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<title>Patrik Goorts | Site / AllRecentChanges</title>
<link>https://patrikgoorts.com/homesite/index.php/Site/AllRecentChanges?action=rss</link>
<description>Site.AllRecentChanges</description>
<lastBuildDate>Wed, 29 Apr 2020 07:49:19 GMT</lastBuildDate>
<item>
<title>Main / Publications</title>
<link>https://patrikgoorts.com/homesite/index.php/Main/Publications?when=2020-04-29T07:49:19Z</link>
<description>&lt;h2&gt;2016&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;New visual coding exploration in MPEG: Super-MultiView and Free Navigation in Free viewpoint TV
&lt;/li&gt;&lt;li&gt;Multi-view wide baseline depth estimation robust to sparse input sampling
&lt;/li&gt;&lt;li&gt;Omnidirectional Free Viewpoint Video using Panoramic Light Fields
&lt;/li&gt;&lt;li&gt;Nonuniform Depth Distribution Selection with Discrete Fourier Transform
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2015&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Real-Time Edge-Sensitive Local Stereo Matching with Iterative Disparity Refinement
&lt;/li&gt;&lt;li&gt;Automatic Calibration of Soccer Scenes Using Feature Detection
&lt;/li&gt;&lt;li&gt;Multi-Camera Epipolar Plane Image Feature Detection for Robust View Synthesis
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2014&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Optimal Distribution of Computational Power in Free Viewpoint Interpolation by Depth Hypothesis Density Adaptation in Plane Sweeping (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2014optimal.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Iterative Refinement for Real-time Local Stereo Matching (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/dumont2014iterative.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Free Viewpoint Video for Soccer using Histogram-Based Validity Maps in Plane Sweeping (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation1-2014'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;A qualitative comparison of MPEG view synthesis and light field rendering (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/jorissen2014qualitative.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Self-Calibration of Large Scale Camera Networks (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2014selfcalibration.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Tile Tracker: A Practical and Inexpensive Positioning System for Mobile AR Applications (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/maesen2014tile.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;) (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/maesen2014tile-poster.pdf' rel='nofollow'&gt;Poster&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Real-time Local Stereo Matching using Edge Sensitive Adaptive Windows (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/dumont2014realtime.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Plane Sweeping in Eye-gaze Corrected, Tele-immersive 3D Video Conferencing (&lt;a class='urllink' href='http://patrikgoorts.com/Publications/dumont2014plane.pdf' rel='nofollow'&gt;Paper&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2013&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Bringing 3D vision to the web: Acquiring motion parallax using commodity cameras and WebGL (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Webgl3d'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Optimization of Free Viewpoint Interpolation by Applying Adaptive Depth Plane Distributions in Plane Sweeping (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation4-2013'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Scalable optical tracking for navigating large virtual environments using spatially encoded markers (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Tracking-2013'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;GPU-based View Interpolation for Smooth Camera Transitions in Soccer (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation3-2013'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Real-time Video-Based View Interpolation of Soccer Events using Depth-Selective Plane Sweeping (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation2-2013'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2012&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;An End-to-end system for Free Viewpoint Video for Smooth Camera Transitions (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation1-2012'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Raw Camera Image Demosaicing using Finite Impulse Response Filtering on Commodity GPU Hardware using CUDA (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Demosaicing-2012'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;ARDO: