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Philip L. Davidson

dblp:54/2979 · DBLP profile ↗
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6ranked-venue papers
1as first author
1since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 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.

Computer graphics and multimedia
3 papers
Geometric modeling and processing · 39% Image and video coding · 25% Rendering · 25%
Human-computer interaction and pervasive computing
3 papers
Interaction techniques and input · 100%

Topics — the 9 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
0.412020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Image and video coding
texture compression
0.412020
Deep Implicit Volume Compression · CVPR 2020
Interaction techniques and input › touch interaction
multi-touch interaction
0.232009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009
Extending 2D object arrangement with pressure-sensitive layering cues · UIST 2008
A direct texture placement and editing interface · UIST 2006
Virtual and augmented reality › immersive video
free-viewpoint video
0.112020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Geometric modeling and processing › shape representation › implicit representation
signed distance function
0.112020
Deep Implicit Volume Compression · CVPR 2020
Interaction techniques and input
direct manipulation
0.112009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009
Geometric modeling and processing › surface parameterization
constrained parameterization
0.112006
A direct texture placement and editing interface · UIST 2006
Geometric modeling and processing
surface parameterization
0.112006
A direct texture placement and editing interface · UIST 2006
Interaction techniques and input › spatial interaction
3d interaction
0.012009
A screen-space formulation for 2D and 3D direct manipulation · UIST 2009

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

neural network compression · 0.4geometric reconstruction pipeline · 0.4deep neural network · 0.4UV parameterization · 0.4direct manipulation · 0.1constrained parameterization · 0.1screen-space formulation · 0.1page-folding metaphor · 0.1depth sorting · 0.1
YearPublicationVenuePosition
2026 LegacyAvatars: Volumetric Face Avatars for Traditional Graphics Pipelines
abstract
We introduce a novel representation for efficient classical rendering of photorealistic 3D face avatars. Leveraging recent advances in radiance fields anchored to parametric face models, our approach achieves controllable volumetric rendering of complex facial features, including hair, skin, and eyes. At enrollment time, we learn a set of radiance manifolds in 3D space to extract an explicit layered mesh, along with appearance and warp textures. During deployment, this allows us to control and animate the face through simple linear blending and alpha compositing of textures over a static mesh. This explicit representation also enables the generated avatar to be efficiently streamed online and then rendered using classical mesh and shader-based rendering on legacy graphics platforms, eliminating the need for any custom engineering or integration. https://syntec-research.github.io/LegacyAvatars/
Safa C. Medin, Gengyan Li 0001, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang 0001, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka
3DV8
2020 Deep Implicit Volume Compression
abstract
We describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly com- press the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algo- rithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively re- ducing the distortion by 50% for the same bitrate, compared to the state-of-the-art.
Danhang Tang, Philip A. Chou, Christian Häne, Mingsong Dou, Sean Ryan Fanello, Jonathan Taylor 0001, Philip L. Davidson, Onur G. Guleryuz, Yinda Zhang 0001, Shahram Izadi, Andrea Tagliasacchi, Sofien Bouaziz, Cem Keskin
CVPR8
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.6
2009 A screen-space formulation for 2D and 3D direct manipulation
abstract
Rotate-Scale-Translate (RST) interactions have become the de facto standard when interacting with two-dimensional (2D) contexts in single-touch and multi-touch environments. Because the use of RST has thus far focused almost entirely on 2D, there are not yet standard techniques for extending these principles into three dimensions. In this paper we describe a screen-space method which fully captures the semantics of the traditional 2D RST multi-touch interaction, but also allows us to extend these same principles into three-dimensional (3D) interaction. Just like RST allows users to directly manipulate 2D contexts with two or more points, our method allows the user to directly manipulate 3D objects with three or more points. We show some novel interactions, which take perspective into account and are thus not available in orthographic environments. Furthermore, we identify key ambiguities and unexpected behaviors that arise when performing direct manipulation in 3D and offer solutions to mitigate the difficulties each presents. Finally, we show how to extend our method to meet application-specific control objectives, as well as show our method working in some example environments.
Jason L. Reisman, Philip L. Davidson, Jefferson Y. Han
UIST2
2008 Extending 2D object arrangement with pressure-sensitive layering cues
abstract
We demonstrate a pressure-sensitive depth sorting technique that extends standard two-dimensional (2D) manipulation techniques, particularly those used with multi-touch or multi-point controls. We combine this layering operation with a page-folding metaphor for more fluid interaction in applications requiring 2D sorting and layout.
Philip L. Davidson, Jefferson Y. Han
UIST1
2006 A direct texture placement and editing interface
abstract
The creation of most models used in computer animation and computer games requires the assignment of texture coordinates, texture painting, and texture editing. We present a novel approach for texture placement and editing based on direct manipulation of textures on the surface. Compared to conventional tools for surface texturing, our system combines UV-coordinate specification and texture editing into one seamless process, reducing the need for careful initial design of parameterization and providing a natural interface for working with textures directly on 3D surfaces.A combination of efficient techniques for interactive constrained parameterization and advanced input devices makes it possible to realize a set of natural interaction paradigms. The texture is regarded as a piece of stretchable material, which the user can position and deform on the surface, selecting arbitrary sets of constraints and mapping texture points to the surface; in addition, the multi-touch input makes it possible to specify natural handles for texture manipulation using point constraints associated with different fingers. Pressure can be used as a direct interface for texture combination operations. The 3D position of the object and its texture can be manipulated simultaneously using two-hand input.
Yotam I. Gingold, Philip L. Davidson, Jefferson Y. Han, Denis Zorin
UIST2