hewitt, Lohit Petikam, James Clemoes, Marco Gillies, Sylvia Xueni Pan, Sean Rintel, Marta Wilczkowiak
Proc. ACM Hum. Comput. Interact.7
2024 Look Ma, no markers: holistic performance capture without the hassle
abstract
We tackle the problem of highly-accurate, holistic performance capture for the face, body and hands simultaneously. Motion-capture technologies used in film and game production typically focus only on face, body or hand capture independently, involve complex and expensive hardware and a high degree of manual intervention from skilled operators. While machine-learning-based approaches exist to overcome these problems, they usually only support a single camera, often operate on a single part of the body, do not produce precise world-space results, and rarely generalize outside specific contexts. In this work, we introduce the first technique for markerfree, high-quality reconstruction of the complete human body, including eyes and tongue, without requiring any calibration, manual intervention or custom hardware. Our approach produces stable world-space results from arbitrary camera rigs as well as supporting varied capture environments and clothing. We achieve this through a hybrid approach that leverages machine learning models trained exclusively on synthetic data and powerful parametric models of human shape and motion. We evaluate our method on a number of body, face and hand reconstruction benchmarks and demonstrate state-of-the-art results that generalize on diverse datasets.
Charlie Hewitt, Fatemehsadat Saleh, Mohammad Sadegh Ali Akbarian, Lohit Petikam, Shideh Rezaeifar, Louis Florentin, Zafiirah Hosenie, Thomas J. Cashman 0001, Julien Valentin, Darren Cosker, Tadas Baltrusaitis
ACM Trans. Graph.4
2021 Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters
abstract
Despite the popularity of three-dimensional (3D) animation techniques, the style of 2D cel animation is seeing increased use in games and interactive applications. However, conventional 3D toon shading frequently requires manual editing to clean up undesired shadows or add stylistic details based on art direction. This editing is impractical for the frame-by-frame editing in cartoon feature film post-production. For interactive stylised media and games, post-production is unavailable due to real-time constraints, so art-direction must be preserved automatically. For these reasons, artists often resort to mesh and texture edits to mitigate undesired shadows typical of toon shaders. Such edits allow real-time rendering but are limited in resolution, animation quality and lack detail control for stylised shadow design. In our framework, artists build a “shading rig,” a collection of these edits, that allows artists to animate toon shading. Artists pre-animate the shading rig under changing lighting, to dynamically preserve artistic intent in a live application, without manual intervention. We show our method preserves continuous motion and shape interpolation, with fewer keyframes than previous work. Our shading shape interpolation is computationally cheaper than state-of-the-art image interpolation techniques. We achieve these improvements while preserving vector quality rendering, without resorting either to high texture resolution or mesh density.
Lohit Petikam, Ken Anjyo, Taehyun Rhee
ACM Trans. Graph.1
2018 Visual Perception of Real World Depth Map Resolution for Mixed Reality Rendering
abstract
Compositing virtual objects into photographs with known real world geometry is a common task in mixed reality (MR) applications. This geometry enables rendering of global illumination effects, such as mutual lighting, shadowing, and occlusions between the background photograph and virtual objects. Obtaining high fidelity geometric representations of the real world can be a costly procedure, and is often approximated with depth data. However, it is not clear how much fidelity the depth data should have in order to maintain high visual quality in MR rendering. in this paper, we investigate the relationship between real world depth fidelity and visual quality in MR rendering. We do this by conducting a series of user experiments that measure how seamlessly virtual objects are blended with the background under varying depth resolutions. We independently evaluate the noticeability of multiple composition artifacts that occur with approximate depth. Perceptual thresholds in depth resolution are then obtained for each artifact. The findings can be used to inform trade-off decisions for optimising depth acquisition pipelines in MR applications.
Lohit Petikam, Andrew Chalmers, Taehyun Rhee
VR1
2017 MR360: Mixed Reality Rendering for 360° Panoramic Videos
abstract
This paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs.
Taehyun Rhee, Lohit Petikam, Benjamin Allen, Andrew Chalmers
IEEE Trans. Vis. Comput. Graph.2