Demo Data from SIGIR 2026 / reviewers in the wild / expert
Florian Gyarfas
dblp:53/190
· DBLP profile ↗
2ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none
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.
| Computer graphics and multimedia
2 papers |
Virtual and augmented reality · 44% Computational photography and imaging · 38% Geometric modeling and processing · 18% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › display
projective display |
0.1 | 2 | 2007 | A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007 RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006 |
Computational photography and imaging › projector-camera systems
projector-camera calibration |
0.1 | 1 | 2007 | A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007 |
Computational photography and imaging
projector-camera systems |
0.1 | 1 | 2006 | RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006 |
Geometric modeling and processing
surface reconstruction |
0.1 | 1 | 2006 | RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006 |
Virtual and augmented reality
immersive display |
0.0 | 1 | 2007 | A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007 |
Methods — techniques the papers use, named apart from their topics
two-pass rendering · 0.1shader programming · 0.1plane fitting · 0.1RANSAC · 0.13d point cloud · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2007 | A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens DistortionabstractProjectors equipped with wide-angle lenses can have an advantage over traditional projectors in creating immersive display environments since they can be placed very close to the display surface to reduce user shadowing issues while still producing large images. However, wide-angle projectors exhibit severe image distortion requiring the image generator to correctively pre-distort the output image. In this paper, we describe a new technique based on Raskar's (1998) two-pass rendering algorithm that is able to correct for both arbitrary display surface geometry and the extreme lens distortion caused by fisheye lenses. We further detail how the distortion correction algorithm can be implemented in a real-time shader program running on a commodity GPU to create low-cost, personal surround environments Tyler Johnson, Florian Gyarfas, Richard Skarbez, Herman Towles, Henry Fuchs |
VR | 2 |
| 2006 | RANSAC-Assisted Display Model Reconstruction for Projective DisplayabstractUsing projectors to create perspectively correct imagery on arbitrary display surfaces requires geometric knowledge of the display surface shape, the projector calibration, and the user’s position in a common coordinate system. Prior solutions have most commonly modeled the display surface as a tessellated mesh derived from the 3D-point cloud acquired during system calibration. In this paper we describe a method for functional reconstruction of the display surface, which takes advantage of the knowledge that most interior display spaces (e.g. walls, floors, ceilings, building columns) are piecewise planar. Using a RANSAC algorithm to recursively fit planes to a 3D-point cloud sampling of the surface, followed by a conversion of the plane definitions into simple planar polygon descriptions, we are able to create a geometric model which is less complex than a dense tessellated mesh and offers a simple method for accurately modeling the corners of rooms. Planar models also eliminate subtle, but irritating, texture distortion often seen in tessellated mesh approximations to planar surfaces. Patrick Quirk, Tyler Johnson, Richard Skarbez, Herman Towles, Florian Gyarfas, Henry Fuchs |
VR | 5 |