Demo Data from SIGIR 2026 / reviewers in the wild / expert
Suren Deepak Rajasekaran
dblp:168/3256
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0003-4137-7288ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 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.
| Artificial intelligence
1 paper |
3D vision · 91% Robot navigation and mapping · 9% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › shape matching
functional maps |
0.3 | 1 | 2017 | Understanding and Exploiting Object Interaction Landscapes · ACM Trans. Graph. 2017 |
Computer vision › 3D vision
shape matching |
0.3 | 1 | 2017 | Understanding and Exploiting Object Interaction Landscapes · ACM Trans. Graph. 2017 |
Robotics › Robot navigation and mapping
object search |
0.1 | 1 | 2017 | Understanding and Exploiting Object Interaction Landscapes · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
particle tracking · 0.3interaction descriptors · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | PTRM: Perceived Terrain Realism MetricabstractTerrains are visually prominent and commonly needed objects in many computer graphics applications. While there are many algorithms for synthetic terrain generation, it is rather difficult to assess the realism of a generated output. This article presents a first step toward the direction of perceptual evaluation for terrain models. We gathered and categorized several classes of real terrains, and we generated synthetic terrain models using computer graphics methods. The terrain geometries were rendered by using the same texturing, lighting, and camera position. Two studies on these image sets were conducted, ranking the terrains perceptually, and showing that the synthetic terrains are perceived as lacking realism compared to the real ones. We provide insight into the features that affect the perceived realism by a quantitative evaluation based on localized geomorphology-based landform features (geomorphons) that categorize terrain structures such as valleys, ridges, hollows, and so forth. We show that the presence or absence of certain features has a significant perceptual effect. The importance and presence of the terrain features were confirmed by using a generative deep neural network that transferred the features between the geometric models of the real terrains and the synthetic ones. The feature transfer was followed by another perceptual experiment that further showed their importance and effect on perceived realism. We then introduce Perceived Terrain Realism Metrics (PTRM), which estimates human-perceived realism of a terrain represented as a digital elevation map by relating the distribution of terrain features with their perceived realism. This metric can be used on a synthetic terrain, and it will output an estimated level of perceived realism. We validated the proposed metrics on real and synthetic data and compared them to the perceptual studies. Suren Deepak Rajasekaran, Hao Kang, Martin Cadík, Eric Galin, Eric Guérin, Adrien Peytavie, Pavel Slavík, Bedrich Benes |
ACM Trans. Appl. Percept. | 1 |
| 2017 | Understanding and Exploiting Object Interaction LandscapesabstractInteractions play a key role in understanding objects and scenes for both virtual and real-world agents. We introduce a new general representation for proximal interactions among physical objects that is agnostic to the type of objects or interaction involved. The representation is based on tracking particles on one of the participating objects and then observing them with sensors appropriately placed in the interaction volume or on the interaction surfaces. We show how to factorize these interaction descriptors and project them into a particular participating object so as to obtain a new functional descriptor for that object, its interaction landscape , capturing its observed use in a spatiotemporal framework. Interaction landscapes are independent of the particular interaction and capture subtle dynamic effects in how objects move and behave when in functional use. Our method relates objects based on their function, establishes correspondences between shapes based on functional key points and regions, and retrieves peer and partner objects with respect to an interaction. Sören Pirk, Vojtech Krs, Kaimo Hu, Suren Deepak Rajasekaran, Hao Kang, Yusuke Yoshiyasu, Bedrich Benes, Leonidas J. Guibas |
ACM Trans. Graph. | 4 |
| 2015 | Senescence: An Age-Based Character Simulation FrameworkabstractThe paper presents the development and initial validation of the Senescence character framework, a simulation tool that can be used for rigging muscle deformer-based humanoid characters, with support for age. The senescence framework allows the user to rig any bipedal 3D character and manipulate skeleton and muscle parameters in order to render the age of the character realistically. The framework was developed using Python, Maya Embedded Language and PyQt. A study with 100 subjects was conducted to determine whether participants were able to perceive the age of the characters simulated with the Senescence framework. Findings show that while subjects were able to perceive age differences, they were not able to identify the age of the simulated characters with high level of accuracy. Results also show that subjects with animation expertise were able to identify the age of the characters more accurately than subjects without animation experience. Suren Deepak Rajasekaran, Nicoletta Adamo-Villani |
IV | 1 |