Demo Data from SIGIR 2026 / reviewers in the wild / expert
Maksym Dzitsiuk
dblp:169/0632 · also Max Dzitsiuk
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-authorSystems, architecture and hardware · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 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.
| Artificial intelligence
2 papers |
3D vision · 100% | |
| Computer graphics and multimedia
3 papers |
Virtual and augmented reality · 94% Computational photography and imaging · 6% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 50% Interaction techniques and input · 50% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.5 | 2 | 2020 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Interaction techniques and input › sensor-based interaction
depth camera-based interaction |
0.4 | 1 | 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Computer vision › 3D vision › depth estimation
monocular depth estimation |
0.3 | 1 | 2018 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 |
Virtual and augmented reality › tracking
6DOF tracking |
0.3 | 1 | 2018 | Depth from motion for smartphone AR · ACM Trans. Graph. 2018 |
Computer vision › 3D vision
3d reconstruction |
0.3 | 1 | 2017 | De-noising, stabilizing and completing 3D reconstructions on-the-go using plane priors · ICRA 2017 |
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function |
0.3 | 1 | 2017 | De-noising, stabilizing and completing 3D reconstructions on-the-go using plane priors · ICRA 2017 |
Computer vision › 3D vision › 3d reconstruction
surface reconstruction |
0.3 | 1 | 2017 | De-noising, stabilizing and completing 3D reconstructions on-the-go using plane priors · ICRA 2017 |
Virtual and augmented reality › display
head-mounted display calibration |
0.2 | 1 | 2015 | Semi-Parametric Color Reproduction Method for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2015 |
Computer vision › 3D vision › 3d reconstruction › real-time reconstruction
online 3d reconstruction |
0.1 | 1 | 2017 | De-noising, stabilizing and completing 3D reconstructions on-the-go using plane priors · ICRA 2017 |
Computational photography and imaging › color imaging
color reproduction |
0.1 | 1 | 2015 | Semi-Parametric Color Reproduction Method for Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
physics-based collision · 0.9geometry-aware rendering · 0.9depth map processing · 0.9visual-inertial odometry · 0.7monocular depth computation · 0.7semantic segmentation · 0.3plane fitting · 0.3SDF · 0.3semi-parametric modeling · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented RealityabstractMobile devices with passive depth sensing capabilities are ubiquitous, and recently active depth sensors have become available on some tablets and AR/VR devices. Although real-time depth data is accessible, its rich value to mainstream AR applications has been sorely under-explored. Adoption of depth-based UX has been impeded by the complexity of performing even simple operations with raw depth data, such as detecting intersections or constructing meshes. In this paper, we introduce DepthLab, a software library that encapsulates a variety of depth-based UI/UX paradigms, including geometry-aware rendering (occlusion, shadows), surface interaction behaviors (physics-based collisions, avatar path planning), and visual effects (relighting, 3D-anchored focus and aperture effects). We break down the usage of depth into localized depth, surface depth, and dense depth, and describe our real-time algorithms for interaction and rendering tasks. We present the design process, system, and components of DepthLab to streamline and centralize the development of interactive depth features. We have open-sourced our software at https://github.com/googlesamples/arcore-depth-lab to external developers, conducted performance evaluation, and discussed how DepthLab can accelerate the workflow of mobile AR designers and developers. With DepthLab we aim to help mobile developers to effortlessly integrate depth into their AR experiences and amplify the expression of their creative vision. Ruofei Du, Eric Turner 0001, Maksym Dzitsiuk, Luca Prasso, Ivo Duarte, Jason Dourgarian, João Afonso, Jose Pascoal, Josh Gladstone, Nuno Cruces, Shahram Izadi, Adarsh Kowdle, Konstantine Tsotsos, David Kim 0002 |
UIST | 3 |
| 2018 | SOS: Stereo Matching in O(1) with Slanted Support WindowsabstractDepth cameras have accelerated research in many areas of computer vision. Most triangulation-based depth cameras, whether structured light systems like the Kinect or active (assisted) stereo systems, are based on the principle of stereo matching. Depth from stereo is an active research topic dating back 30 years. Despite recent advances, algorithms usually trade-off accuracy for speed. In particular, efficient methods rely on fronto-parallel assumptions to reduce the search space and keep computation low. We present SOS (Slanted O(1) Stereo), the first algorithm capable of leveraging slanted support windows without sacrificing speed or accuracy. We use an active stereo configuration, where an illuminator textures the scene. Under this setting, local methods - such as PatchMatch Stereo - obtain state of the art results by jointly estimating disparities and slant, but at a large computational cost. We observe that these methods typically exploit local smoothness to simplify their initialization strategies. Our key insight is that local smoothness can in fact be used to amortize the computation not only within initialization, but across the entire stereo pipeline. Building on these insights, we propose a novel hierarchical initialization that is able to efficiently perform search over disparity and slants. We then show how this structure can be leveraged to provide high quality depth maps. Extensive quantitative evaluations demonstrate that the proposed technique yields significantly more precise results than current state of the art, but at a fraction of the computational cost. Our prototype implementation runs at 4000 fps on modern GPU architectures. Vladimir Tankovich, Michael Schoenberg, Sean Ryan Fanello, Adarsh Kowdle, Christoph Rhemann, Maksym Dzitsiuk, Mirko Schmidt, Julien P. C. Valentin, Shahram Izadi |
