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Patrick Quirk

dblp:56/7878 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2006
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Computational photography and imaging · 33% Virtual and augmented reality · 33% Geometric modeling and processing · 33%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › display
projective display
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Computational photography and imaging
projector-camera systems
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Geometric modeling and processing
surface reconstruction
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006

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

plane fitting · 0.1RANSAC · 0.13d point cloud · 0.1
YearPublicationVenuePosition
2006 RANSAC-Assisted Display Model Reconstruction for Projective Display
abstract
Using 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
VR1