Automatic Removal of Dynamic Objects (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/ARDO-2012'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;HeatMeUp: a 3DUI Serious Game to Explore Collaborative Wayfinding (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/3DUI-2012'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2011&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Look Mother, Virtual Puzzling Without Buttons! (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/3DUI-2011'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2010&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Practical examples of GPU computing optimization principles (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/GPU-2010'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;2009&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Optimal Data Distribution for Versatile Finite Impulse Response Filtering on Next-Generation Graphics Hardware using CUDA (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Convolution-2009'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;Thesis&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;Bachelorthesis - Moving a mouse without a mouse (2007) (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Bachelorthesis'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;Masterthesis - Mooie resultaten met weinig moeite: Dieptemappen met stroke-based invoer (2009) (&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Masterthesis'&gt;Details&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;Bibliography&lt;/h2&gt;
&lt;p&gt;&lt;a class='urllink' href='http://patrikgoorts.com/Publications/bibliography.bib' rel='nofollow'&gt;Bibtex&lt;/a&gt; &lt;br /&gt;&lt;a class='urllink' href='http://patrikgoorts.com/Publications/Bibliographypdf.pdf' rel='nofollow'&gt;PDF&lt;/a&gt;
&lt;/p&gt;
</description>
<dc:date>2020-04-29T07:49:19Z</dc:date>
<pubDate>Wed, 29 Apr 2020 07:49:19 GMT</pubDate>
</item>
<item>
<title>Main / Projects</title>
<link>https://patrikgoorts.com/homesite/index.php/Main/Projects?when=2020-04-29T07:44:32Z</link>
<description>&lt;h2&gt;Volumetric reconstruction for holographic communication and collaboration in AR&lt;/h2&gt;
&lt;p&gt;This project is realized under Magic Leap
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/mimesys.jpeg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;hr /&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h2&gt;Free viewpoint video for smooth camera transitions for soccer games&lt;/h2&gt;
&lt;p&gt;We propose a project in the context of the broadcasting of sport events. We present a new camera system which allows broadcasting of sport events from different angles, currently impractical or impossible. This is accomplished by using a virtual camera, meaning that the user can control a camera that does not exist in the real world. The user can choose a position of the virtual camera and a computer can then generate the image of that virtual camera, just as if there would be a real camera at that position.
&lt;/p&gt;
&lt;p class='vspace'&gt;This virtual camera system allows a number of novel applications. For example, the game can be frozen and shown from an arbitrary number of angles. This is currently impossible, because a real camera can only be at one place at a time. Furthermore, many angles can be broadcasted, which are currently unavailable due to the placement of the cameras. This gives broadcasters better tools for better television. 
&lt;/p&gt;
&lt;p class='vspace'&gt;This virtual camera system is demonstrated for soccer and is presented in a PhD thesis. All results, text, images, and videos of the PhD can be found here: &lt;a class='urllink' href='http://patrikgoorts.com/phd' rel='nofollow'&gt;http://patrikgoorts.com/phd&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;Project website: &lt;a class='urllink' href='http://projectfine.eu' rel='nofollow'&gt;http://projectfine.eu&lt;/a&gt;. UHasselt is developing only the interpolation part.
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Results&lt;/h3&gt;
&lt;p&gt;&lt;a class='urllink' href='https://www.youtube.com/watch?v=6MzeXeavE1s' rel='nofollow'&gt;https://www.youtube.com/watch?v=6MzeXeavE1s&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;iframe width=&#34;640&#34; height=&#34;360&#34; src=&#34;//www.youtube.com/embed/6MzeXeavE1s?rel=0&#34; frameborder=&#34;0&#34; allowfullscreen&gt;&lt;/iframe&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='urllink' href='https://www.youtube.com/watch?v=y_jeFam1p5c' rel='nofollow'&gt;https://www.youtube.com/watch?v=y_jeFam1p5c&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;iframe width=&#34;640&#34; height=&#34;360&#34; src=&#34;//www.youtube.com/embed/y_jeFam1p5c?rel=0&#34; frameborder=&#34;0&#34; allowfullscreen&gt;&lt;/iframe&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/fine1.png' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Setup and Method&lt;/h3&gt;
