no code implementations • 20 Apr 2024 • Mustafa Doga Dogan, Eric J. Gonzalez, Andrea Colaco, Karan Ahuja, Ruofei Du, Johnny Lee, Mar Gonzalez-Franco, David Kim
Seamless integration of physical objects as interactive digital entities remains a challenge for spatial computing.
no code implementations • 15 Dec 2023 • Zhongyi Zhou, Jing Jin, Vrushank Phadnis, Xiuxiu Yuan, Jun Jiang, Xun Qian, Jingtao Zhou, Yiyi Huang, Zheng Xu, yinda zhang, Kristen Wright, Jason Mayes, Mark Sherwood, Johnny Lee, Alex Olwal, David Kim, Ram Iyengar, Na Li, Ruofei Du
Our user study (N=16) showed that InstructPipe empowers novice users to streamline their workflow in creating desired ML pipelines, reduce their learning curve, and spark innovative ideas with open-ended commands.
no code implementations • 15 Dec 2023 • David Kim, Sinhae Cha, Byeongkeun Kang
This work addresses the task of weakly-supervised object localization.
no code implementations • 23 Feb 2021 • Jochen Braumüller, Amir H. Karamlou, Yariv Yanay, Bharath Kannan, David Kim, Morten Kjaergaard, Alexander Melville, Bethany M. Niedzielski, Youngkyu Sung, Antti Vepsäläinen, Roni Winik, Jonilyn L. Yoder, Terry P. Orlando, Simon Gustavsson, Charles Tahan, William D. Oliver
Interacting many-body quantum systems show a rich array of physical phenomena and dynamical properties, but are notoriously difficult to study: they are challenging analytically and exponentially difficult to simulate on classical computers.
Quantum Physics
no code implementations • CVPR 2016 • Sean Ryan Fanello, Christoph Rhemann, Vladimir Tankovich, Adarsh Kowdle, Sergio Orts Escolano, David Kim, Shahram Izadi
We contribute an algorithm for solving this correspondence problem efficiently, without compromising depth accuracy.
no code implementations • ISMAR 2011 • Richard A. Newcombe, Shahram Izadi, Otmar Hilliges, David Molyneaux, David Kim, Andrew J. Davison, Pushmeet Kohli, Jamie Shotton, Steve Hodges, Andrew Fitzgibbon
We present a system for accurate real-time mapping of complex and arbitrary indoor scenes in variable lighting conditions, using only a moving low-cost depth camera and commodity graphics hardware.