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

Ahaan Agrawal

dblp:436/7096 · DBLP profile ↗
← Back
1ranked-venue papers
0as first author
1since 2021 · last 2026
0009-0008-5139-3592ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

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
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual reality
collaborative virtual reality
1.012026
TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026
Immersive interaction
virtual reality interaction
0.312026
TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration · IEEE Trans. Vis. Comput. Graph. 2026

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

planar ground modeling · 2.0avatar anchoring · 2.0
YearPublicationVenuePosition
2026 TerraFirma: A Low-Cost and Effective 360 VR Extension for Viewpoint Translation and Collaboration
abstract
This paper presents an approach for extending 360 VR to support viewpoint translation and collaboration, without increasing the acquisition cost. The approach models the ground under the 360° image acquisition viewpoint with a planar patch, on which the user stands and walks. The planar patch is connected to the background with visual continuity. The approach anchors the user's avatar to the ground patch, and supports collaboration, with multiple avatars standing on the patch. The approach only requires defining two trivial parameters: the approximate acquisition height, and the size of the patch. Therefore, the approach improves the immersive exploration of a real-world scene captured with a 360° image, without increasing the cost of the acquisition of the virtual environment. The approach was evaluated in a controlled user study (N = 30) with five user t asks. The results show that the approach has an advantage over conventional 360 VR in terms of anchoring the user to the ground, of user viewpoint translation, of collaboration, and of accurate integration of stationary and dynamic virtual objects into the 3D scene.
Fengze Zhang, Ahaan Agrawal, Voicu Popescu
IEEE Trans. Vis. Comput. Graph.2