Yiorgos Chrysanthou

Orcid: 0000-0001-5136-8890

According to our database1, Yiorgos Chrysanthou authored at least 92 papers between 1992 and 2023.

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Bibliography

2023
Foreword to the special section on emerging computer graphics.
Comput. Graph., November, 2023

Rhythm is a Dancer: Music-Driven Motion Synthesis With Global Structure.
IEEE Trans. Vis. Comput. Graph., August, 2023

GREIL-Crowds: Crowd Simulation with Deep Reinforcement Learning and Examples.
ACM Trans. Graph., August, 2023

Towards Outdoor Collaborative Mixed Reality: Lessons Learnt from a Prototype System.
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, 2023

Neural Feature Filtering for Faster Structure-from-Motion Localisation.
Proceedings of the 34th British Machine Vision Conference 2023, 2023

2022
Pose Representations for Deep Skeletal Animation.
Comput. Graph. Forum, December, 2022

Authoring Virtual Crowds: A Survey.
Comput. Graph. Forum, 2022

CCP: Configurable Crowd Profiles.
Proceedings of the SIGGRAPH '22: Special Interest Group on Computer Graphics and Interactive Techniques Conference, Vancouver, BC, Canada, August 7, 2022

Safeguarding our Dance Cultural Heritage.
Proceedings of the 43rd Annual Conference of the European Association for Computer Graphics, 2022

2021
Background segmentation in multicolored illumination environments.
Vis. Comput., 2021

A Hierarchy-Aware Pose Representation for Deep Character Animation.
CoRR, 2021

Rhythm is a Dancer: Music-Driven Motion Synthesis with Global Structure.
CoRR, 2021

Virtual Dance Museum: the Case of Greek/Cypriot Folk Dancing.
Proceedings of the GCH 2021, 2021

Emotion Recognition from 3D Motion Capture Data using Deep CNNs.
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021

2020
Digital Dance Ethnography: Organizing Large Dance Collections.
ACM Journal on Computing and Cultural Heritage, 2020

Using Epistemic Game Development to Teach Software Development Skills.
Int. J. Game Based Learn., 2020

2019
Real-time 3D human pose and motion reconstruction from monocular RGB videos.
Comput. Animat. Virtual Worlds, 2019

Why did the human cross the road?
Proceedings of the Motion, Interaction and Games, 2019

Automatic Environment Map Registration.
Proceedings of the 40th Annual Conference of the European Association for Computer Graphics, 2019

2018
Style-based motion analysis for dance composition.
Vis. Comput., 2018

Deep motifs and motion signatures.
ACM Trans. Graph., 2018

Inverse Kinematics Techniques in Computer Graphics: A Survey.
Comput. Graph. Forum, 2018

Foreword to the Special Section on Serious Games and Virtual Environments.
Comput. Graph., 2018

How responsiveness, group membership and gender affect the feeling of presence in immersive virtual environments populated with virtual crowds.
Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games, 2018

2017
Interaction with virtual crowd in Immersive and semi-Immersive Virtual Reality systems.
Comput. Animat. Virtual Worlds, 2017

Probabilistic Background Modelling for Sports Video Segmentation.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 4: VISAPP, Porto, Portugal, February 27, 2017

Emotion control of unstructured dance movements.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2017

2016
Extending FABRIK with model constraints.
Comput. Animat. Virtual Worlds, 2016

2015
Folk Dance Evaluation Using Laban Movement Analysis.
ACM Journal on Computing and Cultural Heritage, 2015

Emotion Analysis and Classification: Understanding the Performers' Emotions Using the LMA Entities.
Comput. Graph. Forum, 2015

Interaction with virtual agents - Comparison of the participants' experience between an IVR and a semi-IVR system.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Toward energy-aware balancing of mobile graphics.
Proceedings of the Mobile Devices and Multimedia: Enabling Technologies, 2015

2014
A Data-Driven Framework for Visual Crowd Analysis.
Comput. Graph. Forum, 2014

The PAG Crowd: A Graph Based Approach for Efficient Data-Driven Crowd Simulation.
Comput. Graph. Forum, 2014

Automatic Emotion Recognition Based on Body Movement Analysis: A Survey.
IEEE Computer Graphics and Applications, 2014

Motion Analysis for Folk Dance Evaluation.
Proceedings of the 12th Eurographics Workshop on Graphics and Cultural Heritage, 2014

Feature Extraction for Human Motion Indexing of Acted Dance Performances.
Proceedings of the GRAPP 2014, 2014

LMA-Based Motion Retrieval for Folk Dance Cultural Heritage.
Proceedings of the Digital Heritage. Progress in Cultural Heritaage: Documentation, Preservation, and Protection, 2014

Simulating Heterogeneous Crowds with Interactive Behaviors.
Proceedings of the 35th Annual Conference of the European Association for Computer Graphics, 2014

2013
Learning through Multi-touch Interfaces in Museum Exhibits: An Empirical Investigation.
J. Educ. Technol. Soc., 2013

Motion indexing of different emotional states using LMA components.
Proceedings of the SIGGRAPH Asia 2013, 2013

Emotion Recognition for Exergames using Laban Movement Analysis.
Proceedings of the Motion in Games, 2013

Selective local tone mapping.
Proceedings of the IEEE International Conference on Image Processing, 2013

Affect Recognition during Active Game Playing based on Posture Skeleton Data.
Proceedings of the GRAPP & IVAPP 2013: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2013