&lt;p&gt;See the phd text and papers for more information: 
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='urllink' href='http://patrikgoorts.com/phd/PatrikGoorts-PhD-final.pdf' rel='nofollow'&gt;PhD&lt;/a&gt; (233 MiB, pdf)
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation1-2014'&gt;Paper 2014&lt;/a&gt; 
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation2-2013'&gt;Paper 2013&lt;/a&gt; 
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation1-2012'&gt;Paper 2012&lt;/a&gt; 
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2014selfcalibration.pdf' rel='nofollow'&gt;Paper kalibratie&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Publications/Interpolation3-2013'&gt;Poster&lt;/a&gt; 
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h4&gt;Camera setup&lt;/h4&gt;
&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/fine4.jpg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/fine5.jpg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h4&gt;System setup&lt;/h4&gt;
&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/fine2.png' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h4&gt;Rendering method&lt;/h4&gt;
&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/fine3.png' alt='' title='' /&gt; &lt;/div&gt;
</description>
<dc:date>2020-04-29T07:44:32Z</dc:date>
<pubDate>Wed, 29 Apr 2020 07:44:32 GMT</pubDate>
</item>
<item>
<title>Main / EducationAndWork</title>
<link>https://patrikgoorts.com/homesite/index.php/Main/EducationAndWork?when=2020-04-28T16:00:37Z</link>
<description>&lt;ul&gt;&lt;li&gt;&lt;b&gt;2019-present:&lt;/b&gt; Senior researcher at Magic Leap (&lt;a class='urllink' href='https://www.magicleap.com/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;2009-2019:&lt;/b&gt; PhD student and researcher (Computer Science) @ EDM Hasselt (&lt;a class='urllink' href='http://edm.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;2007-2009:&lt;/b&gt; Master computer science @ University Hasselt (&lt;a class='urllink' href='http://www.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;2004-2007:&lt;/b&gt; Bachelor computer science @ University Hasselt (&lt;a class='urllink' href='http://www.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;1998-2004:&lt;/b&gt; Science &amp;amp; Mathematics @ KA1 Hasselt (&lt;a class='urllink' href='http://www.ka1.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;
</description>
<dc:date>2020-04-28T16:00:37Z</dc:date>
<pubDate>Tue, 28 Apr 2020 16:00:37 GMT</pubDate>
</item>
<item>
<title>Main / Contact</title>
<link>https://patrikgoorts.com/homesite/index.php/Main/Contact?when=2020-04-28T15:58:52Z</link>
<description>&lt;p&gt;If you want to contact me, please reach out on linkedin
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Facebook: &lt;a class='urllink' href='http://patrikgoorts.com/facebook' rel='nofollow'&gt;http://patrikgoorts.com/facebook&lt;/a&gt; 
&lt;/li&gt;&lt;li&gt;LinkedIn: &lt;a class='urllink' href='http://patrikgoorts.com/linkedin' rel='nofollow'&gt;http://patrikgoorts.com/linkedin&lt;/a&gt; 
&lt;/li&gt;&lt;li&gt;UHasselt: &lt;a class='urllink' href='http://patrikgoorts.com/work' rel='nofollow'&gt;http://patrikgoorts.com/work&lt;/a&gt; 
&lt;/li&gt;&lt;/ul&gt;
</description>
<dc:date>2020-04-28T15:58:52Z</dc:date>
<pubDate>Tue, 28 Apr 2020 15:58:52 GMT</pubDate>
</item>
<item>
<title>Main / Education</title>
<link>https://patrikgoorts.com/homesite/index.php/Main/Education?when=2020-04-28T15:57:56Z</link>
<description>&lt;ul&gt;&lt;li&gt;&lt;b&gt;2009-present:&lt;/b&gt; PhD student (Computer Science) @ EDM Hasselt (&lt;a class='urllink' href='http://edm.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;2007-2009:&lt;/b&gt; Master computer science @ University Hasselt (&lt;a class='urllink' href='http://www.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;2004-2007:&lt;/b&gt; Bachelor computer science @ University Hasselt (&lt;a class='urllink' href='http://www.uhasselt.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;li&gt;&lt;b&gt;1998-2004:&lt;/b&gt; Science &amp;amp; Mathematics @ KA1 Hasselt (&lt;a class='urllink' href='http://www.ka1.be/' rel='nofollow'&gt;link&lt;/a&gt;)
&lt;/li&gt;&lt;/ul&gt;
</description>
<dc:date>2020-04-28T15:57:56Z</dc:date>
<pubDate>Tue, 28 Apr 2020 15:57:56 GMT</pubDate>
</item>
<item>
<title>Publications / Webgl3d</title>
<link>https://patrikgoorts.com/homesite/index.php/Publications/Webgl3d?when=2014-03-04T13:47:24Z</link>
<description>&lt;h2&gt;Bringing 3D vision to the web: Acquiring motion parallax using commodity cameras and WebGL&lt;/h2&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Authors:&lt;/strong&gt; Patrik Goorts, Steven Maesen, Dimitri Scarlino, Philippe Bekaert
