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Daniel Erickson

dblp:228/8188 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3

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
3 papers
Rendering · 52% Virtual and augmented reality · 25% Image and video coding · 23%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › image-based rendering
light field rendering
0.822020
Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020
A system for acquiring, processing, and rendering panoramic light field stills for virtual reality · ACM Trans. Graph. 2018
Image and video coding › light field compression
light field video coding
0.412020
Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020
Rendering
neural rendering
0.412020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Virtual and augmented reality › immersive video
free-viewpoint video
0.112020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Image and video coding
light field compression
0.112018
A system for acquiring, processing, and rendering panoramic light field stills for virtual reality · ACM Trans. Graph. 2018

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

video compression · 0.4texture atlasing · 0.4multiplane image · 0.4geometric reconstruction pipeline · 0.4deepview view interpolation · 0.4deep neural network · 0.4light field reconstruction · 0.3VP9 codec · 0.3
YearPublicationVenuePosition
2020 Immersive light field video with a layered mesh representation
abstract
We present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig.
Michael Broxton, John Flynn, Ryan S. Overbeck, Daniel Erickson, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul E. Debevec
ACM Trans. Graph.4
2020 Deep relightable textures: volumetric performance capture with neural rendering
abstract
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions.
Abhimitra Meka, Rohit Pandey, Christian Häne, Sergio Orts, Peter Barnum, Philip L. Davidson, Daniel Erickson, Yinda Zhang 0001, Jonathan Taylor 0001, Sofien Bouaziz, Chloe LeGendre, Wan-Chun Ma, Ryan S. Overbeck, Thabo Beeler, Paul E. Debevec, Shahram Izadi, Christian Theobalt, Christoph Rhemann, Sean Ryan Fanello
ACM Trans. Graph.7
2018 A system for acquiring, processing, and rendering panoramic light field stills for virtual reality
abstract
We present a system for acquiring, processing, and rendering panoramic light field still photography for display in Virtual Reality (VR). We acquire spherical light field datasets with two novel light field camera rigs designed for portable and efficient light field acquisition. We introduce a novel real-time light field reconstruction algorithm that uses a per-view geometry and a disk-based blending field. We also demonstrate how to use a light field prefiltering operation to project from a high-quality offline reconstruction model into our real-time model while suppressing artifacts. We introduce a practical approach for compressing light fields by modifying the VP9 video codec to provide high quality compression with real-time, random access decompression. We combine these components into a complete light field system offering convenient acquisition, compact file size, and high-quality rendering while generating stereo views at 90Hz on commodity VR hardware. Using our system, we built a freely available light field experience application called Welcome to Light Fields featuring a library of panoramic light field stills for consumer VR which has been downloaded over 15,000 times.
Ryan S. Overbeck, Daniel Erickson, Daniel Evangelakos, Matt Pharr, Paul E. Debevec
ACM Trans. Graph.2