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<!DOCTYPE html>
<html >
<head>
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<title>Awards</title>
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<span class="navbar-caption-wrap"><a class="navbar-caption text-white display-4" href="index.html#home">4D Reconstruction & Tele-Immersion Team<br>Visual Computing Laboratory of ITI/CERTH</a></span>
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<section class="mbr-section content5 cid-rX1TPExRYH mbr-parallax-background" id="Notable-Awards">
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<h2 class="align-center mbr-bold mbr-white pb-3 mbr-fonts-style display-1">Notable Awards</h2>
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<h2 class="align-center pb-3 mbr-fonts-style display-2">Best paper award<br>12th International Conference on Advances in Multimedia
<div>(MMEDIA) 2020
</div></h2>
</div>
</div>
</div>
</section>
<section class="mbr-section article content9 cid-rYAYNIGwZf" id="content9-du">
<div class="container">
<div class="inner-container" style="width: 100%;">
<hr class="line" style="width: 25%;">
<div class="section-text align-center mbr-fonts-style display-5">P. Athanasoulis, E. Christakis, K. Konstantoudakis, P. Drakoulis, S. Rizou, A. Weitz, A. Doumanoglou, N. Zioulis, D. Zarpalas, "Optimizing QoE and Cost in a 3D Immersive Media Platform: A Reinforcement Learning Approach", In International Conference on Advances in Multimedia (MMEDIA), Lisbon, Portugal, February 23-27, 2020.</div>
<hr class="line" style="width: 25%;">
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<section class="mbr-section article content1 cid-rYAXUKLf6X" id="content1-ds">
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<div class="media-container-row">
<div class="mbr-text col-12 mbr-fonts-style display-7 col-md-8"><p>Recent advances in media-related technologies, including capturing and processing, have facilitated novel forms of 3D media content, increasing the degree of user immersion. In order to ensure these technologies can readily support the rising demand for more captivating entertainment, both the production and delivery mechanisms should be transformed to support the application of media or network-related optimizations and refinements on-the-fly. Network peculiarities deriving from geographic and other factors make it difficult for a greedy or a supervised machine learning algorithm to successfully foresee the need for reconfiguration of the content production or delivery procedures. For these reasons, Reinforcement Learning (RL) approaches have lately gained popularity as partial information on the environment is enough for an algorithm to begin its training and converge to an optimal policy. The contribution of this work is a Cognitive Network Optimizer (CNO) in the form of an RL agent, designed to perform corrective actions on both the production and consumption ends of an immersive 3D media platform, depending on a collection of real-time monitoring parameters, including infrastructure, application-level and quality of experience (QoE) metrics. Our work demonstrates CNO approaches with different foci, i.e., a greedy maximization of the users’ QoE, a QoE-focused RL approach and a combined QoE-and-Cost RL approach.</p></div>
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<img src="assets/images/mmedia2020-a2-1466x1133.jpg" width="1400" alt="" title="">
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<div class="mbr-section-btn align-center"><a class="btn btn-primary display-4" href="assets/files/Optimizing_QoE_and_Cost_3D_Immersive_Media_Platform.pdf" target="_blank"><span class="mobi-mbri mobi-mbri-download mbr-iconfont mbr-iconfont-btn"></span>Download full paper</a></div>
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<h2 class="align-center pb-3 mbr-fonts-style display-2">Best demo award<br>25th International Conference on MultiMedia Modeling, 2019</h2>
</div>
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<section class="mbr-section article content9 cid-rX1TRgIJn8" id="content9-27">
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<div class="section-text align-center mbr-fonts-style display-5">K. Christaki, K. Apostolakis, A. Doumanoglou, N. Zioulis, D. Zarpalas, P. Daras, “Space Wars: An AugmentedVR Game”, 25th International Conference on MultiMedia Modeling (MMM), Thessaloniki, Greece, January 8-11, 2019.<br></div>
<hr class="line" style="width: 25%;">
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<div class="mbr-text col-12 mbr-fonts-style display-7 col-md-8"><p>Over the past couple of years, <strong>Virtual and Augmented Reality</strong> have been at the forefront of the Mixed Reality development scene, whereas Augmented Virtuality has significantly lacked behind. Widespread adoption however requires efficient low-cost platforms and minimalistic interference design. In this work we present Space Wars, an end-to-end proof of concept for an elegant and rapid-deployment Augmented VR platform. Through the engaging experience of <strong>Space Wars</strong>, we aim to demonstrate how digital games, as forerunners of innovative technology, are perfectly suited as an application area to embrace the underlying low-cost technology, and thus pave the way for other adopters (such as healthcare, education, tourism and e-commerce) to follow suit.</p></div>