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Language:&lt;/strong&gt; English
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Year:&lt;/strong&gt; 2013
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Journal:&lt;/strong&gt; Proceedings of the International Conference on 3D Imaging (IC3D 2013)
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2013bringing.pdf' rel='nofollow'&gt;http://patrikgoorts.com/Publications/goorts2013bringing.pdf&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6732092' rel='nofollow'&gt;http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6732092&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Images&lt;/h3&gt;
&lt;div class='img'&gt; &lt;img width='400px' src='http://patrikgoorts.com/Publications/goorts2013bringing1.jpg' alt='' title='' /&gt;   &lt;img width='400px' src='http://patrikgoorts.com/Publications/goorts2013bringing2.jpg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;div class='img'&gt; &lt;img width='400px' src='http://patrikgoorts.com/Publications/goorts2013bringing3.jpg' alt='' title='' /&gt;   &lt;img width='400px' src='http://patrikgoorts.com/Publications/goorts2013bringing4.jpg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Bibtex&lt;/h3&gt;
&lt;pre class='escaped'&gt;
@inproceedings{goorts2013bringing,
	title={Bringing 3D vision to the web: Acquiring motion parallax using commodity cameras and WebGL},
	author={Goorts, P. and Maesen, S. and Scarlino, D. and Bekaert, P.},
	booktitle={Proceedings of the International Conference on 3D Imaging (IC3D 2013)},
	year={2013},
	organization={IEEE}
}
&lt;/pre&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Abstract&lt;/h3&gt;
&lt;p&gt;In this paper, we present a system to acquire 3D vision by motion parallax on web-based platforms using head tracking. We employ the camshift algorithm to perform color-based head tracking. Using the position of the head, we can render a 3D scene from the viewpoint of the viewer, thus acquiring motion parallax, a strong cue for 3D vision. We employed web technologies to allow the adoption of our method to any modern device, including mobile devices. WebGL is used for rendering and head tracking, and WebRTC is used for camera input. No software installation or plugins are required. We demonstrated the effectiveness of our method on a variety of devices, such as desktop computers, laptops, and tablets. 
&lt;/p&gt;
</description>
<dc:date>2014-03-04T13:47:24Z</dc:date>
<pubDate>Tue, 04 Mar 2014 13:47:24 GMT</pubDate>
</item>
<item>
<title>Publications / 3DUI-2011</title>
<link>https://patrikgoorts.com/homesite/index.php/Publications/3DUI-2011?when=2014-03-04T13:41:45Z</link>
<description>&lt;h2&gt;Look Mother, Virtual Puzzling without Buttons!&lt;/h2&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Authors:&lt;/strong&gt; Steven Maesen, Patrik Goorts, Lode Vanacken, Sofie Notelaers, Tom De Weyer
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Language:&lt;/strong&gt; English
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Year:&lt;/strong&gt; 2011
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Journal:&lt;/strong&gt;  IEEE Symposium on 3D User Interfaces (3DUI), 2011
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://patrikgoorts.com/Publications/maesen2011look.pdf' rel='nofollow'&gt;http://patrikgoorts.com/Publications/maesen2011look.pdf&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Videos&lt;/h3&gt;
&lt;p&gt;&lt;a class='urllink' href='https://www.youtube.com/watch?v=LsZzVxidfFY' rel='nofollow'&gt;https://www.youtube.com/watch?v=LsZzVxidfFY&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;a class='urllink' href='https://www.youtube.com/watch?v=SId-wFTBQbs' rel='nofollow'&gt;https://www.youtube.com/watch?v=SId-wFTBQbs&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Bibtex&lt;/h3&gt;
&lt;pre class='escaped'&gt;
@inproceedings{Maesen3DUI11,
author = {Steven Maesen and Patrik Goorts and Lode Vanacken and Sofie Notelaers and Tom De Weyer},
title = {Look Mother, Virtual Puzzling without Buttons!},
booktitle = {2011 IEEE Symposium on 3D User Interfaces (3DUI 2011)},
pages = {139–140},
year = {2011},
month = {March},
address = {Singapore},
organization = {IEEE},
isbn = {978-1-4577-0037-8}
}
&lt;/pre&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Abstract&lt;/h3&gt;
&lt;p&gt;Not many virtual 3D puzzle applications have been researched. We present a solution using tangible objects and a reach-in set-up. The user can solve a puzzle using natural and tangible interaction. To provide realistic interaction, the usage of buttons was avoided by design. In a user experiment the solution proved to be natural and intuitive.
