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Romulus Grigoras

dblp:51/848 · DBLP profile ↗
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15ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 12 · 1 first-authorComputer networks · 4Artificial intelligence and machine learning · 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
8 papers
Multimedia systems and quality of experience · 27% Virtual and augmented reality · 22% Geometric modeling and processing · 21%
Human-computer interaction and pervasive computing
1 paper
Collaborative and social computing · 44% Human-robot interaction · 44% Interaction techniques and input · 13%
Computer networks
3 papers
Network performance modeling · 64% Wireless sensing and localization · 22% Content delivery and video streaming · 14%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%
Theoretical computer science
1 paper
Computational geometry · 100%

Topics — the 11 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
mobile augmented reality
0.222009
MARCH: mobile augmented reality for cultural heritage · ACM Multimedia 2009
Mobile guide applications using representative visualizations · ACM Multimedia 2008
Visual content generation and editing
video retargeting
0.112010
Crowdsourced automatic zoom and scroll for video retargeting · ACM Multimedia 2010
Collaborative and social computing
crowdsourcing
0.112010
Crowdsourced automatic zoom and scroll for video retargeting · ACM Multimedia 2010
Human-robot interaction
implicit feedback
0.112010
Crowdsourced automatic zoom and scroll for video retargeting · ACM Multimedia 2010
Image and video processing
real-time image processing
0.112009
MARCH: mobile augmented reality for cultural heritage · ACM Multimedia 2009
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments
0.112008
Streaming of plants in distributed virtual environments · ACM Multimedia 2008
Geometric modeling and processing › mesh processing › mesh analysis
mesh quality
0.112007
An analytical model for progressive mesh streaming · ACM Multimedia 2007
Interaction techniques and input › mobile interaction
mobile video viewing
0.012010
Crowdsourced automatic zoom and scroll for video retargeting · ACM Multimedia 2010
Rendering › real-time rendering
mobile rendering
0.012009
A demonstration of MobiTree: progressive 3D tree models streaming on mobile clients · ACM Multimedia 2009
Wireless sensing and localization › satellite navigation
GPS localization
0.012008
Mobile guide applications using representative visualizations · ACM Multimedia 2008
Content delivery and video streaming
live streaming
0.012005
Streaming with causality: a practical approach · ACM Multimedia 2005

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

visual attention model · 0.2crowdsourcing · 0.2web adaptation system · 0.2multivariable test · 0.2thin-plate spline · 0.2packetization strategy · 0.1analytical modeling · 0.1experimental platform · 0.1progressive representation · 0.1level of detail · 0.1thin plate spline · 0.1streaming · 0.1perceptual evaluation · 0.1
YearPublicationVenuePosition
2025 A Green Transportation Problem for e-Commerce Deliveries
abstract
International audience
Théo Le Brun, Marie-José Huguet, Sandra Ulrich Ngueveu, Romulus Grigoras
ICORES4
2012 Introduction to special section on 3D mobile multimedia
abstract
10.1145/2348816.2348820
Shervin Shirmohammadi, Mohamed Hefeeda, Wei Tsang Ooi, Romulus Grigoras
ACM Trans. Multim. Comput. Commun. Appl.4
2011 Modeling progressive mesh streaming: Does data dependency matter?
abstract
3D triangular meshes are becoming an increasingly prevalent data type in networked applications such as digital museums, online games, and virtual worlds. In these applications, a 3D mesh is typically coded progressively, yielding a multiresolution representation suitable for streaming. While such progressive coding allows incremental rendering for users while data is being transmitted, it introduces dependencies between data, causing delay in rendering when packets are lost. This article quantitatively analyzes the effects of such dependency by modeling the distribution of decoding time as a function of mesh properties and network parameters. We apply our model to study two extreme cases of dependency in progressive meshes and show that the effect of dependencies on decoded mesh quality diminishes with time. Our model provides the expected decoded mesh quality at the receiver at a given time. Based on this expected value, we propose a packetization strategy that improves the decoded mesh quality during the initial stage of streaming. We validate the accuracy of our model under a variety of network conditions, including bursty losses, fluctuating RTT, and varying sending rate. The values predicted from our model match the measured value reasonably well in all cases except when losses are too bursty.
