EDBT 2026 Demo / reviewers in the wild / expert
Claudia Plüss
dblp:23/10490 · also Claudia Kuster
· DBLP profile ↗
6ranked-venue papers
3as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author
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 |
Multimedia analysis and retrieval · 44% Multimedia systems and quality of experience · 22% Visual content generation and editing · 22% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia analysis and retrieval › image analysis › image understanding
face image analysis |
0.1 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Multimedia analysis and retrieval › object tracking
face tracking |
0.1 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Visual content generation and editing › portrait editing
gaze correction |
0.1 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Multimedia systems and quality of experience
video conferencing |
0.1 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Geometric modeling and processing
3d face model |
0.0 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Rendering
image-based rendering |
0.0 | 1 | 2012 | Gaze correction for home video conferencing · ACM Trans. Graph. 2012 |
Methods — techniques the papers use, named apart from their topics
kinect sensor · 0.1image compositing · 0.1face tracking · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | An Immersive Bidirectional System for Life-size 3D CommunicationabstractTelecommunication and video conferencing are an integral part of modern society with implications in many aspects of everyday life. However, compared to a meeting in person, the sense of presence is still limited in electronic communication. In this paper, we present a novel system for life-size 3D telecommunication. It is designed to create an immersive user experience by seamlessly embedding a remote conversation partner into the local environment. To achieve this, users are captured in 3D by hybrid (color+depth) sensors and displayed on a life-size transparent 3D display. We have built two instances of this system in Zurich and Singapore. They form a complete and fully functional prototype enabling bidirectional communication in real-time over a long distance. We further demonstrate alternative hardware setups, which make our system flexible and adaptable to different usage scenarios. Claudia Plüss, Nicola Ranieri, Jean-Charles Bazin, Pierre-Yves Laffont, Tiberiu Popa, Markus Gross 0001 |
CASA | 1 |
| 2016 | Physically Based Video EditingabstractAbstract Convincing manipulation of objects in live action videos is a difficult and often tedious task. Skilled video editors achieve this with the help of modern professional tools, but complex motions might still lack physical realism since existing tools do not consider the laws of physics. On the other hand, physically based simulation promises a high degree of realism, but typically creates a virtual 3D scene animation rather than returning an edited version of an input live action video. We propose a framework that combines video editing and physics‐based simulation. Our tool assists unskilled users in editing an input image or video while respecting the laws of physics and also leveraging the image content. We first fit a physically based simulation that approximates the object's motion in the input video. We then allow the user to edit the physical parameters of the object, generating a new physical behavior for it. The core of our work is the formulation of an image‐aware constraint within physics simulations. This constraint manifests as external control forces to guide the object in a way that encourages proper texturing at every frame, yet producing physically plausible motions. We demonstrate the generality of our method on a variety of physical interactions: rigid motion, multi‐body collisions, clothes and elastic bodies. Jean-Charles Bazin, Claudia Plüss, Alec Jacobson, Markus Gross 0001 |
Comput. Graph. Forum | 2 |
| 2014 | Registration of multiple RGBD cameras via local rigid transformationsabstractRGBD cameras, such as the Kinect, have recently revolutionized the field of real-time geometry and appearance acquisition. While impressive 3D reconstruction results have been obtained, combining data acquired by multiple RGBD cameras constitutes a technical challenge. Several methods have been proposed to estimate the internal parameters of each RGBD camera (such as depth mapping function and focal length). Despite that the textured geometry obtained by each RGBD camera individually is visually attractive, even state-of-the-art methods have difficulties in correctly combining the textured geometries obtained by several RGBD cameras via a rigid transformation. Based on this observation, our approach registers the RGBD cameras by a smooth field of rigid transformations, instead of a single rigid transformation. Experimental results on challenging data demonstrate the validity of the proposed approach. Teng Deng, Jean-Charles Bazin, Claudia Plüss, Jianfei Cai 0001, Tiberiu Popa, Markus Gross 0001 |
ICME | 4 |
| 2014 | Gaze correction witha single webcamabstractEye contact is a critical aspect of human communication. However, when talking over a video conferencing system, such as Skype, it is not possible for users to have eye contact when looking at the conversation partner's face displayed on the screen. This is due to the location disparity between the video conferencing window and the camera. This issue has been tackled by expensive high-end systems or hybrid depth+color cameras, but such equipment is still largely unavailable at the consumer level and on platforms such as laptops or tablets. In contrast, we propose a gaze correction method that needs just a single webcam. We apply recent shape deformation techniques to generate a 3D face model that matches the user's face. We then render a gaze-corrected version of this face model and seamlessly insert it into the original image. Experiments on real data and various platforms confirm the validity of the approach and demonstrate that the visual quality of our results is at least equivalent to those obtained by state-of-the-art methods requiring additional equipment. Dominik Giger, Jean-Charles Bazin, Claudia Plüss, Tiberiu Popa, Markus Gross 0001 |
ICME | 3 |
| 2014 | Spatio-temporal geometry fusion for multiple hybrid cameras using moving least squares surfacesabstractAbstract Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods. Claudia Plüss, Jean-Charles Bazin, A. Cengiz Öztireli, Teng Deng, Tiberiu Popa, Markus Gross 0001 |
Comput. Graph. Forum | 1 |
| 2012 | Gaze correction for home video conferencingabstractEffective communication using current video conferencing systems is severely hindered by the lack of eye contact caused by the disparity between the locations of the subject and the camera. While this problem has been partially solved for high-end expensive video conferencing systems, it has not been convincingly solved for consumer-level setups. We present a gaze correction approach based on a single Kinect sensor that preserves both the integrity and expressiveness of the face as well as the fidelity of the scene as a whole, producing nearly artifact-free imagery. Our method is suitable for mainstream home video conferencing: it uses inexpensive consumer hardware, achieves real-time performance and requires just a simple and short setup. Our approach is based on the observation that for our application it is sufficient to synthesize only the corrected face. Thus we render a gaze-corrected 3D model of the scene and, with the aid of a face tracker, transfer the gaze-corrected facial portion in a seamless manner onto the original image. Claudia Plüss, Tiberiu Popa, Jean-Charles Bazin, Craig Gotsman, Markus Gross 0001 |
ACM Trans. Graph. | 1 |