Demo Data from EDBT 2026 / reviewers in the wild / expert
Thomas Bonfort
dblp:58/5230
· DBLP profile ↗
3ranked-venue papers
2as first author
0since 2021 · last 2006
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 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.
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d reconstruction |
0.0 | 1 | 2003 | Voxel Carving for Specular Surfaces · ICCV 2003 |
Computer vision › 3D vision › 3d shape reconstruction
specular surface reconstruction |
0.0 | 1 | 2003 | Voxel Carving for Specular Surfaces · ICCV 2003 |
Computer vision › 3D vision › 3d shape reconstruction
voxel carving |
0.0 | 1 | 2003 | Voxel Carving for Specular Surfaces · ICCV 2003 |
Methods — techniques the papers use, named apart from their topics
surface normal consistency · 0.0calibrated camera · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2006 | General Specular Surface Triangulation
Thomas Bonfort, Peter F. Sturm, Pau Gargallo |
ACCV (2) | 1 |
| 2006 | How to Compute the Pose of an Object Without a Direct View?
Peter F. Sturm, Thomas Bonfort |
ACCV (2) | 2 |
| 2003 | Voxel Carving for Specular SurfacesabstractWe present an novel algorithm that reconstructs voxels of a general 3D specular surface from multiple images of a calibrated camera. A calibrated scene (i.e. points whose 3D coordinates are known) is reflected by the unknown specular surface onto the image plane of the camera. For every viewpoint, surface normals are associated to the voxels traversed by each projection ray formed by the reflection of a scene point. A decision process then discards voxels whose associated surface normals are not consistent with one another. The output of the algorithm is a collection of voxels and surface normals in 3D space, whose quality and size depend on user-set thresholds. The method has been tested on synthetic and real images. Visual and quantified experimental results are presented. Thomas Bonfort, Peter F. Sturm |
ICCV | 1 |