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Aniq Masood

dblp:209/5948 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 44% Multimedia systems and quality of experience · 44% Computational photography and imaging · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Multimedia systems and quality of experience › video streaming
live streaming
0.312017
SpinVR: towards live-streaming 3D virtual reality video · ACM Trans. Graph. 2017
Virtual and augmented reality › immersive video
omnidirectional stereo
0.312017
SpinVR: towards live-streaming 3D virtual reality video · ACM Trans. Graph. 2017
Computational photography and imaging
multi-perspective imaging
0.112017
SpinVR: towards live-streaming 3D virtual reality video · ACM Trans. Graph. 2017

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

ODS distortion correction · 0.3
YearPublicationVenuePosition
2017 SpinVR: towards live-streaming 3D virtual reality video
abstract
Streaming of 360° content is gaining attention as an immersive way to remotely experience live events. However live capture is presently limited to 2D content due to the prohibitive computational cost associated with multi-camera rigs. In this work we present a system that directly captures streaming 3D virtual reality content. Our approach does not suffer from spatial or temporal seams and natively handles phenomena that are challenging for existing systems, including refraction, reflection, transparency and speculars. Vortex natively captures in the omni-directional stereo (ODS) format, which is widely supported by VR displays and streaming pipelines. We identify an important source of distortion inherent to the ODS format, and demonstrate a simple means of correcting it. We include a detailed analysis of the design space, including tradeoffs between noise, frame rate, resolution, and hardware complexity. Processing is minimal, enabling live transmission of immersive, 3D, 360° content. We construct a prototype and demonstrate capture of 360° scenes at up to 8192 X 4096 pixels at 5 fps, and establish the viability of operation up to 32 fps.
Robert Konrad 0001, Donald G. Dansereau, Aniq Masood, Gordon Wetzstein
ACM Trans. Graph.3