Demo Data from SIGIR 2026 / reviewers in the wild / expert
Dat Tien Ngo
dblp:119/1457
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 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
4 papers |
Geometric modeling and processing · 50% Multimedia analysis and retrieval · 25% Rendering · 25% | |
| Artificial intelligence
3 papers |
3D vision · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Learning and educational technologies · 23% |
Topics — the 7 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › 3d reconstruction › non-rigid reconstruction
deformable surface reconstruction |
0.2 | 1 | 2016 | Template-Based Monocular 3D Shape Recovery Using Laplacian Meshes · IEEE Trans. Pattern Anal. Mach. Intell. 2016 |
Geometric modeling and processing › 3d reconstruction › non-rigid 3d reconstruction
deformable object reconstruction |
0.2 | 1 | 2015 | Dense Image Registration and Deformable Surface Reconstruction in Presence of Occlusions and Minimal Texture · ICCV 2015 |
Multimedia analysis and retrieval › object tracking
deformable object tracking |
0.2 | 1 | 2015 | Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015 |
Rendering
texture mapping |
0.2 | 1 | 2015 | Live Texturing of Augmented Reality Characters from Colored Drawings · IEEE Trans. Vis. Comput. Graph. 2015 |
Geometric modeling and processing › mesh deformation
laplacian deformation |
0.1 | 1 | 2012 | Laplacian Meshes for Monocular 3D Shape Recovery · ECCV (3) 2012 |
Geometric modeling and processing › mesh processing › mesh optimization
mesh regularization |
0.1 | 1 | 2016 | Template-Based Monocular 3D Shape Recovery Using Laplacian Meshes · IEEE Trans. Pattern Anal. Mach. Intell. 2016 |
Computer vision › 3D vision › image registration
dense image registration |
0.1 | 1 | 2015 | Dense Image Registration and Deformable Surface Reconstruction in Presence of Occlusions and Minimal Texture · ICCV 2015 |
Methods — techniques the papers use, named apart from their topics
linear least squares · 0.5laplacian formalism · 0.5constrained optimization · 0.5template matching · 0.4surface deformation recovery · 0.4outlier rejection · 0.4dense feature matching · 0.4shape-from-shading · 0.3laplacian mesh · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Template-Based Monocular 3D Shape Recovery Using Laplacian MeshesabstractWe show that by extending the Laplacian formalism, which was first introduced in the Graphics community to regularize 3D meshes, we can turn the monocular 3D shape reconstruction of a deformable surface given correspondences with a reference image into a much better-posed problem. This allows us to quickly and reliably eliminate outliers by simply solving a linear least squares problem. This yields an initial 3D shape estimate, which is not necessarily accurate, but whose 2D projections are. The initial shape is then refined by a constrained optimization problem to output the final surface reconstruction. Our approach allows us to reduce the dimensionality of the surface reconstruction problem without sacrificing accuracy, thus allowing for real-time implementations. Dat Tien Ngo, Jonas Östlund, Pascal Fua |
IEEE Trans. Pattern Anal. Mach. Intell. | 1 |
| 2015 | Dense Image Registration and Deformable Surface Reconstruction in Presence of Occlusions and Minimal TextureabstractDeformable surface tracking from monocular images is well-known to be under-constrained. Occlusions often make the task even more challenging, and can result in failure if the surface is not sufficiently textured. In this work, we explicitly address the problem of 3D reconstruction of poorly textured, occluded surfaces, proposing a framework based on a template-matching approach that scales dense robust features by a relevancy score. Our approach is extensively compared to current methods employing both local feature matching and dense template alignment. We test on standard datasets as well as on a new dataset (that will be made publicly available) of a sparsely textured, occluded surface. Our framework achieves state-of-the-art results for both well and poorly textured, occluded surfaces. Dat Tien Ngo, Sanghyuk Park, Anne Jorstad, Alberto Crivellaro, Chang Dong Yoo, Pascal Fua |
ICCV | 1 |
| 2015 | Live Texturing of Augmented Reality Characters from Colored DrawingsabstractColoring books capture the imagination of children and provide them with one of their earliest opportunities for creative expression. However, given the proliferation and popularity of digital devices, real-world activities like coloring can seem unexciting, and children become less engaged in them. Augmented reality holds unique potential to impact this situation by providing a bridge between real-world activities and digital enhancements. In this paper, we present an augmented reality coloring book App in which children color characters in a printed coloring book and inspect their work using a mobile device. The drawing is detected and tracked, and the video stream is augmented with an animated 3-D version of the character that is textured according to the child's coloring. This is possible thanks to several novel technical contributions. We present a texturing process that applies the captured texture from a 2-D colored drawing to both the visible and occluded regions of a 3-D character in real time. We develop a deformable surface tracking method designed for colored drawings that uses a new outlier rejection algorithm for real-time tracking and surface deformation recovery. We present a content creation pipeline to efficiently create the 2-D and 3-D content. And, finally, we validate our work with two user studies that examine the quality of our texturing algorithm and the overall App experience. Stéphane Magnenat, Dat Tien Ngo, Fabio Zünd, Mattia Ryffel, Gioacchino Noris, Gerhard Röthlin, Alessia Marra, Maurizio Nitti, Pascal Fua, Markus Gross 0001, Robert W. Sumner |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Laplacian Meshes for Monocular 3D Shape Recovery
Jonas Östlund, Aydin Varol, Dat Tien Ngo, Pascal Fua |
ECCV (3) | 3 |