Demo Data from SIGIR 2026 / reviewers in the wild / expert
Luca Prasso
dblp:58/5007
· DBLP profile ↗
3ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Immersive interaction
augmented reality interaction |
0.4 | 1 | 2020 | 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 |
0.4 | 1 | 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented Reality · UIST 2020 |
Virtual and augmented reality › augmented reality
mobile augmented reality |
0.1 | 1 | 2020 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | GANtlitz: Ultra High Resolution Generative Model for Multi-Modal Face TexturesabstractAbstract High‐resolution texture maps are essential to render photoreal digital humans for visual effects or to generate data for machine learning. The acquisition of high resolution assets at scale is cumbersome, it involves enrolling a large number of human subjects, using expensive multi‐view camera setups, and significant manual artistic effort to align the textures. To alleviate these problems, we introduce GANtlitz (A play on the german noun Antlitz, meaning face), a generative model that can synthesize multi‐modal ultra‐high‐resolution face appearance maps for novel identities. Our method solves three distinct challenges: 1) unavailability of a very large data corpus generally required for training generative models, 2) memory and computational limitations of training a GAN at ultra‐high resolutions, and 3) consistency of appearance features such as skin color, pores and wrinkles in high‐resolution textures across different modalities. We introduce dual‐style blocks, an extension to the style blocks of the StyleGAN2 architecture, which improve multi‐modal synthesis. Our patch‐based architecture is trained only on image patches obtained from a small set of face textures (<100) and yet allows us to generate seamless appearance maps of novel identities at 6k × 4k resolution. Extensive qualitative and quantitative evaluations and baseline comparisons show the efficacy of our proposed system. (see https://www.acm.org/publications/class-2012 ) Aurel Gruber, Edo Collins, Abhimitra Meka, Franziska Mueller 0001, Kripasindhu Sarkar, Sergio Orts, Luca Prasso, Jay Busch, Markus Gross 0001, Thabo Beeler |
Comput. Graph. Forum | 7 |
| 2020 | DepthLab: Real-time 3D Interaction with Depth Maps for Mobile Augmented RealityabstractMobile 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 |
UIST | 4 |
| 2007 | An art-directed wrinkle system for CG character clothing and skin
Larry Cutler, Reid Gershbein, Xiaohuan Corina Wang, Cassidy J. Curtis, Erwan Maigret, Luca Prasso, Peter Farson |
Graph. Model. | 6 |