Demo Data from EDBT 2026 / reviewers in the wild / expert
Nancy P. Y. Yuen
dblp:59/2436
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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
1 paper |
Virtual and augmented reality · 44% Rendering · 44% Image and video processing · 6% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering
GPU rendering |
0.1 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Virtual and augmented reality
immersive interaction |
0.1 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Virtual and augmented reality › immersive display
immersive projection display |
0.1 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Rendering
real-time rendering |
0.1 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Image and video processing
geometric correction |
0.0 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Computational photography and imaging › projector-camera systems
projector calibration |
0.0 | 1 | 2008 | Inexpensive Immersive Projection · VR 2008 |
Methods — techniques the papers use, named apart from their topics
single-pass rendering · 0.1camera-based calibration · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Inexpensive Immersive ProjectionabstractMost projector-based immersive displays have numerous problems relating to complexity, space, and cost. We present a technique for rendering perspectively correct images using a casual arrangement of a projector, a mirror and a display surface. Our technique renders an arbitrarily wide field of view using an efficient GPU-based single-pass rendering algorithm. The rendering algorithm is preceded by a one-time camera-based geometric correction calibration step. As we will describe, this technique can be implemented with inexpensive, commodity hardware and using readily available display surfaces. Thus, this technique enables immersive projection systems to be used in casual locations, such as a classroom or even in the home. Nancy P. Y. Yuen, William C. Thibault |
VR | 1 |