2012
Exploring User Experience While Playing Educational Games: Focus on Temporality and Attractiveness.
Int. J. Gaming Comput. Mediat. Simulations, 2012

Digitization of Cypriot Folk Dances.
Proceedings of the Progress in Cultural Heritage Preservation, 2012

Reconstruction of Everyday Life in 19th Century Nicosia.
Proceedings of the Progress in Cultural Heritage Preservation, 2012

2011
GlobFit: consistently fitting primitives by discovering global relations.
ACM Trans. Graph., 2011

A distributed visualization system for crowd simulations.
Integr. Comput. Aided Eng., 2011

A selective approach for tone mapping high dynamic range content.
Proceedings of the SIGGRAPH Asia 2011 Posters, Hong Kong, December 12-15, 2011, 2011

2010
Fullsphere Irradiance Factorization for Real-Time All-Frequency Illumination for Dynamic Scenes.
Comput. Graph. Forum, 2010

Context-Dependent Crowd Evaluation.
Comput. Graph. Forum, 2010

A Virtual Tour of the Walls of Nicosia: An Assessment of Children's Experience and Learning Performance.
Proceedings of the 11th International Symposium on Virtual Reality, 2010

Learning Crowd Steering Behaviors from Examples.
Proceedings of the Motion in Games - Third International Conference, 2010

Comparative Study of Interactive Systems in a Museum.
Proceedings of the Digital Heritage - Third International Conference, 2010

2009
Fitting behaviors to pedestrian simulations.
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2009

Data Driven Evaluation of Crowds.
Proceedings of the Motion in Games, Second International Workshop, 2009

2008
Presampled Visibility for Ambient Occlusion.
J. WSCG, 2008

Texture Synthesis Based Simulation of Secondary Agents.
Proceedings of the Motion in Games, First International Workshop, 2008

2007
Guest Editors' Introduction: Special Section on ACM VRST 2005.
IEEE Trans. Vis. Comput. Graph., 2007

Crowds by Example.
Comput. Graph. Forum, 2007

High Dynamic Range Display of Authentically Illuminated Byzantine Art from Cyprus.
Proceedings of the 8th International Symposium on Virtual Reality, 2007

Behavior-graph for crowd simulation.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2007

Interactive local tone mapping operator with the support of graphics hardware.
Proceedings of the 23rd Spring Conference on Computer Graphics, 2007

2006
Crowd Self Organization, Streaming and Short Path Smoothing.
J. WSCG, 2006

Efficient cells-and-portals partitioning.
Comput. Animat. Virtual Worlds, 2006

2005
Integrated levels of detail.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2005

A case study of a virtual audience in a reconstruction of an ancient Roman Odeon in Aphrodisias.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2005

2004
Scalable pedestrian simulation for virtual cities.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2004

2003
A Survey of Visibility for Walkthrough Applications.
IEEE Trans. Vis. Comput. Graph., 2003

Modelling the Walled City of Nicosia.
Proceedings of the 4th International Symposium on Virtual Reality, 2003

Breaking the Walls: Scene Partitioning and Portal Creation.
Proceedings of the 11th Pacific Conference on Computer Graphics and Applications, 2003

The CREATE Project: Mixed Reality for Design, Education, and Cultural Heritage with a Constructivist Approach.
Proceedings of the 2003 IEEE / ACM International Symposium on Mixed and Augmented Reality (ISMAR 2003), 2003

Automatic High Level Avatar Guidance Based on Affordance of Movement.
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003

2002
Visualizing Crowds in Real-Time.
Comput. Graph. Forum, 2002

Image/Based Crowd Rendering.
IEEE Computer Graphics and Applications, 2002

Computer graphics and virtual environments - from realism to real-time.
Addison-Wesley, ISBN: 978-0-201-62420-5, 2002

2001
Fast Cloth Animation on Walking Avatars.
Comput. Graph. Forum, 2001

Real-time shadows for animated crowds in virtual cities.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2001

Hardware-Accelerated from-Region Visibility Using a Dual Ray Space.
Proceedings of the 12th Eurographics Workshop on Rendering Techniques, 2001

2000
Real-Time Rendering of Densely Populated Urban Environments.
Proceedings of the Eurographics Workshop on Rendering Techniques 2000, 2000

Virtual Occluders: An Efficient Intermediate PVS Representation.
Proceedings of the Eurographics Workshop on Rendering Techniques 2000, 2000

1999
The COVEN project: exploring applicative, technical and usage dimensions of collaborative virtual environments.
Presence Teleoperators Virtual Environ., 1999

A market model for level of detail control.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1999

Tutorial 9 - Visibility.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

1998
Viewspace Partitioning of Densely Occluded Scenes.
Proceedings of the Fourteenth Annual Symposium on Computational Geometry, 1998

Fast Approximate Quantitative Visibility for Complex Scenes.
Proceedings of the Computer Graphics International Conference, 1998

1997
View volume culling using a probabilistic caching scheme.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 1997

Incremental Updates to Scenes Illuminated by Area Light Sources.
Proceedings of the Rendering Techniques '97, 1997

1995
Shadow Volume BSP Trees for Computation of Shadows in Dynamic Scenes.
Proceedings of the 1995 Symposium on Interactive 3D Graphics, 1995

The Influence of Dynamic Shadows on Presence in Immersive Virtual Environments.
Proceedings of the Virtual Environments '95, 1995

1992
Computing Dynamic Changes to BSP Trees.
Comput. Graph. Forum, 1992


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