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Zachi Karni

dblp:51/1528 · DBLP profile ↗
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9ranked-venue papers
6as 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 · 7 · 5 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-authorArtificial intelligence and machine learning · 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.

Artificial intelligence
1 paper
3D vision · 100%
Human-computer interaction and pervasive computing
1 paper
Interaction techniques and input · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 44% Multimedia systems and quality of experience · 44% Image and video coding · 13%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › depth estimation
depth reconstruction
0.412020
Intel® RealSense™ SR300 Coded Light Depth Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Computer vision › 3D vision › range sensing
depth sensing
0.412020
Intel® RealSense™ SR300 Coded Light Depth Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Interaction techniques and input
gesture input
0.112020
Intel® RealSense™ SR300 Coded Light Depth Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Interaction techniques and input › input sensing › gesture recognition
hand gesture recognition
0.112020
Intel® RealSense™ SR300 Coded Light Depth Camera · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Geometric modeling and processing › mesh processing › mesh compression
mesh geometry compression
0.012000
Spectral compression of mesh geometry · SIGGRAPH 2000
Multimedia systems and quality of experience › image transmission
progressive transmission
0.012000
Spectral compression of mesh geometry · SIGGRAPH 2000
Image and video coding › point cloud compression
geometry compression
0.012000
Spectral compression of mesh geometry · SIGGRAPH 2000

