Demo Data from EDBT 2026 / reviewers in the wild / expert
David Pickup
dblp:34/9239 · also David Lemor Pickup
· DBLP profile ↗
7ranked-venue papers
5as first author
0since 2021 · last 2018
0000-0003-2894-0822ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorArtificial intelligence and machine learning · 3 · 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
3 papers |
Geometric modeling and processing · 44% Multimedia analysis and retrieval · 24% Computer animation and physical simulation · 16% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
shape matching |
0.2 | 1 | 2016 | Shape Retrieval of Non-rigid 3D Human Models · Int. J. Comput. Vis. 2016 |
Geometric modeling and processing
shape analysis |
0.2 | 1 | 2016 | Shape Retrieval of Non-rigid 3D Human Models · Int. J. Comput. Vis. 2016 |
Multimedia analysis and retrieval › multimedia retrieval › content-based retrieval
shape retrieval |
0.2 | 1 | 2016 | Shape Retrieval of Non-rigid 3D Human Models · Int. J. Comput. Vis. 2016 |
Computer vision › 3D vision
shape from shading |
0.2 | 1 | 2013 | Water Surface Modeling from a Single Viewpoint Video · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer vision › 3D vision › 3d reconstruction › surface reconstruction
water surface reconstruction |
0.2 | 1 | 2013 | Water Surface Modeling from a Single Viewpoint Video · IEEE Trans. Vis. Comput. Graph. 2013 |
Computer animation and physical simulation
fluid simulation |
0.2 | 1 | 2013 | Water Surface Modeling from a Single Viewpoint Video · IEEE Trans. Vis. Comput. Graph. 2013 |
Rendering
non-photorealistic rendering |
0.2 | 1 | 2013 | Abstract Art by Shape Classification · IEEE Trans. Vis. Comput. Graph. 2013 |
Geometric modeling and processing › shape analysis
shape classification |
0.2 | 1 | 2013 | Abstract Art by Shape Classification · IEEE Trans. Vis. Comput. Graph. 2013 |
Geometric modeling and processing
surface reconstruction |
0.0 | 1 | 2013 | Water Surface Modeling from a Single Viewpoint Video · IEEE Trans. Vis. Comput. Graph. 2013 |
Methods — techniques the papers use, named apart from their topics
shape descriptors · 0.5benchmark evaluation · 0.5shape-from-shading · 0.3shallow water model · 0.3shape classifier · 0.2image segmentation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | An evaluation of canonical forms for non-rigid 3D shape retrievalabstractCanonical forms attempt to factor out a non-rigid shape’s pose, giving a pose-neutral shape. This opens up the possibility of using methods originally designed for rigid shape retrieval for the task of non-rigid shape retrieval. We extend our recent benchmark for testing canonical form algorithms. Our new benchmark is used to evaluate a greater number of state-of-the-art canonical forms, on five recent non-rigid retrieval datasets, within two different retrieval frameworks. A total of fifteen different canonical form methods are compared. We find that the difference in retrieval accuracy between different canonical form methods is small, but varies significantly across different datasets. We also find that efficiency is the main difference between the methods. David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin, Zhi-Quan Cheng, Zhouhui Lian, Sipin Nie, Longcun Jin, Gil Shamai, Yusuf Sahillioglu, Ladislav Kavan |
Graph. Model. | 1 |
| 2016 | Skeleton-based canonical forms for non-rigid 3D shape retrievalabstractThe retrieval of non-rigid 3D shapes is an important task. A common technique is to simplify this problem to a rigid shape retrieval task by producing a bending-invariant canonical form for each shape in the dataset to be searched. It is common for these techniques to attempt to “unbend” a shape by applying multidimensional scaling (MDS) to the distances between points on the mesh, but this leads to unwanted local shape distortions. We instead perform the unbending on the skeleton of the mesh, and use this to drive the deformation of the mesh itself. This leads to computational speed-up, and reduced distortion of local shape detail. We compare our method against other canonical forms: our experiments show that our method achieves state-of-the-art retrieval accuracy in a recent canonical forms benchmark, and only a small drop in retrieval accuracy over the state-of-the-art in a second recent benchmark, while being significantly faster. David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin |
Comput. Vis. Media | 1 |
