Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

David Gallup

dblp:28/5581 · DBLP profile ↗
← Back
14ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

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

Artificial intelligence and machine learning · 11 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 10 · 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
7 papers
Computational photography and imaging · 59% Geometric modeling and processing · 17% Virtual and augmented reality · 13%
Artificial intelligence
9 papers
3D vision · 93% Face, body and person analysis · 6% Video understanding and tracking · 1%

Topics — the 18 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d reconstruction
0.432017
3D Time-Lapse Reconstruction from Internet Photos · Int. J. Comput. Vis. 2017
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
3D Time-Lapse Reconstruction from Internet Photos · ICCV 2015
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.432014
3D Reconstruction from Accidental Motion · CVPR 2014
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Variable baseline/resolution stereo · CVPR 2008
Computational photography and imaging
image stitching
0.212016
Jump: virtual reality video · ACM Trans. Graph. 2016
Computer vision › 3D vision
depth estimation
0.212014
3D Reconstruction from Accidental Motion · CVPR 2014
Computer vision › 3D vision › 3d reconstruction
urban scene reconstruction
0.222010
Piecewise planar and non-planar stereo for urban scene reconstruction · CVPR 2010
Real-Time Plane-Sweeping Stereo with Multiple Sweeping Directions · CVPR 2007
Computer vision › Face, body and person analysis
face tracking
0.112010
3D Deformable Face Tracking with a Commodity Depth Camera · ECCV (3) 2010
Geometric modeling and processing
3d reconstruction
0.112010
Building Rome on a Cloudless Day · ECCV (4) 2010
Computational photography and imaging
image-based modeling
0.112010
Building Rome on a Cloudless Day · ECCV (4) 2010
Geometric modeling and processing › 3d reconstruction
structure from motion
0.112010
Building Rome on a Cloudless Day · ECCV (4) 2010
Geometric modeling and processing › 3d reconstruction
urban reconstruction
0.112010
Building Rome on a Cloudless Day · ECCV (4) 2010
Computational photography and imaging › photo collections
internet photo collections
0.112017
3D Time-Lapse Reconstruction from Internet Photos · Int. J. Comput. Vis. 2017
Computer vision › 3D vision › 3d reconstruction
real-time reconstruction
0.112008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Computer vision › 3D vision › depth estimation
stereo depth estimation
0.112008
Variable baseline/resolution stereo · CVPR 2008
Computer vision › 3D vision › 3d scene reconstruction
urban reconstruction
0.112008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008
Computational photography and imaging
image acquisition
0.112016
Jump: virtual reality video · ACM Trans. Graph. 2016
Computer vision › 3D vision › stereo vision
plane sweep stereo
0.112007
Real-Time Plane-Sweeping Stereo with Multiple Sweeping Directions · CVPR 2007
Computer vision › 3D vision › range sensing
depth sensing
0.012010
3D Deformable Face Tracking with a Commodity Depth Camera · ECCV (3) 2010
Computer vision › Video understanding and tracking
video reconstruction
0.012008
Detailed Real-Time Urban 3D Reconstruction from Video · Int. J. Comput. Vis. 2008