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<img src="assets/images/mmm2019-best-demo-award-436x617.png" width="1400" alt="" title="">
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<div class="mbr-section-btn align-center"><a class="btn btn-primary display-4" href="http://vcl.iti.gr/vclNew/wp-content/uploads/2018/11/MMM_demo_paper_preprint.pdf" target="_blank"><span class="mobi-mbri mobi-mbri-download mbr-iconfont mbr-iconfont-btn"></span>Download full paper</a></div>
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<figure class="mbr-figure align-center container">
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<div><iframe class="mbr-embedded-video" src="https://www.youtube.com/embed/J3zJmMNxV0k?rel=0&amp;showinfo=0&autoplay=1&loop=1&playlist=J3zJmMNxV0k" width="1280" height="720" frameborder="0" allowfullscreen></iframe></div>
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<div class="container">
<div class="media-container-row">
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<h2 class="align-center pb-3 mbr-fonts-style display-2">Best paper award candidate, VCIP 2014, Valletta, Malta</h2>
</div>
</div>
</div>
</section>
<section class="mbr-section article content9 cid-s4r9VodLhO" id="content9-hy">
<div class="container">
<div class="inner-container" style="width: 100%;">
<hr class="line" style="width: 25%;">
<div class="section-text align-center mbr-fonts-style display-5">D. Alexiadis, D. Zarpalas, P. Daras, "Fast and smooth 3D
<div>reconstruction using multiple RGB-Depth sensors", IEEE International Conference on Visual
</div><div>Communications and Image Processing, VCIP 2014, Valletta, Malta</div></div>
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<div class="mbr-text col-12 mbr-fonts-style display-7 col-md-8"><p>In this paper, the problem of real-time, full 3D reconstruction of foreground moving objects, an important task for Tele-Immersion applications, is addressed. More specifically, the proposed reconstruction method receives input from multiple consumer RGB-Depth cameras. A fast and efficient method to calibrate the sensors in initially described. More importantly, an efficient method to smoothly fuse the captured raw point sets is then presented, followed by a volumetric method to produce watertight and manifold meshes. Given the implementation etails, the proposed method can operate at high frame rates. The experimental results, with respect to reconstruction quality and rates, verify the effectiveness of the proposed methodology.</p></div>
</div>
</div>
</section>
<section class="mbr-section content8 cid-s4rbcDCPuF" id="content8-i2">
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<div class="mbr-section-btn align-center"><a class="btn btn-primary display-4" href="http://vcl.iti.gr/vclNew/wp-content/uploads/2017/11/RecoFinalOnly3DLiveAck.pdf" target="_blank"><span class="mobi-mbri mobi-mbri-download mbr-iconfont mbr-iconfont-btn"></span>Download full paper</a></div>
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<section class="mbr-section content4 cid-s4r98sfZ2M" id="content4-hu">
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<div class="title col-12 col-md-8">
<h2 class="align-center pb-3 mbr-fonts-style display-2">Best paper award, 11th IEEE IVMSP Workshop: 3D
<div>Image/Video Technologies and Applications, 2013</div></h2>
</div>
</div>
</div>
</section>
<section class="mbr-section article content9 cid-s4r98VFFfH" id="content9-hv">
<div class="container">
<div class="inner-container" style="width: 100%;">
<hr class="line" style="width: 25%;">
<div class="section-text align-center mbr-fonts-style display-5">D. Alexiadis, D. Zarpalas, P. Daras, "Real-time, Realistic Full-body 3D
<div>Reconstruction and Texture Mapping from Multiple Kinects", 11th IEEE IVMSP Workshop: 3D
</div><div>Image/Video Technologies and Applications, Yonsei University, Seoul, Korea, 10-12 June 2013.</div></div>
<hr class="line" style="width: 25%;">
</div>
</div>
</section>
<section class="mbr-section article content1 cid-s4rbkHa61e" id="content1-i3">
<div class="container">
<div class="media-container-row">
<div class="mbr-text col-12 mbr-fonts-style display-7 col-md-8"><p>Multi-party 3D Tele-Immersive (TI) environments, supporting realistic interaction among distant users, is the future of tele-conferencing. Real-time, full-body 3D reconstruction, an important task for TI applications, is addressed in this paper. A volumetric method for the reconstruction of watertight models of moving humans is presented, along with details for appropriate texture-mapping to enhance the visual quality. The reconstruction uses the input from multiple consumer depth cameras and specifically Kinect sensors. The presented results verify the effectiveness of the proposed methodologies, with respect to the visual quality and frame rates.
