Demo Data from EDBT 2026 / reviewers in the wild / expert
Tony Bernardin
dblp:54/4442
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 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
2 papers |
Visualization and visual analytics · 32% Geometric modeling and processing · 32% Virtual and augmented reality · 28% | |
| Artificial intelligence
1 paper |
3D vision · 100% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Environmental and earth informatics · 100% |
Topics — the 5 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › geospatial visualization
terrain visualization |
0.1 | 1 | 2012 | Interactive Retro-Deformation of Terrain for Reconstructing 3D Fault Displacements · IEEE Trans. Vis. Comput. Graph. 2012 |
Computer vision › 3D vision
3d reconstruction |
0.1 | 1 | 2011 | High-Quality Visualization for Geographically Distributed 3-D Teleimmersive Applications · IEEE Trans. Multim. 2011 |
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction |
0.1 | 1 | 2011 | High-Quality Visualization for Geographically Distributed 3-D Teleimmersive Applications · IEEE Trans. Multim. 2011 |
Virtual and augmented reality › telepresence
immersive telepresence |
0.1 | 1 | 2011 | High-Quality Visualization for Geographically Distributed 3-D Teleimmersive Applications · IEEE Trans. Multim. 2011 |
Rendering
real-time rendering |
0.0 | 1 | 2011 | High-Quality Visualization for Geographically Distributed 3-D Teleimmersive Applications · IEEE Trans. Multim. 2011 |
Methods — techniques the papers use, named apart from their topics
geometry shader · 0.3GPU rendering · 0.3camera calibration · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Interactive Retro-Deformation of Terrain for Reconstructing 3D Fault DisplacementsabstractPlanetary topography is the result of complex interactions between geological processes, of which faulting is a prominent component. Surface-rupturing earthquakes cut and move landforms which develop across active faults, producing characteristic surface displacements across the fault. Geometric models of faults and their associated surface displacements are commonly applied to reconstruct these offsets to enable interpretation of the observed topography. However, current 2D techniques are limited in their capability to convey both the three-dimensional kinematics of faulting and the incremental sequence of events required by a given reconstruction. Here we present a real-time system for interactive retro-deformation of faulted topography to enable reconstruction of fault displacement within a high-resolution (sub 1m/pixel) 3D terrain visualization. We employ geometry shaders on the GPU to intersect the surface mesh with fault-segments interactively specified by the user and transform the resulting surface blocks in realtime according to a kinematic model of fault motion. Our method facilitates a human-in-the-loop approach to reconstruction of fault displacements by providing instant visual feedback while exploring the parameter space. Thus, scientists can evaluate the validity of traditional point-to-point reconstructions by visually examining a smooth interpolation of the displacement in 3D. We show the efficacy of our approach by using it to reconstruct segments of the San Andreas fault, California as well as a graben structure in the Noctis Labyrinthus region on Mars. Rolf Westerteiger, Tracy Compton, Tony Bernardin, Eric S. Cowgill, Klaus Gwinner, Bernd Hamann, Andreas Gerndt, Hans Hagen |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2011 | High-Quality Visualization for Geographically Distributed 3-D Teleimmersive ApplicationsabstractThe growing popularity of 3-D movies has led to the rapid development of numerous affordable consumer 3-D displays. In contrast, the development of technology to generate 3-D content has lagged behind considerably. In spite of significant improvements to the quality of imaging devices, the accuracy of the algorithms that generate 3-D data, and the hardware available to render such data, the algorithms available to calibrate, reconstruct, and then visualize such data remain difficult to use, extremely noise sensitive, and unreasonably slow. In this paper, we present a multi-camera system that creates a highly accurate (on the order of a centimeter), 3-D reconstruction of an environment in real-time (under 30 ms) that allows for remote interaction between users. This paper focuses on addressing the aforementioned deficiencies by describing algorithms to calibrate, reconstruct, and render objects in the system. We demonstrate the accuracy and speed of our results on a variety of benchmarks and data collected from our own system. Ramanarayan Vasudevan, Gregorij Kurillo, Edgar J. Lobaton, Tony Bernardin, Oliver Kreylos, Ruzena Bajcsy, Klara Nahrstedt |
IEEE Trans. Multim. | 4 |
| 2010 | A methodology for remote virtual interaction in teleimmersive environmentsabstractThough the quality of imaging devices, the accuracy of algorithms that construct 3D data, and the hardware available to render such data have all improved, the algorithms available to calibrate, reconstruct, and then visualize such data are difficult to use, extremely noise sensitive, and unreasonably slow. In this paper, we describe a multi-camera system that creates a highly accurate (on the order of a centimeter), 3D reconstruction of an environment in real time (under 30 ms) that allows for remote interaction between users. The paper addresses the aforementioned deficiencies by featuring an overview of the technology and algorithms used to calibrate, reconstruct, and render objects in the system. The algorithm produces partial 3D meshes, instead of dense point clouds, which are combined on the renderer to create a unified model of the environment. The chosen representation of the data allows for high compression ratios for transfer to remote sites. We demonstrate the accuracy and speed of our results on a variety of benchmarks and data collected from our own system. Ramanarayan Vasudevan, Edgar J. Lobaton, Gregorij Kurillo, Ruzena Bajcsy, Tony Bernardin, Bernd Hamann, Klara Nahrstedt |
MMSys | 5 |
| 2009 | Out-of-core Data Management for Path Tracing on Hybrid ResourcesabstractAbstract We present a software system that enables path‐traced rendering of complex scenes. The system consists of two primary components: an application layer that implements the basic rendering algorithm, and an out‐of‐core scheduling and data‐management layer designed to assist the application layer in exploiting hybrid computational resources (e.g., CPUs and GPUs) simultaneously. We describe the basic system architecture, discuss design decisions of the system's data‐management layer, and outline an efficient implementation of a path tracer application, where GPUs perform functions such as ray tracing, shadow tracing, importance‐driven light sampling, and surface shading. The use of GPUs speeds up the runtime of these components by factors ranging from two to twenty, resulting in a substantial overall increase in rendering speed. The path tracer scales well with respect to CPUs, GPUs and memory per node as well as scaling with the number of nodes. The result is a system that can render large complex scenes with strong performance and scalability. Brian Budge, Tony Bernardin, Jeff A. Stuart, Shubhabrata Sengupta, Kenneth I. Joy, John D. Owens |
Comput. Graph. Forum | 2 |
| 2008 | Managing a document-based information spaceabstractWe present a novel user interface in the form of a complementary virtual environment for managing personal document archives, i.e., for document filing and retrieval. Our implementation of a spatial medium for document interaction, exploratory search and active navigation plays to the strengths of human visual information processing and further stimulates it. Matthias Deller, Stefan Agne, Achim Ebert, Andreas Dengel 0001, Hans Hagen, Bertin Klein, Tony Bernardin, Bernd Hamann |
IUI | 8 |