Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Nuno Cruces

dblp:39/3042 · DBLP profile ↗
← Back
2ranked-venue papers
1as first author
0since 2021 · last 2020
—ORCID · none

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

Systems, architecture and hardware · 1 · 1 first-authorHuman-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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 50% Interaction techniques and input · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

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

TopicWeightPapersLastEvidence papers
Immersive interaction
augmented reality interaction
0.412020
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
0.412020
DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020
Virtual and augmented reality › augmented reality
mobile augmented reality
0.112020
DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020

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

physics-based collision · 0.9geometry-aware rendering · 0.9depth map processing · 0.9
YearPublicationVenuePosition
2020 DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality
abstract
Mobile 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
UIST10
2008 Pastel: Bridging the Gap between Structured and Large-State Overlays
abstract
Peer-to-peer overlays envision a single overlay substrate that can be used (possibly simultaneously) by many applications, but current overlays either target fast, few-hop lookups for contacting directly the responsible nodes, or slower multi-hop lookups that can be used by applications that exploit the overlay topology (like multicast or anycast). In this paper we present Pastel, an extension to Pastry that bridges the gap between the two types of overlays. Pastel maintains both Pastry routing tables and a full information table, and we show how we can exploit synergies between the maintenance of the two. We also propose a novel API that is richer than the one offered by existing overlays, to give applications control over the type of lookups (structured, multi-hop routing, or attempt direct contact). We implemented Pastel in a discrete-event packet level simulator and our results show that Pastel has lookups that are usually more efficient than Pastry's. Furthermore, the bandwidth required by Pastel is modest, even for a system with thousands of nodes.
Nuno Cruces, Rodrigo Rodrigues 0001, Paulo Ferreira 0001
CCGRID1