yusuke1997/dblp-id-title huggingface dataset:
Feature-Guided Dynamic Texture Synthesis on Continuous Flows
Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting
Floaters No More: Radiance Field Gradient Scaling for Improved Near-Camera Training
A Real-Time Distributed Light Field Camera
Silhouette Texture
Single-shot Layered Reflectance Separation Using a Polarized Light Field Camera
A Physically-Based BRDF Model for Multilayer Systems with Uncorrelated Rough Boundaries
ICL Multispectral Light Stage: Building a Versatile LED Sphere with Off-the-shelf Components
General Calculations using Graphics Hardware with Applications to Interactive Caustics
Proceedings of the Eurographics Workshop on Rendering Techniques 2000, Brno, Czech Republic, June 26-28, 2000
Potential-driven Monte Carlo Particle Tracing for Diffuse Environments with Adaptive Probability Functions
Rendering Techniques '99, Proceedings of the Eurographics Workshop in Granada, Spain, June 21-23, 1999
A Hybrid Monte Carlo Method for Accurate and Efficient Subsurface Scattering
Face Cluster Radiosity
An Analytical Model for Skylight Polarization
Reconstructing the Visual Field of Compound Eyes
A Unified Manifold Framework for Efficient BRDF Sampling based on Parametric Mixture Models
Bixels: Picture Samples with Sharp Embedded Boundaries
An Inverted Pyramid Acceleration Structure Guiding Foveated Sphere Tracing for Implicit Surfaces in VR
Invited Talk: Global Illumination for Professional 3D Animation, Visualization, Special Effects
Feature-Aware Texturing
27th Eurographics Symposium on Rendering, Rendering - Experimental Ideas & Implementations, EGSR 2016, EI&I Track, Dublin, Ireland, June 22-24, 2016
Group Accelerated Shooting Methods for Radiosity
A Perceptually-Based Texture Caching Algorithm for Hardware-Based Rendering
Spectral Upsampling Approaches for RGB Illumination
Error Control for Radiosity
Reflected and Transmitted Irradiance from Area Sources Using Vertex Tracing
Instant Sound Scattering
Practical Rendering of Thin Layered Materials with Extended Microfacet Normal Distributions
Global Illumination via Density Estimation
View-base Rendering: Visualizing Real Objects from Scanned Range and Color Data
Direct Ray Tracing of Displacement Mapped Triangles
MatCap Decomposition for Dynamic Appearance Manipulation
Precomputed Dynamic Appearance Synthesis and Rendering
Penumbra Maps: Approximate Soft Shadows in Real-Time
Delivering Interactivity to Complex Tone Mapping Operators
Ambient Dice
Texture and Shape Synthesis on Surfaces
A Framework for Multiperspective Rendering
Interactive Global Illumination using Selective Photon Tracing
Measuring Visual Shape using Computer Graphics Psychophysics
Fast Analytic Soft Shadows from Area Lights
Interactively Modeling with Photogrammetry
Additional Progress Towards the Unification of Microfacet and Microflake Theories
Instant Ray Tracing: The Bounding Interval Hierarchy
Lighting Reconstruction Using Fast and Adaptive Density Estimation Techniques
The Stochastic Ray Method for Radiosity
Online Construction of Surface Light Fields
MAM@EGSR 2017: Eurographics Workshop on Material Appearance Modeling, Helsinki, Finland, 18 June 2017, Held in conjunction with The 28th Eurographics Symposium on Rendering
Real-Time Rendering of Densely Populated Urban Environments
Efficient Wavelet Rotation for Environment Map Rendering
Ray Tracing of Subdivision Surfaces
Erosion Based Visibility Preprocessing
Screen Space Approximate Gaussian Hulls
Texture Replacement of Garments in Monocular Video
Antialiasing for Automultiscopic 3D Displays
Interactive Illumination with Coherent Shadow Maps
Image-based Remapping of Material Appearance
Parameterized Animation Compression
Interactive System for Dynamic Scene Lighting using Captured Video Environment Maps