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

triangulation · 0.9temporal optical coding · 0.9active dynamic calibration · 0.9spectral methods · 0.0orthonormal basis · 0.0mesh partitioning · 0.0
YearPublicationVenuePosition
2020 Intel® RealSense™ SR300 Coded Light Depth Camera
abstract
Intel® RealSense™ SR300 is a depth camera capable of providing a VGA-size depth map at 60 fps and 0.125mm depth resolution. In addition, it outputs an infrared VGA-resolution image and a 1080p color texture image at 30 fps. SR300 form-factor enables it to be integrated into small consumer products and as a front facing camera in laptops and Ultrabooks™. The SR300 depth camera is based on a coded-light technology where triangulation between projected patterns and images captured by a dedicated sensor is used to produce the depth map. Each projected line is coded by a special temporal optical code, that enables a dense depth map reconstruction from its reflection. The solid mechanical assembly of the camera allows it to stay calibrated throughout temperature and pressure changes, drops, and hits. In addition, active dynamic control maintains a calibrated depth output. An extended API LibRS released with the camera allows developers to integrate the camera in various applications. Algorithms for 3D scanning, facial analysis, hand gesture recognition, and tracking are within reach for applications using the SR300. In this paper, we describe the underlying technology, hardware, and algorithms of the SR300, as well as its calibration procedure, and outline some use cases. We believe that this paper will provide a full case study of a mass-produced depth sensing product and technology.
Aviad Zabatani, Vitaly Surazhsky, Erez Sperling, Sagi Ben-Moshe, Ohad Menashe, David H. Silver, Zachi Karni, Alexander M. Bronstein, Michael M. Bronstein, Ron Kimmel
IEEE Trans. Pattern Anal. Mach. Intell.7
2009 Energy-Based Image Deformation
abstract
Abstract We present a general approach to shape deformation based on energy minimization, and applications of this approach to the problems of image resizing and 2D shape deformation. Our deformation energy generalizes that found in the prior art, while still admitting an efficient algorithm for its optimization. The key advantage of our energy function is the flexibility with which the set of “legal transformations” may be expressed; these transformations are the ones which are not considered to be distorting. This flexibility allows us to pose the problems of image resizing and 2D shape deformation in a natural way and generate minimally distorted results. It also allows us to strongly reduce undesirable foldovers or self‐intersections. Results of both algorithms demonstrate the effectiveness of our approach.
Zachi Karni, Daniel Freedman, Craig Gotsman
Comput. Graph. Forum1
2006 Towards Stable and Salient Multi-View Representation of 3D Shapes
abstract
An approach to automatically select stable and salient representative views of a given 3D object is proposed. Initially, a set of viewpoints are uniformly sampled along the surface of a bounding sphere. The sampled viewpoints are connected to their closest points to form a spherical graph in which each edge is weighted by a similarity measure between the two views from its incident vertices. Partitions of similar views are obtained using a graph partitioning procedure and their "centroids" are considered to be their representative views. Finally, the views are ranked based on a saliency measure to form the object’s representative views. This leads to a compact, human-oriented 2D description of a 3D object, and as such, is useful both for traditional applications like presentation and analysis of 3D shapes, and for emerging ones like indexing and retrieval in large shape repositories.
Hitoshi Yamauchi, Waqar Saleem, Shin Yoshizawa 0001, Zachi Karni, Alexander G. Belyaev, Hans-Peter Seidel
SMI4
2005 Free-Boundary Linear Parameterization of 3D Meshes in the Presence of Constraints
abstract
Linear parameterization of 3D meshes with disk topology is usually performed using the method of barycentrie coordinates pioneered by Tutte and Floater. This imposes a convex boundary on the parameterization, which can significantly distort the result. Recently, several methods showed how to relax the convex boundary requirement while still using the barycentric coordinates formulation. However, this relaxation can result in other artifacts in the parameterization. In this paper we explore these methods and give a general recipe for "natural" boundary conditions for the family of so-called "three point" barycentric coordinates. We discuss the shortcomings of these methods and show how they may be rectified using an iterative scheme or a carefully crafted "virtual boundary". Finally, we show how these methods adapt easily to solve the problem of constrained parameterization.
Zachi Karni, Craig Gotsman, Steven J. Gortler
SMI1
2005 Harmonic Guidance for Surface Deformation
abstract
We present an interactive method for applying deformations to a surface mesh while preserving its global shape and local properties. Two surface editing scenarios are discussed, which conceptually differ in the specification of deformations: Either interpolation constraints are imposed explicitly, e.g., by dragging a subset of vertices, or, deformation of a reference surface is mimicked. The contribution of this paper is a novel approach for interpolation of local deformations over the manifold and for efficiently establishing correspondence to a reference surface from only few pairs of markers. As a general tool for both scenarios, a harmonic field is constructed to guide the interpolation of constraints and to find correspondence required for deformation transfer. We show that our approach fits nicely in a unified mathematical framework, where the same type of linear operator is applied in all phases, and how this approach can be used to create an intuitive and interactive editing tool. Figure 1: A simple edit: The visualized harmonic field is used as guidance for bending the cactus (left). Here, the field is defined by one source (red) at the tip of the left arm and one sink (blue) below the middle of the trunk. The result is shown in the center image. Notice the different propagation of the rotation compared to the edit on the right, where three sources on all arms were chosen (without picture). 1.
Rhaleb Zayer, Christian Rössl, Zachi Karni, Hans-Peter Seidel
Comput. Graph. Forum3
2004 Compression of soft-body animation sequences
Zachi Karni, Craig Gotsman
Comput. Graph.1
2002 Efficient Compression and Rendering of Multi-Resolution Meshes
abstract
We present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed.
Zachi Karni, Alexander Bogomjakov, Craig Gotsman
IEEE Visualization1
2001 3D Mesh Compression Using Fixed Spectral Bases
Zachi Karni, Craig Gotsman
Graphics Interface1
2000 Spectral compression of mesh geometry
abstract
We show how spectral methods may be applied to 3D mesh data to obtain compact representations. This is achieved by projecting the mesh geometry onto an orthonormal basis derived from the mesh topology. To reduce complexity, the mesh is partitioned into a number of balanced submeshes with minimal interaction, each of which are compressed independently. Our methods may be used for compression and progressive transmission of 3D content, and are shown to be vastly superior to existing methods using spatial techniques, if slight loss can be tolerated.
Zachi Karni, Craig Gotsman
SIGGRAPH1