Demo Data from SIGIR 2026 / reviewers in the wild / expert
Alexander Bogomjakov
dblp:64/3845
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorTheory of computation · 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 |
Visualization and visual analytics · 87% Geometric modeling and processing · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Visualization and visual analytics › software visualization
algorithm visualization |
0.0 | 1 | 2002 | AUTO-FOLLOW: getting a piece of the action all the time · SCG 2002 |
Visualization and visual analytics
interactive visualization |
0.0 | 1 | 2002 | AUTO-FOLLOW: getting a piece of the action all the time · SCG 2002 |
Methods — techniques the papers use, named apart from their topics
automatic camera tracking · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | Reduced Depth and Visual Hulls of Complex 3D ScenesabstractAbstract Depth and visual hulls are useful for quick reconstruction and rendering of a 3D object based on a number of reference views. However, for many scenes, especially multi‐object, these hulls may contain significant artifacts known as phantom geometry. In depth hulls the phantom geometry appears behind the scene objects in regions occluded from all the reference views. In visual hulls the phantom geometry may also appear in front of the objects because there is not enough information to unambiguously imply the object positions. In this work we identify which parts of the depth and visual hull might constitute phantom geometry. We define the notion of reduced depth hull and reduced visual hull as the parts of the corresponding hull that are phantom‐free. We analyze the role of the depth information in identification of the phantom geometry. Based on this, we provide an algorithm for rendering the reduced depth hull at interactive frame‐rates and suggest an approach for rendering the reduced visual hull. The rendering algorithms take advantage of modern GPU programming techniques. Our techniques bypass explicit reconstruction of the hulls, rendering the reduced depth or visual hull directly from the reference views. Alexander Bogomjakov, Craig Gotsman |
Comput. Graph. Forum | 1 |
| 2008 | Distortion-Free Steganography for Polygonal MeshesabstractAbstract We present a technique for steganography in polygonal meshes. Our method hides a message in the indexed rep‐resentation of a mesh by permuting the order in which faces and vertices are stored. The permutation is relative to a reference ordering that encoder and decoder derive from the mesh connectivity in a consistent manner. Our method is distortion‐free because it does not modify the geometry of the mesh. Compared to previous steganographic methods for polygonal meshes our capacity is up to an order of magnitude better. Our steganography algorithm is universal and can be used instead of the standard permutation steganography algorithm on arbitrary datasets. The standard algorithm runs in Ω (n2 log2 n log log n) time and achieves optimal O(nlog n) bit capacity on datasets with n elements. In contrast, our algorithm runs in O(n) time, achieves a capacity that is only one bit per element less than optimal, and is extremely simple to implement. Alexander Bogomjakov, Craig Gotsman, Martin Isenburg |
Comput. Graph. Forum | 1 |
| 2002 | AUTO-FOLLOW: getting a piece of the action all the timeabstractThis video describes a simple automatic method for visually tracking activity on a 3D mesh surface. Such a method is useful in interactive algorithm visualization. Its operation is demonstrated on a sample visualization of Rossignac's Edgebreaker connectivity compression algorithm. Alexander Bogomjakov, Craig Gotsman |
SCG | 1 |
| 2002 | Efficient Compression and Rendering of Multi-Resolution MeshesabstractWe present a method to code the multiresolution structure of a 3D triangle mesh in a manner that allows progressive decoding and efficient rendering at a client machine. The code is based on a special ordering of the mesh vertices which has good locality and continuity properties, inducing a natural multiresolution structure. This ordering also incorporates information allowing efficient rendering of the mesh at all resolutions using the contemporary vertex buffer mechanism. The performance of our code is shown to be competitive with existing progressive mesh compression methods, while achieving superior rendering speed. Zachi Karni, Alexander Bogomjakov, Craig Gotsman |
IEEE Visualization | 2 |
| 2002 | Universal Rendering Sequences for Transparent Vertex Caching of Progressive MeshesabstractWe present methods to generate rendering sequences for triangle meshes which preserve mesh locality as much as possible. This is useful for maximizing vertex reuse when rendering the mesh using a FIFO vertex buffer, such as those available in modern 3D graphics hardware. The sequences are universal in the sense that they perform well for all sizes of vertex buffers, and generalize to progressive meshes. This has been verified experimentally. Alexander Bogomjakov, Craig Gotsman |
Comput. Graph. Forum | 1 |
| 2001 | Universal Rendering Sequences for Transparent Vertex Caching of Progressive Meshes
Alexander Bogomjakov, Craig Gotsman |
Graphics Interface | 1 |