Estimation of 3D Faces and Illumination from Single Photographs Using A Bilinear Illumination Model
Bi-Directional Polarised Light Transport
Smooth Reconstruction and Compact Representation of Reflectance Functions for Image-based Relighting
Interactive Rendering of Translucent Deformable Objects
High-Fidelity Radiosity Rendering at Interactive Rates
Perceptually-Informed Accelerated Rendering of High Quality Walkthrough Sequences
Efficient Rendering of Atmospheric Phenomena
Antialiasing with Line Samples
Firefly Removal in Monte Carlo Rendering with Adaptive Median of meaNs
Appearance Based Object Modeling using Texture Database: Acquisition Compression and Rendering
Rendering Forest Scenes in Real-Time
The Light Volume: An Aid to Rendering Complex Environments
Directing Gaze in 3D Models with Stylized Focus
Spherical Q2-tree for Sampling Dynamic Environment Sequences
SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting
Fast Global Illumination Including Specular Effects
Adaptive Visibility-Driven View Cell Construction
Visibility Preprocessing with Occluder Fusion for Urban Walkthroughs
Interactive Sampling and Rendering for Complex and Procedural Geometry
Practical Temporal and Stereoscopic Filtering for Real-time Ray Tracing
Making Global Illumination User-friendly
High Dynamic Range Image Hallucination
Fast Texture Synthesis on Arbitrary Meshes
Microfacet Billboarding
Matrix Bidirectional Path Tracing
Semantic-Aware Generative Approach for Image Inpainting
Sampling Clear Sky Models using Truncated Gaussian Mixtures
Forward Shadow Mapping
Shader Lamps: Animating Real Objects With Image-Based Illumination
Towards a Principled Kernel Prediction for Spatially Varying BSSRDFs
The Constant Radiosity Step
Geometry Caching for Ray-Tracing Displacement Maps
Gaze-Contingent Perceptual Level of Detail Prediction
Rendering Translucent Materials Using Photon Diffusion
Comparing Real & Synthetic Scenes using Human Judgements of Lightness
Path Differentials and Applications
Constrained Spectral Uplifting for HDR Environment Maps
Light Space Perspective Shadow Maps
Proceedings of the Eurographics Symposium on Rendering Techniques, Konstanz, Germany, June 29 - July 1, 2005
Warping and Partitioning for Low Error Shadow Maps
NeRF-Tex: Neural Reflectance Field Textures
Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence
Real Illumination from Virtual Environments
Practical Ply-Based Appearance Modeling for Knitted Fabrics
A Spectral BSSRDF for Shading Human Skin
Frequency Based Radiance Cache for Rendering Animations
Handheld Pixels
Separating Reflection Functions for Linear Radiosity
Rendering Hyper-Sprites in Real Time
Lighting Design: A Goal Based Approach using Optimisation
Visualization of Woven Cloth
Perceptually Based Tone Mapping of High Dynamic Range Image Streams
GigaWalk: Interactive Walkthrough of Complex Environments
Diffraction Prediction in HDR Measurements
Extended Path Integral Formulation for Volumetric Transport
Hierarchical Instantiation for Radiosity
Spherical Wavelets: Texture Processing
Rendering Trees from Precomputed Z-Buffer Views
A New Reconstruction Filter for Undersampled Light Fields
Combining Higher-Order Wavelets and Discontinuity meshing: A Compact Representation for Radiosity
The Random Camera, the Coded Aperture Camera, and Other Cameras
Fast Rendering of Subdivision Surfaces
A Simple Diffuse Fluorescent BBRRDF Model
Compressed Random-Access Trees for Spatially Coherent Data
Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals
Modeling Surround-aware Contrast Sensitivity
Natural Image Colorization
Photorealistic Image Rendering with Population Monte Carlo Energy Redistribution
CC Shadow Volumes
Ray Tracing Point Sampled Geometry
Automatic Multiperspective Images
Experimental Analysis of BRDF Models
Proceedings of the Eurographics Symposium on Rendering Techniques, Grenoble, France, 2007