Wei Tsang Ooi, Sebastien Mondet, Romulus Grigoras, Géraldine Morin
ACM Trans. Multim. Comput. Commun. Appl.4
2010 Crowdsourced automatic zoom and scroll for video retargeting
abstract
Screen size and display resolution limit the experience of watching videos on mobile devices. The viewing experience can be improved by determining important or interesting regions within the video (called regions of interest, or ROIs) and displaying only the ROIs to the viewer. Previous work focuses on analyzing the video content using visual attention model to infer the ROIs. Such content-based technique, however, has limitations. In this paper, we propose an alternative paradigm to infer ROIs from a video. We crowdsource from a large number of users through their implicit viewing behavior using a zoom and pan interface, and infer the ROIs from their collective wisdom. A retargeted video, consisting of relevant shots determined from historical users behavior, can be automatically generated and replayed to subsequent users who would prefer a less interactive viewing experience. This paper presents how we collect the user traces, infer the ROIs and their dynamics, group the ROIs into shots, and automatically reframe those shots to improve the aesthetics of the video. A user study with 48 participants shows that our automatically retargeted video is of comparable quality to one handcrafted by an expert user
Axel Carlier, Vincent Charvillat, Wei Tsang Ooi, Romulus Grigoras, Géraldine Morin
ACM Multimedia4
2009 On the impact of sequence and time in rich media advertising
abstract
Nowadays, commercial websites use an increasing amount of rich media ads, since these ads grab users' attention more easily. Ad overloading has a counterproductive effect and we advocate a more parsimonious and finely-tuned use of ads. In this paper we stress the importance of using ads in the right sequence and at the right time. We also present how to use our web adaptation system for a classic web marketing multivariable test. The experimental results show the usefulness of optimizing banners' sequences and timing.
Benoit Baccot, Marios O. Choudary, Romulus Grigoras, Vincent Charvillat
ACM Multimedia3
2009 MARCH: mobile augmented reality for cultural heritage
abstract
We present MARCH, a complete solution for enhanced cultural heritage discovery using the mobile phone. Simply point the camera of a mobile device at prehistoric cave engravings. Then MARCH augments the captured images with the expert's drawings, highlighting in real time the animal engravings, which are almost impossible to observe with the naked eye. We have created a mobile augmented reality application which runs at 14 FPS for 320x240 frames on a Nokia N95 smartphone. We describe the optimizations and the requirements needed to obtain these results on mobile devices.
Marios O. Choudary, Vincent Charvillat, Romulus Grigoras, Pierre Gurdjos
ACM Multimedia3
2009 A demonstration of MobiTree: progressive 3D tree models streaming on mobile clients
abstract
We demonstrate MobiTree, a system we built that allows progressive streaming and rendering of 3D tree models on a mobile phone. MobiTree enables user to retrieve not only typical media describing a species (such as text and image), but also a 3D model that yields detail information about the structure of the branches and the foliage. MobiTree adopts our previous proposed progressive representation to speed up display of trees at the mobile client, trading off latency and quality. Progressivity also allows MobiTree to flexibly adopt the level of details to the capability of the mobile devices.
Andra Doran, Sebastien Mondet, Romulus Grigoras, Géraldine Morin, Wei Tsang Ooi, Frédéric Boudon
ACM Multimedia3
2009 Compact and progressive plant models for streaming in networked virtual environments
abstract
Just as in the real world, plants are important objects in virtual worlds for creating pleasant and realistic environments, especially those involving natural scenes. As such, much effort has been made in realistic modeling of plants. As the trend moves towards networked and distributed virtual environments, however, the current models are inadequate as they are not designed for progressive transmissions. In this article, we fill in this gap by proposing a progressive representation for plants based on generalized cylinders. We model the shape and thickness of branches in a plant as Bézier curves, group the curves according to the similarity, and differentially code the curves to represent the plant in a compact and progressive manner. To facilitate the transmission of the plants, we quantify the visual contribution of each branch and use this weight in packet scheduling. We show the efficiency of our representations and the effectiveness of our packet scheduler through experiments over a wide area network.