&lt;/p&gt;
</description>
<dc:date>2014-03-04T13:41:45Z</dc:date>
<pubDate>Tue, 04 Mar 2014 13:41:45 GMT</pubDate>
</item>
<item>
<title>Publications / 3DUI-2012</title>
<link>https://patrikgoorts.com/homesite/index.php/Publications/3DUI-2012?when=2014-03-04T13:40:38Z</link>
<description>&lt;h2&gt;HeatMeUp: a 3DUI Serious Game to Explore Collaborative Wayfinding&lt;/h2&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Authors:&lt;/strong&gt; Sofie Notelaers, Tom De Weyer, Patrik Goorts, Steven Maesen, Lode Vanacken, Karin Coninx, Philippe Bekaert
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Language:&lt;/strong&gt; English
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Year: 2012&lt;/strong&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Journal:&lt;/strong&gt;  IEEE Symposium on 3D User Interfaces (3DUI), 2012
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://patrikgoorts.com/Publications/notelaers2012heat.pdf' rel='nofollow'&gt;http://patrikgoorts.com/Publications/notelaers2012heat.pdf&lt;/a&gt;
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;IEEE:&lt;/strong&gt; &lt;a class='urllink' href='http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6184219' rel='nofollow'&gt;http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6184219&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Images&lt;/h3&gt;
&lt;div class='img'&gt; &lt;img width='800px' src='http://patrikgoorts.com/Publications/notelaers2012heat.jpg' alt='' title='' /&gt; &lt;/div&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Video &lt;/h3&gt;
&lt;p&gt;&lt;a class='urllink' href='https://www.youtube.com/watch?v=zz1uL6Zt4FI' rel='nofollow'&gt;https://www.youtube.com/watch?v=zz1uL6Zt4FI&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Bibtex&lt;/h3&gt;
&lt;pre class='escaped'&gt;
@inproceedings{notelaers2012heat,
author = {Sofie Notelaers and Tom De Weyer and Patrik Goorts and Steven Maesen and Lode Vanacken and Karin Coninx and Philippe Bekaert},
title = {HeatMeUp: a 3DUI Serious Game to Explore Collaborative Wayfinding},
booktitle = {2012 IEEE Symposium on 3D User Interfaces (3DUI 2012)},
pages = {177–178},
year = {2012},
month = {March},
address = {Orange County, California},
organization = {IEEE},
isbn = {978-1-4673-1204-2}
}
&lt;/pre&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Abstract&lt;/h3&gt;
&lt;p&gt;Wayfinding inside a virtual environment is a cognitive process during navigation. Normally the user inside the virtual environment has to rely on himself and different cues such as waypoints to improve his knowledge with regard to his surroundings. In this paper we will present our solution for the 3DUI Contest 2012: HeatMeUP, a 3DUI serious game to explore collaborative alternatives, in which a partner is responsible for providing wayfinding cues. The game is set in a multi-storey building where several fires and gas leaks occur and a firefighter has to overcome several challenges, guided by a fire chief.
&lt;/p&gt;
</description>
<dc:date>2014-03-04T13:40:38Z</dc:date>
<pubDate>Tue, 04 Mar 2014 13:40:38 GMT</pubDate>
</item>
<item>
<title>Publications / Interpolation1-2014</title>
<link>https://patrikgoorts.com/homesite/index.php/Publications/Interpolation1-2014?when=2014-03-04T13:33:03Z</link>
<description>&lt;h2&gt;Free Viewpoint Video for Soccer using Histogram-Based Validity Maps in Plane Sweeping&lt;/h2&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Authors:&lt;/strong&gt; Patrik Goorts, Steven Maesen, Maarten Dumont, Sammy Rogmans, Philippe Bekaert
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Language:&lt;/strong&gt; English
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Year:&lt;/strong&gt; 2014
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Journal:&lt;/strong&gt; Proceedings of the Ninth International Conference on Computer Vision Theory and Applications (VISAPP 2014)
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2014free.pdf' rel='nofollow'&gt;http://patrikgoorts.com/Publications/goorts2014free.pdf&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Images and videos&lt;/h3&gt;
&lt;p&gt;See the &lt;a class='wikilink' href='https://patrikgoorts.com/homesite/index.php/Main/Projects'&gt;projects&lt;/a&gt; page.
