Demo Data from SIGIR 2026 / reviewers in the wild / expert
Radu Urs
dblp:128/7895 · also Radu-Dragos Urs
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorArtificial intelligence and machine learning · 1 · 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
1 paper |
Image and video processing · 67% Visual content generation and editing · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video processing › image statistics › statistical image modeling
markov random field |
0.2 | 1 | 2014 | Maximum-Likelihood Based Synthesis of Volumetric Textures From a 2D Sample · IEEE Trans. Image Process. 2014 |
Image and video processing › texture analysis
stochastic texture modeling |
0.2 | 1 | 2014 | Maximum-Likelihood Based Synthesis of Volumetric Textures From a 2D Sample · IEEE Trans. Image Process. 2014 |
Visual content generation and editing
texture synthesis |
0.2 | 1 | 2014 | Maximum-Likelihood Based Synthesis of Volumetric Textures From a 2D Sample · IEEE Trans. Image Process. 2014 |
Methods — techniques the papers use, named apart from their topics
relaxation algorithm · 0.2parzen windowing · 0.2maximum likelihood · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Maximum-Likelihood Based Synthesis of Volumetric Textures From a 2D SampleabstractWe propose a genuine 3D texture synthesis algorithm based on a probabilistic 2D Markov random field conceptualization, capable of capturing the visual characteristics of a texture into a unique statistical texture model. We intend to reproduce, in the volumetric texture, the interactions between pixels learned in an input 2D image. The learning is done by nonparametric Parzen-windowing. Optimization is handled voxel by a relaxation algorithm, aiming at maximizing the likelihood of each voxel in terms of its local conditional probability function. Variants are proposed regarding the relaxation algorithm and the heuristic strategies used for the simultaneous handling of the orthogonal slices containing the voxel. The procedures are materialized on various textures through a comparative study and a sensitivity analysis, highlighting the variants strengths and weaknesses. Finally, the probabilistic model is compared objectively with a nonparametric neighborhood-search-based algorithm. Radu Urs, Jean-Pierre Da Costa, Christian Germain |
IEEE Trans. Image Process. | 1 |
| 2013 | Non-causal non-parametric multi-scale Markov Random Field synthesis of volumetric textures from a unique 2D sampleabstractWe propose a genuine 3D texture synthesis algorithm based on a probabilistic 2D Markov Random Field conceptualization. We intend to reproduce, in the volumetric texture, the interactions between pixels learned non-parametrically in an input 2D image. Optimization is handled voxel by voxel by a deterministic algorithm, deciding for each voxel the most probable grey level. Variants are proposed regarding the heuristic strategies used for the simultaneous handling of the orthogonal slices containing the voxel. Voxel relaxation and scale handling policies are al so investigated. The procedures are materialized on various textures to identify their strengths and weaknesses. Radu Urs, Jean-Pierre Da Costa, Christian Germain |
ICIP | 1 |
| 2012 | Non-parametric synthesis of laminar volumetric textures from a 2D sampleabstractThe goal of this paper is to evaluate non-parametric algorithms that achieve 3D texture synthesis from a single 2D sample. The algorithms under study are variants of the algorithm proposed by Wei and Levoy [1]. Several authors have proposed different algorithms that intend to better reproduce, in the output texture, the diversity learned in the input sample. Hence, we turn our attention to the improved algorithm proposed by Kopf et al. [2] and the particular histogram matching approach of Chen and Wang [3]. In addition, we propose to visit the voxels during synthesis according to the 3D extension of space filling curves. We investigate the algorithms capability to reproduce anisotropic textures. In particular we are interested in laminar textures, i.e. textures made of anisotropic sheets stacked along a given direction. Examples of such textures are snapshots of dense carbons observed by high resolution transmission electronic microscopy (HRTEM). Beyond the traditional subjective evaluation of the synthesized textures, we propose a genuine quantitative benchmark for the analysis of the synthesized textures which consists in comparing input and output gray level statistics and patterns morphology. Radu Urs, Jean-Pierre Da Costa, Jean-Marc Leyssale, Gérard Vignoles, Christian Germain |
BMVC | 1 |