Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Simon Gibson

dblp:94/4679 · DBLP profile ↗
← Back
10ranked-venue papers
5as first author
0since 2021 · last 2004
0000-0003-0208-866XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-authorArtificial intelligence and machine learning · 2Databases, data management, data science and information retrieval · 2Human-computer interaction and ubiquitous computing · 2 · 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
2 papers
Rendering · 60% Virtual and augmented reality · 40%
Artificial intelligence
1 paper
3D vision · 77% Video understanding and tracking · 23%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.012003
Real-time photo-realistic augmented reality for interior design · SIGGRAPH 2003
Computer vision › 3D vision
camera calibration
0.012002
Accurate Camera Calibration for Off-line, Video-Based Augmented Reality · ISMAR 2002
Rendering
global illumination
0.012000
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation · IEEE Trans. Vis. Comput. Graph. 2000
Rendering
parallel rendering
0.012000
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation · IEEE Trans. Vis. Comput. Graph. 2000
Rendering › global illumination
radiosity
0.012000
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation · IEEE Trans. Vis. Comput. Graph. 2000
Virtual and augmented reality
interior design
0.012003
Real-time photo-realistic augmented reality for interior design · SIGGRAPH 2003
Computer vision › Video understanding and tracking
feature tracking
0.012002
Accurate Camera Calibration for Off-line, Video-Based Augmented Reality · ISMAR 2002
Performance modeling and evaluation
parallel system performance
0.012000
A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation · IEEE Trans. Vis. Comput. Graph. 2000

Methods — techniques the papers use, named apart from their topics

queue-based scheduling · 0.1perceptually driven visibility estimation · 0.1projective reconstruction · 0.0kanade-lucas-tomasi tracker · 0.0RANSAC · 0.0
YearPublicationVenuePosition
2004 Supporting Contract Execution through Recommended Workflows
Roger Tagg, Zoran Milosevic, Sachin Kulkarni, Simon Gibson
DEXA4
2004 A unified behavioural model and a contract language for extended enterprise
Peter F. Linington, Zoran Milosevic, James B. Cole, Simon Gibson, Sachin Kulkarni, Stephen W. Neal
Data Knowl. Eng.4
2003 Identifying requirements for Business Contract Language: a Monitoring Perspectiv
abstract
This paper compares two separately developed systems for monitoring activities to business contracts, describes how we integrated them and exploits the lessons learned from this process to identify a core set of requirements for a Business Contract Language (BCL). Concepts in BCL needed for contract monitoring include: the expression of coordinated concurrent actions; obliged, permitted and prohibited actions; rich timeliness expressions such as sliding windows; delegations; policy violations; contract termination/renewal conditions and reference to external data/events such as change in interest rates. The aim of BCL is to provide sufficient expressive power to describe contracts, including conditions which specify real-time processing, yet be simple enough to retain a human-oriented style for expressing contracts.
Stephen W. Neal, James B. Cole, Peter F. Linington, Zoran Milosevic, Simon Gibson, Sachin Kulkarni
EDOC5
2003 Real-time photo-realistic augmented reality for interior design
abstract
No abstract available.
Jonathan Cook 0002, Simon Gibson, Toby Howard, Roger J. Hubbold
SIGGRAPH2
2003 Interactive reconstruction of virtual environments from video sequences
Simon Gibson, Roger J. Hubbold, Jonathan Cook 0002, Toby Howard
Comput. Graph.1
2002 Accurate Camera Calibration for Off-line, Video-Based Augmented Reality
abstract
Camera tracking is a fundamental requirement for video-based augmented reality applications. The ability to accurately calculate the intrinsic and extrinsic camera parameters for each frame of a video sequence is essential if synthetic objects are to be integrated into the image data in a believable way. In this paper, we present an accurate and reliable approach to camera calibration for off-line video-based augmented reality applications. We first describe an improved feature tracking algorithm, based on the widely used Kanade-Lucas-Tomasi tracker. Estimates of inter-frame camera motion are used to guide tracking, greatly reducing the number of incorrectly tracked features. We then present a robust hierarchical scheme that merges sub-sequences together to form a complete projective reconstruction. Finally, we describe how RANSAC-based random sampling can be applied to the problem of self-calibration, allowing for more reliable upgrades to metric geometry. Results of applying our calibration algorithms are given for both synthetic and real data.
Simon Gibson, Jonathan Cook 0002, Toby Howard, Roger J. Hubbold, Daniel Oram
ISMAR1
2001 Flexible Image-Based Photometric Reconstruction using Virtual Light Sources
abstract
Photometric reconstruction is the process of estimating the illumination and surface reflectance properties of an environment, given a geometric model of the scene and a set of photographs of its surfaces. For mixed-reality applications, such data is required if synthetic objects are to be correctly illuminated or if synthetic light sources are to be used to re-light the scene. Current methods of estimating such data are limited in the practical situations in which they can be applied, due to the fact that the geometric and radiometric models of the scene which are provided by the user must be complete, and that the position (and in some cases, intensity) of the light sources must also be specified a-priori. In this paper, a novel algorithm is presented which overcomes these constraints, and allows photometric data to be reconstructed in less restricted situations. This is achieved through the use of virtual light sources which mimic the effect of direct illumination from unknown luminaires, and indirect illumination reflected off unknown geometry. The intensity of these virtual light sources and the surface material properties are estimated using an iterative algorithm which attempts to match calculated radiance values to those observed in photographs. Results are presented for both synthetic and real scenes that show the quality of the reconstructed data and its use in off-line mixed-reality applications.
Simon Gibson, Toby Howard, Roger J. Hubbold
Comput. Graph. Forum1
2000 Interactive reconstruction of virtual environments from photographs, with application to scene-of-crime analysis
abstract
There are many real-world applications of Virtual Reality that require the construction of complex and accurate three-dimensional models, suitably structured for interactive manipulation. In this paper, we present semi-automatic methods that allow such environments to be quickly and easily built from photographs taken with uncalibrated cameras, and illustrate the techniques by application to the real-world problem of scene-of-crime reconstruction.
Simon Gibson, Toby Howard
VRST1
2000 A Perceptually-Driven Parallel Algorithm for Efficient Radiosity Simulation
abstract
The authors describe a novel algorithm for computing view-independent finite element radiosity solutions on distributed shared memory parallel architectures. Our approach is based on the notion of a subiteration being the transfer of energy from a single source to a subset of the scene's receiver patches. By using an efficient queue based scheduling system to process these subiterations, we show how radiosity solutions can be generated without the need for processor synchronization between iterations of the progressive refinement algorithm. The only significant source of interprocessor communication required by our method is for visibility calculations. We also describe a perceptually driven approach to visibility estimation, which employs an efficient volumetric grid structure and attempts to reduce the amount of interprocessor communication by approximating visibility queries between distant patches. Our algorithm also eliminates the need for dynamic load balancing until the end of the solution process and is shown to achieve a superlinear speedup in many situations.
Simon Gibson, Roger J. Hubbold
IEEE Trans. Vis. Comput. Graph.1
1999 GNU/MAVERIK: a micro-kernel for large-scale virtual environments
abstract
This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete 'VR operating system'. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism which supports an object-oriented framework of classes, objects and methods. Examples are given which illustrate different uses of the system, and typical performance levels.
Roger J. Hubbold, Jonathan Cook 0002, Martin J. Keates, Simon Gibson, Toby Howard, Alan Murta, Adrian J. West, Steve Pettifer
VRST4