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

structure from motion · 0.5internet photo collections · 0.4color profile regularization · 0.4depth map fusion · 0.4optical flow · 0.2image compositing · 0.2distributed computing · 0.2photo clustering · 0.2image warping · 0.2appearance stabilization · 0.2stream processing · 0.1real-time control loop · 0.1multi-view photo consistency · 0.1color and texture classification · 0.1real-time stereo · 0.1image pyramid · 0.1
YearPublicationVenuePosition
2017 3D Time-Lapse Reconstruction from Internet Photos
Ricardo Martin-Brualla, David Gallup, Steven M. Seitz
Int. J. Comput. Vis.2
2016 Jump: virtual reality video
abstract
We present Jump, a practical system for capturing high resolution, omnidirectional stereo (ODS) video suitable for wide scale consumption in currently available virtual reality (VR) headsets. Our system consists of a video camera built using off-the-shelf components and a fully automatic stitching pipeline capable of capturing video content in the ODS format. We have discovered and analyzed the distortions inherent to ODS when used for VR display as well as those introduced by our capture method and show that they are small enough to make this approach suitable for capturing a wide variety of scenes. Our stitching algorithm produces robust results by reducing the problem to one of pairwise image interpolation followed by compositing. We introduce novel optical flow and compositing methods designed specifically for this task. Our algorithm is temporally coherent and efficient, is currently running at scale on a distributed computing platform, and is capable of processing hours of footage each day.
David Gallup, Jonathan T. Barron, Janne Kontkanen, Noah Snavely, Sameer Agarwal 0001, Steven M. Seitz
ACM Trans. Graph.2
2015 3D Time-Lapse Reconstruction from Internet Photos
abstract
Given an Internet photo collection of a landmark, we compute a 3D time-lapse video sequence where a virtual camera moves continuously in time and space. While previous work assumed a static camera, the addition of camera motion during the time-lapse creates a very compelling impression of parallax. Achieving this goal, however, requires addressing multiple technical challenges, including solving for time-varying depth maps, regularizing 3D point color profiles over time, and reconstructing high quality, hole-free images at every frame from the projected profiles. Our results show photorealistic time-lapses of skylines and natural scenes over many years, with dramatic parallax effects.
Ricardo Martin-Brualla, David Gallup, Steven M. Seitz
ICCV2
2015 Time-lapse mining from internet photos
abstract
We introduce an approach for synthesizing time-lapse videos of popular landmarks from large community photo collections. The approach is completely automated and leverages the vast quantity of photos available online. First, we cluster 86 million photos into landmarks and popular viewpoints. Then, we sort the photos by date and warp each photo onto a common viewpoint. Finally, we stabilize the appearance of the sequence to compensate for lighting effects and minimize flicker. Our resulting time-lapses show diverse changes in the world's most popular sites, like glaciers shrinking, skyscrapers being constructed, and waterfalls changing course.
Ricardo Martin-Brualla, David Gallup, Steven M. Seitz
ACM Trans. Graph.2
2014 3D Reconstruction from Accidental Motion
abstract
We have discovered that 3D reconstruction can be achieved from asingle still photographic capture due to accidental motions of thephotographer, even while attempting to hold the camera still. Although these motions result in little baseline and therefore high depth uncertainty, in theory, we can combine many such measurements over the duration of the capture process (a few seconds) to achieve usable depth estimates. Wepresent a novel 3D reconstruction system tailored for this problemthat produces depth maps from short video sequences from standard cameraswithout the need for multi-lens optics, active sensors, or intentionalmotions by the photographer. This result leads to the possibilitythat depth maps of sufficient quality for RGB-D photography applications likeperspective change, simulated aperture, and object segmentation, cancome "for free" for a significant fraction of still photographsunder reasonable conditions.
Fisher Yu 0001, David Gallup
CVPR2
2011 Computational stereo camera system with programmable control loop
abstract
Stereoscopic 3D has gained significant importance in the entertainment industry. However, production of high quality stereoscopic content is still a challenging art that requires mastering the complex interplay of human perception, 3D display properties, and artistic intent. In this paper, we present a computational stereo camera system that closes the control loop from capture and analysis to automatic adjustment of physical parameters. Intuitive interaction metaphors are developed that replace cumbersome handling of rig parameters using a touch screen interface with 3D visualization. Our system is designed to make stereoscopic 3D production as easy, intuitive, flexible, and reliable as possible. Captured signals are processed and analyzed in real-time on a stream processor. Stereoscopy and user settings define programmable control functionalities, which are executed in real-time on a control processor. Computational power and flexibility is enabled by a dedicated software and hardware architecture. We show that even traditionally difficult shots can be easily captured using our system.