IROS | 6 |
| 2018 | Depth from motion for smartphone ARabstractAugmented reality (AR) for smartphones has matured from a technology for earlier adopters, available only on select high-end phones, to one that is truly available to the general public. One of the key breakthroughs has been in low-compute methods for six degree of freedom (6DoF) tracking on phones using only the existing hardware (camera and inertial sensors). 6DoF tracking is the cornerstone of smartphone AR allowing virtual content to be precisely locked on top of the real world. However, to really give users the impression of believable AR, one requires mobile depth. Without depth, even simple effects such as a virtual object being correctly occluded by the real-world is impossible. However, requiring a mobile depth sensor would severely restrict the access to such features. In this article, we provide a novel pipeline for mobile depth that supports a wide array of mobile phones, and uses only the existing monocular color sensor. Through several technical contributions, we provide the ability to compute low latency dense depth maps using only a single CPU core of a wide range of (medium-high) mobile phones. We demonstrate the capabilities of our approach on high-level AR applications including real-time navigation and shopping. Julien P. C. Valentin, Adarsh Kowdle, Jonathan T. Barron, Neal Wadhwa, Maksym Dzitsiuk, Michael Schoenberg, Ambrus Csaszar, Eric Turner 0001, Ivan Dryanovski, João Afonso, Jose Pascoal, Konstantine Tsotsos, Mira Leung, Mirko Schmidt, Onur G. Guleryuz, Sameh Khamis, Vladimir Tankovich, Sean Ryan Fanello, Shahram Izadi, Christoph Rhemann |
ACM Trans. Graph. | 5 |
| 2017 | De-noising, stabilizing and completing 3D reconstructions on-the-go using plane priorsabstractCreating 3D maps on robots and other mobile devices has become a reality in recent years. Online 3D reconstruction enables many exciting applications in robotics and AR/VR gaming. However, the reconstructions are noisy and generally incomplete. Moreover, during online reconstruction, the surface changes with every newly integrated depth image which poses a significant challenge for physics engines and path planning algorithms. This paper presents a novel, fast and robust method for obtaining and using information about planar surfaces, such as walls, floors, and ceilings as a stage in 3D reconstruction based on Signed Distance Fields (SDFs). Our algorithm recovers clean and accurate surfaces, reduces the movement of individual mesh vertices caused by noise during online reconstruction and fills in the occluded and unobserved regions. We implemented and evaluated two different strategies to generate plane candidates and two strategies for merging them. Our implementation is optimized to run in real-time on mobile devices such as the Tango tablet. In an extensive set of experiments, we validated that our approach works well in a large number of natural environments despite the presence of significant amount of occlusion, clutter and noise, which occur frequently. We further show that plane fitting enables in many cases a meaningful semantic segmentation of real-world scenes. Maksym Dzitsiuk, Jürgen Sturm, Robert Maier 0001, Lingni Ma, Daniel Cremers |
ICRA | 1 |
| 2015 | Semi-Parametric Color Reproduction Method for Optical See-Through Head-Mounted DisplaysabstractThe fundamental issues in Augmented Reality (AR) are on how to naturally mediate the reality with virtual content as seen by users. In AR applications with Optical See-Through Head-Mounted Displays (OST-HMD), the issues often raise the problem of rendering color on the OST-HMD consistently to input colors. However, due to various display constraints and eye properties, it is still a challenging task to indistinguishably reproduce the colors on OST-HMDs. An approach to solve this problem is to pre-process the input color so that a user perceives the output color on the display to be the same as the input. We propose a color calibration method for OST-HMDs. We start from modeling the physical optics in the rendering and perception process between the HMD and the eye. We treat the color distortion as a semi-parametric model which separates the non-linear color distortion and the linear color shift. We demonstrate that calibrated images regain their original appearance on two OST-HMD setups with both synthetic and real datasets. Furthermore, we analyze the limitations of the proposed method and remaining problems of the color reproduction in OST-HMDs. We then discuss how to realize more practical color reproduction methods for future HMD-eye system. Yuta Itoh 0001, Maksym Dzitsiuk, Toshiyuki Amano, Gudrun Klinker |
IEEE Trans. Vis. Comput. Graph. | 2 |