EDBT 2026 Demo / reviewers in the wild / expert
Connor Smith
dblp:73/8322
· DBLP profile ↗
4ranked-venue papers
1as first author
3since 2021 · last 2024
0000-0002-0863-6551ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorComputer networks · 1 · 1 since 2021
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 |
Visual content generation and editing · 34% Geometric modeling and processing · 19% Rendering · 17% | |
| Computer networks
2 papers |
Content delivery and video streaming · 79% Edge and fog computing · 21% | |
| Computer architecture, parallel and distributed computing, and storage systems
2 papers |
Distributed systems · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visual content generation and editing › 3d content creation
3d scene capture |
1.3 | 2 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Geometric modeling and processing › shape representation
mesh representation |
0.8 | 1 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 |
Content delivery and video streaming › immersive video streaming
3d video streaming |
0.8 | 1 | 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Capture · VR 2024 |
Rendering › parallel rendering
distributed rendering |
0.7 | 1 | 2023 | RenderFusion: Balancing Local and Remote Rendering for Interactive 3D Scenes · ISMAR 2023 |
Virtual and augmented reality › telepresence
immersive telepresence |
0.6 | 1 | 2022 | Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Multimedia systems and quality of experience › video streaming
volumetric video streaming |
0.6 | 1 | 2022 | Live 3D Scene Capture for Virtual Teleportation · SenSys 2022 |
Edge and fog computing
remote rendering |
0.2 | 1 | 2023 | RenderFusion: Balancing Local and Remote Rendering for Interactive 3D Scenes · ISMAR 2023 |
Methods — techniques the papers use, named apart from their topics
network rate control · 2.3mesh reconstruction · 2.3perceptual user study · 1.3latency and network modeling · 1.3textured mesh reconstruction · 1.1mesh simplification · 1.1distributed pipeline · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | MeshReduce: Scalable and Bandwidth Efficient 3D Scene Captureabstract3D video enables a remote viewer to observe a 3D scene from any angle or location. However, current 3D capture solutions incur high latency, consume significant bandwidth, and scale poorly with the number of depth sensors and size of scenes. These problems are largely caused by the current monolithic approach to 3D capture and the use of inefficient data representations for streaming. This paper introduces MeshReduce, a distributed scene capture, stream, and render system that advocates for the use of textured mesh data representation early in the 3D video capture and transmission process. Textured meshes are compact and can provide lower bitrates for the same quality compared to other 3D data representations. However, streaming textured meshes creates compute and memory challenges to achieve bandwidth efficiency. MeshReduce addresses these issues by using a pipeline that creates independent mesh reconstructions and incrementally merges them, rather than creating a single mesh directly from all sensor streams. While this enables a more efficient implementation, this approach requires optimal exchange of textured meshes across the network. MeshReduce also incorporates a novel approach for network rate control that divides bandwidth between texture and mesh for efficient, adaptive 3D video streaming. We demonstrate a real-time integrated embedded compute implementation of MeshReduce that can operate with commercial Azure Kinect depth cameras as well as a custom sensor front-end that uses LiDAR and 360° camera inputs to dramatically increase coverage. Mallesham Dasari, Connor Smith, Kittipat Apicharttrisorn, Srinivasan Seshan, Anthony Rowe 0001 |
VR | 3 |
| 2023 | RenderFusion: Balancing Local and Remote Rendering for Interactive 3D ScenesabstractMany modern-day XR devices (e.g. mobile headsets, phones, etc.) lack the computing resources required to render complex 3D scenes in real-time. Typically, to render a high-resolution scene on a lightweight XR device, 3D designers arduously decimate and fine-tune the objects. As an alternative, remote rendering systems can utilize powerful nearby servers to stream rendering results to a client. While this is a promising solution, it can introduce a variety of latency and reliability issues, especially under variable network conditions. In this paper, we present a distributed rendering system that combines both remote rendering and on-device, “local” rendering to add robustness to network fluctuations and device workloads. To maximize user QoE, our approach dynamically swaps an object’s rendering medium, adjusting for client workload, low frame rates, and several perceptual characteristics. To model these characteristics, we perform a study under simulated conditions to measure how users perceive latency and complexity differences between objects in a scene. Using the results of the study, we then provide an algorithm for choosing the optimal object rendering medium, based on rendering complexity as well as network and latency models, ensuring that a target frame rate will be met. Finally, we evaluate this algorithm on a prototype implementation that can provide cross-platform split rendering using web technologies. Edward Lu, Sagar Bharadwaj, Mallesham Dasari, Connor Smith, Srinivasan Seshan, Anthony Rowe 0001 |
ISMAR | 4 |
| 2022 | Live 3D Scene Capture for Virtual TeleportationabstractIt has long been a goal of immersive telepresence to capture and stream 3D spaces such that a remote viewer can watch from any location or angle within the scene. This demonstration presents Mosaic, a new distributed 3D scene capture system that uses textured mesh data representation for streaming a 3D volumetric video of a space to remote viewers. Compared to more common point cloud based methods, we show that textured mesh data requires less bandwidth and yields the same visual quality. However, textured mesh reconstruction is compute and memory intensive, mesh simplification is not easily parallelizable, and texture maps lacks spatial and temporal coherence. Mosaic tackles these challenges by examining each computational stage and determines how they can be efficiently distributed across multiple compute nodes to reduce overall latency, minimize bandwidth, and maintain quality. We then provide an end-to-end latency and bandwidth breakdown that can be used to target future acceleration work. Mallesham Dasari, Connor Smith, Kittipat Apicharttrisorn, Anthony Rowe 0001, Srinivasan Seshan |
SenSys | 3 |
| 2010 | Modelling English Spatial Preposition Detectors
Connor Smith, Allen Cybulskie, Nic Di Noia, Janine Fitzpatrick, Jobina Li, W. Korey MacDougall, Xander Miller, Jeanne-Marie Musca, Jennifer Nutall, Kathy Van Bentham, Jim Davies |
Diagrams | 1 |