Simon Heinzle, Pierre Greisen, David Gallup, Christine Chen, Daniel Saner, Aljoscha Smolic, Andreas Peter Burg, Wojciech Matusik, Markus Gross 0001
ACM Trans. Graph.3
2010 Piecewise planar and non-planar stereo for urban scene reconstruction
abstract
Piecewise planar models for stereo have recently become popular for modeling indoor and urban outdoor scenes. The strong planarity assumption overcomes the challenges presented by poorly textured surfaces, and results in low complexity 3D models for rendering, storage, and transmission. However, such a model performs poorly in the presence of non-planar objects, for example, bushes, trees, and other clutter present in many scenes. We present a stereo method capable of handling more general scenes containing both planar and non-planar regions. Our proposed technique segments an image into piecewise planar regions as well as regions labeled as non-planar. The non-planar regions are modeled by the results of a standard multi-view stereo algorithm. The segmentation is driven by multi-view photoconsistency as well as the result of a color-and texture-based classifier, learned from hand-labeled planar and non-planar image regions. Additionally our method links and fuses plane hypotheses across multiple overlapping views, ensuring a consistent 3D reconstruction over an arbitrary number of images. Using our system, we have reconstructed thousands of frames of street-level video. Results show our method successfully recovers piecewise planar surfaces alongside general 3D surfaces in challenging scenes containing large buildings as well as residential houses.
David Gallup, Jan-Michael Frahm, Marc Pollefeys
CVPR1
2010 3D Deformable Face Tracking with a Commodity Depth Camera
Qin Cai, David Gallup, Cha Zhang, Zhengyou Zhang
ECCV (3)2
2010 Building Rome on a Cloudless Day
Jan-Michael Frahm, Pierre Fite Georgel, David Gallup, Tim Johnson, Rahul Raguram, Changchang Wu, Yi-Hung Jen, Enrique Dunn, Brian Clipp, Svetlana Lazebnik
ECCV (4)3
2010 Joint radiometric calibration and feature tracking system with an application to stereo
Seon Joo Kim, David Gallup, Jan-Michael Frahm, Marc Pollefeys
Comput. Vis. Image Underst.2
2009 Towards Large-Scale Visual Mapping and Localization
Marc Pollefeys, Jan-Michael Frahm, Friedrich Fraundorfer, Christopher Zach, Changchang Wu, Brian Clipp, David Gallup
ISRR7
2008 Variable baseline/resolution stereo
abstract
We present a novel multi-baseline, multi-resolution stereo method, which varies the baseline and resolution proportionally to depth to obtain a reconstruction in which the depth error is constant. This is in contrast to traditional stereo, in which the error grows quadratically with depth, which means that the accuracy in the near range far exceeds that of the far range. This accuracy in the near range is unnecessarily high and comes at significant computational cost. It is, however, non-trivial to reduce this without also reducing the accuracy in the far range. Many datasets, such as video captured from a moving camera, allow the baseline to be selected with significant flexibility. By selecting an appropriate baseline and resolution (realized using an image pyramid), our algorithm computes a depthmap which has these properties: 1) the depth accuracy is constant over the reconstructed volume, 2) the computational effort is spread evenly over the volume, 3) the angle of triangulation is held constant w.r.t. depth. Our approach achieves a given target accuracy with minimal computational effort, and is orders of magnitude faster than traditional stereo.
David Gallup, Jan-Michael Frahm, Philippos Mordohai, Marc Pollefeys
CVPR1
2008 Detailed Real-Time Urban 3D Reconstruction from Video
Marc Pollefeys, David Nistér, Jan-Michael Frahm, Amir Akbarzadeh, Philippos Mordohai, Brian Clipp, Chris Engels, David Gallup, Seon Joo Kim, Paul Merrell, C. Salmi, Sudipta N. Sinha, B. Talton, Liang Wang 0002, Qingxiong Yang, Henrik Stewénius, Ruigang Yang, Greg Welch, Herman Towles
Int. J. Comput. Vis.8
2007 Real-Time Plane-Sweeping Stereo with Multiple Sweeping Directions
abstract
Recent research has focused on systems for obtaining automatic 3D reconstructions of urban environments from video acquired at street level. These systems record enormous amounts of video; therefore a key component is a stereo matcher which can process this data at speeds comparable to the recording frame rate. Furthermore, urban environments are unique in that they exhibit mostly planar surfaces. These surfaces, which are often imaged at oblique angles, pose a challenge for many window-based stereo matchers which suffer in the presence of slanted surfaces. We present a multi-view plane-sweep-based stereo algorithm which correctly handles slanted surfaces and runs in real-time using the graphics processing unit (GPU). Our algorithm consists of (1) identifying the scene's principle plane orientations, (2) estimating depth by performing a plane-sweep for each direction, (3) combining the results of each sweep. The latter can optionally be performed using graph cuts. Additionally, by incorporating priors on the locations of planes in the scene, we can increase the quality of the reconstruction and reduce computation time, especially for uniform textureless surfaces. We demonstrate our algorithm on a variety of scenes and show the improved accuracy obtained by accounting for slanted surfaces.
David Gallup, Jan-Michael Frahm, Philippos Mordohai, Qingxiong Yang, Marc Pollefeys
CVPR1