Proceedings of the 12th Eurographics Workshop on Rendering Techniques, London, UK, June 25-27, 2001
Local Illumination Environments for Direct Lighting Acceleration
Painting Surface Characteristics
Real-Time Pixel-Perfect Hard Shadows with Leak Tracing
Interactive Rendering of Trees with Shading and Shadows
Deep Compositional Denoising on Frame Sequences
Single-image Full-body Human Relighting
The Challenges of Releasing the Moana Island Scene
Interactive Rendering with Real-World Illumination
Dynamic Acceleration Structures for Interactive Ray Tracing
Rapid Shadow Generation in Real-World Lighting Environments
29th Eurographics Symposium on Rendering, Experimental Ideas & Implementations, EGSR 2018, EI&I Track, Karlsruhe, Germany, 1-4 July 2018
28th Eurographics Symposium on Rendering, Rendering - Experimental Ideas & Implementations, EGSR 2017, EI&I Track, Helsinki, Finland, 19-21 June 2017
Signal-Specialized Parametrization
Data-driven Pixel Filter Aware MIP Maps for SVBRDFs
Spatiotemporal Blue Noise Masks
Polarization-imaging Surface Reflectometry using Near-field Display
Enhancing and Optimizing the Render Cache
Reducing Memory Requirements for Interactive Radiosity using Movement Prediction
Estimating Source Spectra and Spectral Albedos from RGB Data for Rendering
Practical, Real-time Studio Matting using Dual Imagers
Rendering Techniques '98, Proceedings of the Eurographics Workshop in Vienna, Austria, June 29 - July 1, 1998
Large-Scale Data Management for PRT-Based Real-Time Rendering of Dynamically Skinned Models
PointWorks: Abstraction and Rendering of Sparsely Scanned Outdoor Environments
Inferring Reflectance Functions from Wavelet Noise
Temporal Normal Distribution Functions
Artistic Composition for Image Creation
A Self-Shadow Algorithm for Dynamic Hair using Density Clustering
A Self-Reconfigurable Camera Array
Image-based Fitting of Procedural Yarn Models
33rd Eurographics Symposium on Rendering, EGSR 2022 - Symposium Track, Prague, Czech Republic, 4-6 July 2022
Decoupling Polygon Rendering from Geometry using Rasterization Hardware
Synthesizing Bark
Precomputed Radiance Transfer for Dynamic Scenes Taking into Account Light Interreflection
An Empirical Comparison of Progressive and Wavelet Radiosity
Relighting Human Locomotion with Flowed Reflectance Fields
Soft Transparency for Point Cloud Rendering
Lattice-Boltzmann Lighting
Diffuse-Specular Separation using Binary Spherical Gradient Illumination
A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction
All-focused light field rendering
High Quality Neural Relighting using Practical Zonal Illumination
A Novel Method for Fast and High-Quality Rendering of Hair
Learning Projective Shadow Textures for Neural Rendering of Human Cast Shadows from Silhouettes
Bidirectional Instant Radiosity
31st Eurographics Symposium on Rendering, EGSR 2020 - Digital Library Only Track, London, UK, June 29 - July 3, 2020
Uniformly Sampled Light Fields
Interactive Common Illumination for Computer Augmented Reality
Local Quasi-Monte Carlo Exploration
Importance Resampling for Global Illumination
Spatial Domain Characterization and Control of Reconstruction Errors
Progressive Previewing of Ray-Traced Images Using Image Plane Disconinuity Meshing
NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field
Realistic Reflections and Refractions on Graphics Hardware with Hybrid Rendering and Layered Environment Maps
Reconstruction of Illumination from Area Luminaires
A Closed-Form Solution for the Irradiance due to Linearly-Varying Luminaires
Iso Photographic Rendering
MAM@EGSR 2018: Eurographics Workshop on Material Appearance Modeling, Karlsruhe, Germany, 1 July 2018, Held in conjunction with The 29th Eurographics Symposium on Rendering
Physically Based Real-Time Translucency for Leaves
Impulse Responses for Precomputing Light from Volumetric Media
