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1. Specularity Factorization for Low-Light Enhancement

2. A survey on Concept-based Approaches For Model Improvement

3. GSN: Generalisable Segmentation in Neural Radiance Field

4. StyleTRF: Stylizing Tensorial Radiance Fields

5. Real-Time Rendering of Arbitrary Surface Geometries using Learnt Transfer

6. Casual Indoor HDR Radiance Capture from Omnidirectional Images

7. SHARP: Shape-Aware Reconstruction of People in Loose Clothing

8. PRTT: Precomputed Radiance Transfer Textures

9. Bringing Linearly Transformed Cosines to Anisotropic GGX

10. Appearance Editing with Free-viewpoint Neural Rendering

11. Reconstruction of People in Loose Clothing

12. Geometric Scene Refocusing

14. PeeledHuman: Robust Shape Representation for Textured 3D Human Body Reconstruction

15. A Flexible Neural Renderer for Material Visualization

16. Semantic Hierarchical Priors for Intrinsic Image Decomposition

17. Nose, eyes and ears: Head pose estimation by locating facial keypoints

18. Part-based Graph Convolutional Network for Action Recognition

19. A Unified View-Graph Selection Framework for Structure from Motion

20. From Traditional to Modern : Domain Adaptation for Action Classification in Short Social Video Clips

21. Multistage SFM: A Coarse-to-Fine Approach for 3D Reconstruction

22. CPU and/or GPU: Revisiting the GPU Vs. CPU Myth

23. Neural Histogram‐Based Glint Rendering of Surfaces With Spatially Varying Roughness.

24. Find Me a Sky: A Data-Driven Method for Color-Consistent Sky Search and Replacement

25. View-Graph Selection Framework for SfM

26. RefocusGAN: Scene Refocusing Using a Single Image

32. Concept Distillation: Leveraging Human-Centered Explanations for Model Improvement

34. Practical Time Bundle Adjustment for 3D Reconstruction on the GPU

35. Mixed-Resolution Patch-Matching

36. Visibility Probability Structure from SfM Datasets and Applications

37. Solving Multilabel MRFs Using Incremental α-Expansion on the GPUs

38. Person De-identification in Videos

42. Accelerating Large Graph Algorithms on the GPU Using CUDA

43. Video Completion for Indoor Scenes

44. GPU Objects

45. Progressive Decomposition of Point Clouds Without Local Planes

46. Real-Time Streaming and Rendering of Terrains

47. Culling an Object Hierarchy to a Frustum Hierarchy

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