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Alexandros Papachristou

dblp:209/8792 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2018
0000-0002-5803-1411ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

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 · 77% Robot navigation and mapping · 23%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Immersive interaction › mixed reality
augmented virtuality
0.312018
Augmented VR · VR 2018
Computer vision › 3D vision
camera pose estimation
0.312017
Improving Camera Pose Estimation via Temporal EWA Surfel Splatting · ISMAR 2017
Robotics › Robot navigation and mapping
SLAM
0.112017
Improving Camera Pose Estimation via Temporal EWA Surfel Splatting · ISMAR 2017

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

real-time transmission · 0.73d media compression · 0.7surfel splatting · 0.3elliptical weighted average · 0.3
YearPublicationVenuePosition
2018 Augmented VR
abstract
Traditional VR is mostly about headset experiences either in completely virtual environments or 360° videos. On the other hand AR has been mixing realities by inserting the virtual within the real. In this work we present the Augmented VR concept that lies at the middle right of the virtuality continuum, typically referred to as augmented virtuality. We offer another perspective by blending the real within the virtual focusing on capturing actual human performances in three dimensions and emplacing them within virtual environments [1]-[3]. By compressing and transmitting this new type of 3D media we can also achieve real-time interaction, communication and collaboration between users. Being in full 3D our media are compatible with a variety of applications be it either VR, AR, MR and open up new exciting opportunities like free viewpoint spectating while also increasing the feeling of immersion of all participating users. We demonstrate our technology via a prototype two player game that can support spectating in various devices like head mounted displays (VR) or tablet laptops (AR). Our system is easy to setup, requiring minimal non-technical human intervention, and relatively low cost taking one step ahead in making this technology available to the consumer public.
Antonis Karakottas, Alexandros Papachristou, Alexandros Doumanoglou, Nikolaos Zioulis, Dimitrios Zarpalas, Petros Daras
VR2
2017 Improving Camera Pose Estimation via Temporal EWA Surfel Splatting
abstract
Camera pose estimation is a fundamental problem of Augmented Reality and 3D reconstruction systems. Recently, despite the new better performing direct methods being developed, state-of-the-art methods are still estimating erroneous poses due to sensor noise, environmental conditions and challenging trajectories. Adding a back-end mapping process, SLAM systems achieve better performance and are more robust, but require higher computational resources, limiting their applicability. Therefore, lighter solutions to improve the accuracy of pose estimates are required. In this work we demonstrate the effectiveness of lighter data structures, namely surface elements, and exploit the temporality of sensor data streams to accumulate moving camera frames and improve tracking. This representation allows us to splat a photometric and geometric model simultaneously and use it to improve the performance of dense RGB-D camera pose estimation methods. Exploiting Elliptical Weighted Average splatting to produce high quality photometric results also allows us to detect erroneous poses through a novel visual quality analysis process. We show evidence of the EWA temporal model's effectiveness in publicly available datasets and argue that point-based representations are a good candidate for building lighter systems that should be further explored.
Nikolaos Zioulis, Alexandros Papachristou, Dimitrios Zarpalas, Petros Daras
ISMAR2