</p></div>
</div>
</div>
</section>
<section class="cid-s4r9uYsUFZ" id="image1-hw">
<figure class="mbr-figure container">
<div class="image-block" style="width: 66%;">
<img src="assets/images/ieee-distinguished-1231x915.jpg" width="1400" alt="" title="">
</div>
</figure>
</section>
<section class="mbr-section content8 cid-s4rblxsLXI" id="content8-i4">
<div class="container">
<div class="media-container-row title">
<div class="col-12 col-md-8">
<div class="mbr-section-btn align-center"><a class="btn btn-primary display-4" href="http://vcl.iti.gr/vclNew/wp-content/uploads/2017/11/manuscript6camready_.pdf" target="_blank"><span class="mobi-mbri mobi-mbri-download mbr-iconfont mbr-iconfont-btn"></span>Download full paper</a></div>
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</section>
<section class="mbr-section content4 cid-s4r8kodzSV" id="content4-ht">
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<div class="title col-12 col-md-8">
<h2 class="align-center pb-3 mbr-fonts-style display-2">IEEE Distinguished paper award, IEEE COMSOC MMTC R-Letter, June 2013</h2>
</div>
</div>
</div>
</section>
<section class="mbr-section article content9 cid-s4r8bsMd5v" id="content9-hs">
<div class="container">
<div class="inner-container" style="width: 100%;">
<hr class="line" style="width: 25%;">
<div class="section-text align-center mbr-fonts-style display-5"> Dimitrios Alexiadis, Dimitrios Zarpalas, and Petros Daras, "Real-Time, Full 3-D Reconstruction of
<div><span style="font-size: 1.5rem;">Moving Foreground Objects From Multiple
</span><span style="font-size: 1.5rem;">Consumer Depth Cameras”, accepted for publication in IEEE </span><span style="font-size: 1.5rem;">Transactions on Multimedia, July 2012. </span><strong>IEEE Distinguished paper</strong><span style="font-size: 1.5rem;">, IEEE MMTC R-Letter Vol 4, No </span><span style="font-size: 1.5rem;">3, June2013.</span></div></div>
<hr class="line" style="width: 25%;">
</div>
</div>
</section>
<section class="mbr-section article content1 cid-s4rbDXYyN6" id="content1-i5">
<div class="container">
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<div class="mbr-text col-12 mbr-fonts-style display-7 col-md-8"><p>The problem of robust, realistic and especially fast
<span style="font-size: 1rem;">3-D reconstruction of objects, although extensively studied, is </span><span style="font-size: 1rem;">still a challenging research task. Most of the state-of-the-art </span><span style="font-size: 1rem;">approaches that target real-time applications, such as immersive </span><span style="font-size: 1rem;">reality, address mainly the problem of synthesizing intermediate </span><span style="font-size: 1rem;">views for given view-points, rather than generating a single </span><span style="font-size: 1rem;">complete 3-D surface. In this paper, we present a multiple-Kinect
</span><span style="font-size: 1rem;">capturing system and a novel methodology for the creation of </span><span style="font-size: 1rem;">accurate, realistic, full 3-D reconstructions of moving foreground </span><span style="font-size: 1rem;">objects, e.g., humans, to be exploited in real-time applications. </span><span style="font-size: 1rem;">The proposed method generates multiple textured meshes from </span><span style="font-size: 1rem;">multiple RGB-Depth streams, applies a coarse-to-fine registration </span><span style="font-size: 1rem;">algorithm and finally merges the separate meshes into a single 3-D </span><span style="font-size: 1rem;">surface. Although the Kinect sensor has attracted the attention of
</span><span style="font-size: 1rem;">many researchers and home enthusiasts and has already appeared </span><span style="font-size: 1rem;">in many applications over the Internet, none of the already presented works can produce full 3-D models of moving objects from </span><span style="font-size: 1rem;">multiple Kinect streams in real-time. We present the capturing </span><span style="font-size: 1rem;">setup, the methodology for its calibration and the details of the </span><span style="font-size: 1rem;">proposed algorithm for real-time fusion of multiple meshes. The </span><span style="font-size: 1rem;">presented experimental results verify the effectiveness of the </span><span style="font-size: 1rem;">approach with respect to the 3-D econstruction quality, as well as </span><span style="font-size: 1rem;">the achieved frame rates</span></p></div>
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<div class="mbr-section-btn align-center"><a class="btn btn-primary display-4" href="https://www.iti.gr/iti/files/document/publications/Alexiadis_TMM_Feb2013.pdf" target="_blank"><span class="mobi-mbri mobi-mbri-download mbr-iconfont mbr-iconfont-btn"></span>Download full paper</a></div>
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<h2 class="align-center pb-3 mbr-fonts-style display-2">2nd place at the world contest «SHREC2006, 3D Shape Retrieval Contest»</h2>
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<div class="section-text align-center mbr-fonts-style display-5">2nd place at the world contest «SHREC2006, 3D Shape Retrieval Contest». Results
<div>available at: Technical report, UU-CS-2006-030, ISSN: 0924-3275, June 2006.</div></div>
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