Demo Data from EDBT 2026 / reviewers in the wild / expert
Ralf Plänkers
dblp:67/4202
· DBLP profile ↗
6ranked-venue papers
4as first author
0since 2021 · last 2003
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 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.
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 50% Multimedia analysis and retrieval · 25% Image and video processing · 25% | |
| Artificial intelligence
2 papers |
3D vision · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Multimedia analysis and retrieval › object tracking
person tracking |
0.0 | 1 | 2002 | Model-Based Silhouette Extraction for Accurate People Tracking · ECCV (2) 2002 |
Image and video processing › image segmentation › object extraction
silhouette extraction |
0.0 | 1 | 2002 | Model-Based Silhouette Extraction for Accurate People Tracking · ECCV (2) 2002 |
Computer vision › 3D vision
human body modeling |
0.0 | 2 | 2003 | Articulated Soft Objects for Multiview Shape and Motion Capture · IEEE Trans. Pattern Anal. Mach. Intell. 2003 Articulated Soft Objects for Video-based Body Modeling · ICCV 2001 |
Methods — techniques the papers use, named apart from their topics
multi-view reconstruction · 0.1implicit surface · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2003 | Articulated Soft Objects for Multiview Shape and Motion CaptureabstractWe develop a framework for 3D shape and motion recovery of articulated deformable objects. We propose a formalism that incorporates the use of implicit surfaces into earlier robotics approaches that were designed to handle articulated structures. We demonstrate its effectiveness for human body modeling from synchronized video sequences. Our method is both robust and generic. It could easily be applied to other shape and motion recovery problems. Ralf Plänkers, Pascal Fua |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2002 | Model-Based Silhouette Extraction for Accurate People Tracking
Ralf Plänkers, Pascal Fua |
ECCV (2) | 1 |
| 2001 | Articulated Soft Objects for Video-based Body Modeling
Ralf Plänkers, Pascal Fua |
ICCV | 1 |
| 2001 | Tracking and Modeling People in Video Sequences
Ralf Plänkers, Pascal Fua |
Comput. Vis. Image Underst. | 1 |
| 2000 | Skeleton-based Motion Capture for Robust Reconstruction of Human MotionabstractOptical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that of another. This requires much editing work on the part of the animator before the virtual characters are ready for their screen debuts. In this paper, we present an approach to increasing the robustness of a motion capture system by using a sophisticated anatomic human model. It includes a precise description of the skeleton's mobility and an approximated envelope. It allows us to accurately predict the 3-D location and visibility of markers, thus significantly increasing the robustness of marker tracking and assignment, and drastically reducing-or even eliminating-the need for human intervention during the 3D reconstruction process. Lorna Herda, Pascal Fua, Ralf Plänkers, Ronan Boulic, Daniel Thalmann |
CA | 3 |
| 1999 | From Synthesis to Analysis: Fitting Human Animation Models to Image DataabstractWe show that we can effectively fit complex animation models to noisy image data. Our approach is based on robust least squares adjustment and takes advantage of three complementary sources of information: stereo data, silhouette edges and 2D feature points. We take stereo to be our main information source and use the other two whenever available. In this way, complete head models-including ears and hair-can be acquired with a cheap and entirely passive sensor, such as an ordinary video camera. The motion parameters of limbs can be similarly captured. They can then be fed to existing animation software to produce synthetic sequences. Pascal Fua, Ralf Plänkers, Daniel Thalmann |
Computer Graphics International | 2 |