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Adam G. Kirk

dblp:84/3658 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2015
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorArtificial intelligence and machine learning · 2 · 2 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
4 papers
Computational photography and imaging · 29% Virtual and augmented reality · 25% Image and video coding · 25%
Artificial intelligence
2 papers
Face, body and person analysis · 100%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video coding › video compression
3d video coding
0.212015
High-quality streamable free-viewpoint video · ACM Trans. Graph. 2015
Virtual and augmented reality › immersive video
free-viewpoint video
0.212015
High-quality streamable free-viewpoint video · ACM Trans. Graph. 2015
Computational photography and imaging › color science
color appearance modeling
0.112011
Perceptually based tone mapping for low-light conditions · ACM Trans. Graph. 2011
Computational photography and imaging
tone mapping
0.112011
Perceptually based tone mapping for low-light conditions · ACM Trans. Graph. 2011
Computer animation and physical simulation
motion capture
0.122005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005
Computer vision › Face, body and person analysis › person identification
gait-based person identification
0.022005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005
Computer vision › Face, body and person analysis
person identification
0.022005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005
Skeletal Parameter Estimation from Optical Motion Capture Data · CVPR (2) 2005

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

spectral clustering · 0.2nonlinear optimization · 0.2multi-view stereo · 0.2mesh tracking · 0.2adaptive meshing · 0.2MPEG encoding · 0.2purkinje effect modeling · 0.1HDR imaging · 0.1
YearPublicationVenuePosition
2015 High-quality streamable free-viewpoint video
abstract
We present the first end-to-end solution to create high-quality free-viewpoint video encoded as a compact data stream. Our system records performances using a dense set of RGB and IR video cameras, generates dynamic textured surfaces, and compresses these to a streamable 3D video format. Four technical advances contribute to high fidelity and robustness: multimodal multi-view stereo fusing RGB, IR, and silhouette information; adaptive meshing guided by automatic detection of perceptually salient areas; mesh tracking to create temporally coherent subsequences; and encoding of tracked textured meshes as an MPEG video stream. Quantitative experiments demonstrate geometric accuracy, texture fidelity, and encoding efficiency. We release several datasets with calibrated inputs and processed results to foster future research.
Alvaro Collet, Ming Chuang, Pat Sweeney, Don Gillett, Dennis Evseev, David Calabrese, Hugues Hoppe, Adam G. Kirk, Steve Sullivan
ACM Trans. Graph.8
2011 Perceptually based tone mapping for low-light conditions
abstract
In this paper we present a perceptually based algorithm for modeling the color shift that occurs for human viewers in low-light scenes. Known as the Purkinje effect, this color shift occurs as the eye transitions from photopic, cone-mediated vision in well-lit scenes to scotopic, rod-mediated vision in dark scenes. At intermediate light levels vision is mesopic with both the rods and cones active. Although the rods have a spectral response distinct from the cones, they still share the same neural pathways. As light levels decrease and the rods become increasingly active they cause a perceived shift in color. We model this process so that we can compute perceived colors for mesopic and scotopic scenes from spectral image data. We also describe how the effect can be approximated from standard high dynamic range RGB images. Once we have determined rod and cone responses, we map them to RGB values that can be displayed on a standard monitor to elicit the intended color perception when viewed photopically. Our method focuses on computing the color shift associated with low-light conditions and leverages current HDR techniques to control the image's dynamic range. We include results generated from both spectral and RGB input images.
Adam G. Kirk, James F. O'Brien
ACM Trans. Graph.1
2007 Real-time ambient occlusion for dynamic character skins
abstract
We present a single-pass hardware accelerated method to reconstruct compressed ambient occlusion values in real-time on dynamic character skins. This method is designed to work with meshes that are deforming based on a low-dimensional set of parameters, as in character animation. The inputs to our method are rendered ambient occlusion values at the vertices of a mesh deformed into various poses, along with the corresponding degrees of freedom of those poses. The algorithm uses k-means clustering to group the degrees of freedom into a small number of pose clusters. Because the pose variation in a cluster is small, our method can define a low-dimensional pose representation using principal component analysis. Within each cluster, we approximate ambient occlusion as a linear function in the reduced-dimensional representation. When drawing the character, our method uses moving least squares to blend the reconstructed ambient occlusion values from a small number of pose clusters. This technique offers significant memory savings over storing uncompressed values, and can generate plausible ambient occlusion values for poses not seen in training. Because we are using linear functions our output is smooth, fast to evaluate, and easy to implement in a vertex or fragment shader.
Adam G. Kirk, Okan Arikan
SI3D1
2005 Skeletal Parameter Estimation from Optical Motion Capture Data
abstract
In this paper we present an algorithm for automatically estimating a subject's skeletal structure from optical motion capture data. Our algorithm consists of a series of steps that cluster markers into segment groups, determine the topological connectivity between these groups, and locate the positions of their connecting joints. Our problem formulation makes use of fundamental distance constraints that must hold for markers attached to an articulated structure, and we solve the resulting systems using a combination of spectral clustering and nonlinear optimization. We have tested our algorithms using data from both passive and active optical motion capture devices. Our results show that the system works reliably even with as few as one or two markers on each segment. For data recorded from human subjects, the system determines the correct topology and qualitatively accurate structure. Tests with a mechanical calibration linkage demonstrate errors for inferred segment lengths on average of only two percent. We discuss applications of our methods for commercial human figure animation, and for identifying human or animal subjects based on their motion independent of marker placement or feature selection.
Adam G. Kirk, James F. O'Brien, David A. Forsyth
CVPR (2)1
2005 Skeletal Parameter Estimation from Optical Motion Capture Data
abstract
In this paper, we present results of our algorithm for automatically estimating a subject's skeletal structure from optical motion capture data. Our algorithm consists of a series of steps that cluster markers into groups representing body segments, determine their topological connectivity, and locate the positions of the connecting joints. Our results show that the system works reliably even when only one or two markers are attached to each segment. We tested an implementation of this algorithm with both passive and active motion capture data and found it to work well. Its computed skeletal estimates closely match measured values, and the algorithm behaves robustly in the presence of noise, marker occlusion, and other errors typical of motion capture data.
Adam G. Kirk, James F. O'Brien, David A. Forsyth
CVPR (2)1