| 2016 | Shape Retrieval of Non-rigid 3D Human Modelsabstract3D models of humans are commonly used within computer graphics and vision, and so the ability to distinguish between body shapes is an important shape retrieval problem. We extend our recent paper which provided a benchmark for testing non-rigid 3D shape retrieval algorithms on 3D human models. This benchmark provided a far stricter challenge than previous shape benchmarks. We have added 145 new models for use as a separate training set, in order to standardise the training data used and provide a fairer comparison. We have also included experiments with the FAUST dataset of human scans. All participants of the previous benchmark study have taken part in the new tests reported here, many providing updated results using the new data. In addition, further participants have also taken part, and we provide extra analysis of the retrieval results. A total of 25 different shape retrieval methods are compared. David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin, Zhouhui Lian, Masaki Aono, A. Ben Hamza, Alexander M. Bronstein, Michael M. Bronstein, S. Bu, Umberto Castellani, S. Cheng, Valeria Garro, Andrea Giachetti 0001, Afzal Godil, Luca Isaia, Henry Johan, Long Lai, Bo Li 0013, Chenfeng Li, Hai-Sheng Li 0002, Roee Litman, Yijuan Lu, Li Sun 0004, Gary K. L. Tam, Atsushi Tatsuma, Jianbo Ye |
Int. J. Comput. Vis. | 1 |
| 2015 | Euclidean-distance-based canonical forms for non-rigid 3D shape retrievalabstractRetrieval of 3D shapes is a challenging problem, especially for non-rigid shapes. One approach giving favourable results uses multidimensional scaling (MDS) to compute a canonical form for each mesh, after which rigid shape matching can be applied. However, a drawback of this method is that it requires geodesic distances to be computed between all pairs of mesh vertices. Due to the super-quadratic computational complexity, canonical forms can only be computed for low-resolution meshes. We suggest a linear time complexity method for computing a canonical form, using Euclidean distances between pairs of a small subset of vertices. This approach has comparable retrieval accuracy but lower time complexity than using global geodesic distances, allowing it to be used on higher resolution meshes, or for more meshes to be considered within a time budget. David Pickup, Xianfang Sun, Paul L. Rosin, Ralph R. Martin |
Pattern Recognit. | 1 |
| 2013 | Water Surface Modeling from a Single Viewpoint VideoabstractWe introduce a video-based approach for producing water surface models. Recent advances in this field output high-quality results but require dedicated capturing devices and only work in limited conditions. In contrast, our method achieves a good tradeoff between the visual quality and the production cost: It automatically produces a visually plausible animation using a single viewpoint video as the input. Our approach is based on two discoveries: first, shape from shading (SFS) is adequate to capture the appearance and dynamic behavior of the example water; second, shallow water model can be used to estimate a velocity field that produces complex surface dynamics. We will provide qualitative evaluation of our method and demonstrate its good performance across a wide range of scenes. Chuan Li 0001, David Pickup, Thomas Saunders, Darren Cosker, David Marshall 0001, Peter Hall 0001, Philip J. Willis |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Abstract Art by Shape ClassificationabstractThis paper shows that classifying shapes is a tool useful in nonphotorealistic rendering (NPR) from photographs. Our classifier inputs regions from an image segmentation hierarchy and outputs the "best" fitting simple shape such as a circle, square, or triangle. Other approaches to NPR have recognized the benefits of segmentation, but none have classified the shape of segments. By doing so, we can create artwork of a more abstract nature, emulating the style of modern artists such as Matisse and other artists who favored shape simplification in their artwork. The classifier chooses the shape that "best" represents the region. Since the classifier is trained by a user, the "best shape" has a subjective quality that can over-ride measurements such as minimum error and more importantly captures user preferences. Once trained, the system is fully automatic, although simple user interaction is also possible to allow for differences in individual tastes. A gallery of results shows how this classifier contributes to NPR from images by producing abstract artwork. Yi-Zhe Song, David Pickup, Chuan Li 0001, Paul L. Rosin, Peter Hall 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Reconstructing Mass-Conserved Water Surfaces Using Shape from Shading and Optical Flow
David Pickup, Chuan Li 0001, Darren Cosker, Peter Hall 0001, Philip J. Willis |
ACCV (4) | 1 |