Sebastien Mondet, Géraldine Morin, Romulus Grigoras, Frédéric Boudon, Wei Tsang Ooi
ACM Trans. Multim. Comput. Commun. Appl.4
2008 Mobile guide applications using representative visualizations
abstract
Recent developments of hardware capabilities on mobile devices have made Location Based Services(LBS) very popular. This triggered an increasing need of rich visual content in mobile guide applications.This paper presents two original approaches for using representative visualizations: artistic views which represent an arbitrary deformation made by an artist and perspective views(3D-like) obtained from 3D models. Both approaches are based on learning GPS-to-image relations. We show an efficient use of the thin-plate spline for registering GPS coordinates with images. We also show the implementation of our guiding system on two mobile platforms.
Marios O. Choudary, Vincent Charvillat, Romulus Grigoras
ACM Multimedia3
2008 Streaming of plants in distributed virtual environments
abstract
International audience
Sebastien Mondet, Géraldine Morin, Romulus Grigoras, Frédéric Boudon, Wei Tsang Ooi
ACM Multimedia4
2007 An analytical model for progressive mesh streaming
abstract
3D triangular mesh is becoming an increasingly important data type for networked applications such as digital museums, online games, and virtual worlds. In these applications, a multi-resolution representation is typically desired for streaming large 3D meshes, allowing for incremental rendering at the viewers while data is still being transmitted. Such progressive coding, however, introduces dependencies between data. This paper quantitatively analyzes the effects of such dependency on the intermediate decoded mesh quality when the progressive mesh is transmitted over a lossy network, by modeling the distribution of decoding time as a function of mesh properties and network parameters. To illustrate the usefulness of our analytical model, we describe three of its applications. First, we show how it can be used to analytically compute the expected decoded mesh quality. Second, we study two extreme cases of dependency in progressive mesh and show that the effect of dependencies on decoded mesh quality diminishes with time. Finally, based on the model, we propose a packetization strategy that improves the decoded mesh quality during the initial stage of streaming.
Wei Tsang Ooi, Sebastien Mondet, Romulus Grigoras, Géraldine Morin
ACM Multimedia4
2007 Reinforcement learning for dynamic multimedia adaptation
Vincent Charvillat, Romulus Grigoras
J. Netw. Comput. Appl.2
2006 A Coordination-Level Middleware for Supporting Flexible Consistency in CSCW
abstract
Highly interactive collaborative applications need to offer each user a consistent view of the interactions represented by the streams exchanged between dispersed groups of users. At the coordination level, strong ordering protocols for capturing and delivering streams' interactions (e.g. CAUSAL, TOTAL order) may be too expensive due to the variability of the network conditions. This paper builds upon previous work on expressing streams causality and proposes a flexible coordination middleware in order to integrate different delivery modes (e.g. FIFO, CAUSAL, TOTAL) into a single channel (with respect to each of these protocols). Moreover, the proposed abstract channel can handle the mix of any partial or total order protocols. We present a cooperative streaming scenario and an experimental platform for measuring the cost of combining several protocols on various network conditions and show how our coordination service can adjust the degree of synchronization according to network variations.
Cezar Plesca, Romulus Grigoras, Philippe Quéinnec, Gérard Padiou, Jean Fanchon
PDP2
2005 Streaming with causality: a practical approach
abstract
Highly interactive collaborative streaming applications express the need for causality. Solutions exist but we argue that more work needs to be done especially from a perceptual point of view. The key question is: given the current state of the Internet and the perceptual tolerance of causal desynchronization, does causality make any difference? This paper proposes a practical answer to this question by comparing different solutions. We support this comparison by producing video results for a live streaming scenario on an experimental platform. Further, this paper proposes a novel approach for handling causality in multimedia and shows that it can perform better than Δ-causality, usually considered the best solution.
Cezar Plesca, Romulus Grigoras, Philippe Quéinnec, Gérard Padiou
ACM Multimedia2
2002 Optimizing hypervideo navigation using a Markov decision process approach
abstract
Interaction with hypermedia documents is a required feature for new sophisticated yet flexible multimedia applications. This paper presents an innovative adaptive technique to stream hypervideo that takes into account user behaviour. The objective is to optimize hypervideo prefetching in order to reduce the latency caused by the network. This technique is based on a model provided by a Markov Decision Process approach. The problem is solved using two methods: classical stochastic dynamic programming algorithms and reinforcement learning. Experimental results under stochastic network conditions are very promising.
Romulus Grigoras, Vincent Charvillat, Matthijs Douze
ACM Multimedia1