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Ben Ward

dblp:09/767 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2010
0000-0003-0226-4600ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1

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
Geometric modeling and processing · 59% Computational photography and imaging · 19% Image and video processing · 15%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
3d reconstruction
0.222010
Interactive modelling for AR applications · ISMAR 2010
VideoTrace: rapid interactive scene modelling from video · ACM Trans. Graph. 2007
Geometric modeling and processing › 3d reconstruction
shape from silhouette
0.112010
Interactive modelling for AR applications · ISMAR 2010
Computational photography and imaging
image-based modeling
0.112009
In situ image-based modeling · ISMAR 2009
Virtual and augmented reality
tracking and registration
0.012010
Interactive modelling for AR applications · ISMAR 2010
Immersive interaction
augmented reality interaction
0.012009
In situ image-based modeling · ISMAR 2009
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.012007
VideoTrace: rapid interactive scene modelling from video · ACM Trans. Graph. 2007

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

real-time camera tracking · 0.2automated image analysis · 0.2sketch-based interaction · 0.1computer vision · 0.1voting scheme · 0.1closed-loop segmentation · 0.1
YearPublicationVenuePosition
2010 Interactive modelling for AR applications
abstract
We present a method for estimating the 3D shape of an object from a sequence of images captured by a hand-held device. The method is well suited to augmented reality applications in that minimal user interaction is required, and the models generated are of an appropriate form. The method proceeds by segmenting the object in every image as it is captured and using the calculated silhouette to update the current shape estimate. In contrast to previous silhouette-based modelling approaches, however, the segmentation process is informed by a 3D prior based on the previous shape estimate. A voting scheme is also introduced in order to compensate for the inevitable noise in the camera position estimates. The combination of the voting scheme with the closed-loop segmentation process provides a robust and flexible shape estimation method. We demonstrate the approach on a number of scenes where segmentation without a 3D prior would be challenging.
John W. Bastian, Ben Ward, Rhys Hill, Anton van den Hengel, Anthony R. Dick
ISMAR2
2009 In situ image-based modeling
abstract
We present an interactive image-based modelling method for generating 3D models within an augmented reality system. Applying real time camera tracking, and high-level automated image analysis, enables more powerful modelling interactions than have previously been possible. The result is an immersive modelling process which generates accurate three dimensional models of real objects efficiently and effectively. In demonstrating the modelling process on a range of indoor and outdoor scenes, we show the flexibility it offers in enabling augmented reality applications in previously unseen environments.
Anton van den Hengel, Rhys Hill, Ben Ward, Anthony R. Dick
ISMAR3
2009 Automatic camera placement for large scale surveillance networks
abstract
Automatic placement of surveillance cameras in arbitrary buildings is a challenging task, and also one that is essential for efficient deployment of large scale surveillance networks. Existing approaches for automatic camera placement are either limited to a small number of cameras, or constrained in terms of the building layouts to which they can be applied. This paper describes a new method for determining the best placement for large numbers of cameras within arbitrary building layouts. The method takes as input a 3D model of the building, and uses a genetic algorithm to find a placement that optimises coverage and (if desired) overlap between cameras. Results are reported for an implementation of the method, including its application to a wide variety of complex buildings, both real and synthetic.
Anton van den Hengel, Rhys Hill, Ben Ward, Alex Cichowski, Henry Detmold, Christopher S. Madden, Anthony R. Dick, John W. Bastian
WACV3
2007 VideoTrace: rapid interactive scene modelling from video
abstract
VideoTrace is a system for interactively generating realistic 3D models of objects from video---models that might be inserted into a video game, a simulation environment, or another video sequence. The user interacts with VideoTrace by tracing the shape of the object to be modelled over one or more frames of the video. By interpreting the sketch drawn by the user in light of 3D information obtained from computer vision techniques, a small number of simple 2D interactions can be used to generate a realistic 3D model. Each of the sketching operations in VideoTrace provides an intuitive and powerful means of modelling shape from video, and executes quickly enough to be used interactively. Immediate feedback allows the user to model rapidly those parts of the scene which are of interest and to the level of detail required. The combination of automated and manual reconstruction allows VideoTrace to model parts of the scene not visible, and to succeed in cases where purely automated approaches would fail.
Anton van den Hengel, Anthony R. Dick, Thorsten Thormählen, Ben Ward, Philip Torr 0001
ACM Trans. Graph.4
2006 Building Models of Regular Scenes from Structure and Motion
abstract
This paper describes a method for generating a model-based reconstruction of a scene from image data. The method uses the camera models and point cloud typically generated by a structure-and-motion process as a starting point for developing a higher level model of the scene. The method relies on the user to provide a minimal amount of structural seeding information from which more complex geometry is extrapolated. The regularity typically present in man-made environments is used to minimise the interaction required, but also to improve the accuracy of fit. We demonstrate model based reconstructions obtained using this method. 1
Anton van den Hengel, Anthony R. Dick, Thorsten Thormählen, Ben Ward, Philip Torr 0001
BMVC4