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Bibtex&lt;/h3&gt;
&lt;pre class='escaped'&gt;
@inproceedings{goorts2014free,
	title={Free Viewpoint Video for Soccer using Histogram-Based Validity Maps in Plane Sweeping},
	author={Goorts, P. and Maesen, S. and Dumont, M. and Rogmans, S. and Bekaert, P.},
	booktitle={Proceedings of the Ninth International Conference on Computer Vision Theory and Applications (VISAPP 2014)},
	year={2014},
	organization={INSTICC}
}
&lt;/pre&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Abstract&lt;/h3&gt;
&lt;p&gt;In this paper, we present a method to accomplish free viewpoint video for soccer scenes. This will allow the rendering of a virtual camera, such as a virtual rail camera, or a camera moving around a frozen scene. We use 7 static cameras in a wide baseline setup (10 meters apart from each other). After debayering and segmentation, a crude depth map is created using a plane sweep approach. Next, this depth map is filtered and used in a second, depth-selective plane sweep by creating validity maps per depth. The complete method employs NVIDIA CUDA and traditional GPU shaders, resulting in a fast and scalable solution. The results, using real images, show the effective removal of artifacts, yielding high quality images for a virtual camera.
&lt;/p&gt;
</description>
<dc:date>2014-03-04T13:33:03Z</dc:date>
<pubDate>Tue, 04 Mar 2014 13:33:03 GMT</pubDate>
</item>
<item>
<title>Publications / Interpolation4-2013</title>
<link>https://patrikgoorts.com/homesite/index.php/Publications/Interpolation4-2013?when=2013-11-22T14:18:12Z</link>
<description>&lt;h2&gt;Optimization of Free Viewpoint Interpolation by Applying Adaptive Depth Plane Distributions in Plane Sweeping&lt;/h2&gt;
&lt;h3&gt;Details&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;Authors:&lt;/strong&gt; Patrik Goorts, Steven Maesen, Maarten Dumont, Sammy Rogmans, Philippe Bekaert
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Language:&lt;/strong&gt; English
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Year:&lt;/strong&gt; 2013
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Journal:&lt;/strong&gt; Proceedings of the Tenth International Conference on Signal Processing and Multimedia Applications (SIGMAP 2013)
&lt;/p&gt;
&lt;p class='vspace'&gt;&lt;strong&gt;Link:&lt;/strong&gt; &lt;a class='urllink' href='http://patrikgoorts.com/Publications/goorts2013optimization.pdf' rel='nofollow'&gt;http://patrikgoorts.com/Publications/goorts2013optimization.pdf&lt;/a&gt;
&lt;/p&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Bibtex&lt;/h3&gt;
&lt;pre class='escaped'&gt;
@inproceedings{goorts2013optimization,
	title={Optimization of Free Viewpoint Interpolation by Applying Adaptive Depth Plane Distributions in Plane Sweeping},
	author={Goorts, P. and Maesen, S. and Dumont, M. and Rogmans, S. and Bekaert, P.},
	booktitle={Proceedings of the Tenth International Conference on Signal Processing and Multimedia Applications (SIGMAP 2013)},
	year={2013},
	organization={INSTICC}
}
&lt;/pre&gt;
&lt;div class='vspace'&gt;&lt;/div&gt;&lt;h3&gt;Abstract&lt;/h3&gt;
&lt;p&gt;In this paper, we present a system to increase performance of plane sweeping for free viewpoint interpolation. Typical plane sweeping approaches incorporate a uniform depth plane distribution to investigate different depth hypotheses to generate a depth map, used in novel camera viewpoint generation. When the scene consists of a sparse number of objects, some depth hypotheses do not contain objects and can cause noise and wasted computational power. Therefore, we propose a method to adapt the plane distribution to increase the quality of the depth map around objects and to reduce computational power waste by reducing the number of planes in empty spaces in the scene. First, we generate the cumulative histogram of the previous frame in a temporal sequence of images. Next, we determine a new normalized depth for every depth plane by analyzing the cumulative histogram. Steep sections of the cumulative histogram will result in a dense local distribution of planes; a flat section will result in a sparse distribution. The results, performed on controlled and on real images, demonstrate the effectiveness of the method over a uniform distribution and allows a lower number of depth planes, and thus a more performant processing, for the same quality.
&lt;/p&gt;
</description>
<dc:date>2013-11-22T14:18:12Z</dc:date>
<pubDate>Fri, 22 Nov 2013 14:18:12 GMT</pubDate>
</item>
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