Demo Data from EDBT 2026 / reviewers in the wild / expert
Aniq Masood
dblp:209/5948
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia systems and quality of experience › video streaming
live streaming |
0.3 | 1 | 2017 | SpinVR: towards live-streaming 3D virtual reality video · ACM Trans. Graph. 2017 |
Virtual and augmented reality › immersive video
omnidirectional stereo |
0.3 | 1 | 2017 | SpinVR: towards live-streaming 3D virtual reality video · ACM Trans. Graph. 2017 |
Computational photography and imaging
multi-perspective imaging |
0.1 | 1 | 2017 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | SpinVR: towards live-streaming 3D virtual reality videoabstractStreaming 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 |