Interactive Tone Mapping
Sparse Lumigraph Relighting by Illumination and Reflectance Estimation from Multi-View Images
Efficient Isotropic BRDF Measurement
An Ambient Light Illumination Model
Two Stage Importance Sampling for Direct Lighting
Fast Procedural Noise By Monte Carlo Sampling
Density Control for Photon Maps
Conservative Radiance Interpolants for Ray Tracing
Time Dependent Photon Mapping
Efficient Image Generation for Multiprojector and Multisurface Displays
Real-time Photo-Realistic Physically Based Rendering of Fine Scale Human Skin Structure
Filtering Environment Illumination for Interactive Physically-Based Rendering in Mixed Reality
Rendering Evolution at Industrial Light & Magic
Incremental Instant Radiosity for Real-Time Indirect Illumination
Acquiring Input for Rendering at Appropriate Levels of Detail: Digitizing a Tietà
Zero-variance Transmittance Estimation
Guaranteed Occlusion and Visibility in Cluster Hierarchical Radiosity
Robust Cone Step Mapping
Intuitive Editing of Visual Appearance from Real-World Datasets
Beyond Photorealism
Photosurrealism
Rendering Time Estimation for Real-Time Rendering
Proceedings of the Eurographics Symposium on Rendering Techniques, Nicosia, Cyprus, 2006
Filtered Local Shading in the Wavelet Domain
Exact Illumination in Polygonal Environments using Vertex Tracing
Real-Time Hybrid Hair Rendering
Selective Culling of Discontinuity Lines
Image-Based BRDF Measurement Including Human Skin
Precomputed Radiance Transfer for Real-time Indirect Lighting using a Spectral Mesh Basis
A Tone Mapping Algorithm for High Contrast Images
Surface Enhancement Using Real-time Photometric Stereo and Reflectance Transformation
Scene Collages and Flexible Camera Arrays
Practical Product Sampling for Single Scattering in Media
Opacity Shadow Maps
Whitted Ray-Tracing for Dynamic Scenes using a Ray-Space Hierarchy on the GPU
Exploiting Temporal Coherence for Incremental All-Frequency Relighting
SparseBTF: Sparse Representation Learning for Bidirectional Texture Functions
Alias-Free Shadow Maps
Efficient Cloth Modeling and Rendering
An Implementation Algorithm of 2D Sobol Sequence Fast, Elegant, and Compact
Rendering Techniques '97, Proceedings of the Eurographics Workshop in St. Etienne, France, June 16-18, 1997
A Microfacet Model for Specular Fluorescent Surfaces and Fluorescent Volume Rendering using Quantum Dots
Simulating Photon Mapping for Real-time Applications
De-lighting a High-resolution Picture for Material Acquisition
Interactive Distributed Ray Tracing of Highly Complex Models
Generalized Decoupled and Object Space Shading System
Colorization by Example
Material Based Splashing of Water Drops
Application of Rendering Techniques to Monte-Carlo Physcal Simulation of Gas Diffusion
Challenges in Appearance Capture and Predictive Modeling of Textile Materials
Real-time Soft Shadow Mapping by Backprojection
Polyhedral Visual Hulls for Real-Time Rendering
Fidelity of Graphics Reconstructions: A Psychophysical Investigation
On the Advancement of BTF Measurement on Site
Image-driven Navigation of Analytical BRDF Models
Towards Real-Time Texture Synthesis with the Jump Map
Fast Shadow Map Rendering for Many-Lights Settings
Video Flashlights: Real Time Rendering of Multiple Videosfor Immersive Model Visualization
Shape Depiction for Transparent Objects with Bucketed k-Buffer
Generalized Displacement Maps
Color Clipping and Over-exposure Correction
GPU-based Out-of-Core HLBVH Construction
32nd Eurographics Symposium on Rendering, EGSR 2021 - Digital Library Only Track, Saarbrücken, Germany, June 29 - July 2, 2021
Image-based Environment Matting
Unified Approach to Prefiltered Environment Maps
Towards Practical Rendering of Fiber-Level Cloth Appearance Models
Automatic Calculation of Soft Shadow Textures for Fast, High-Quality Radiosity
Space Deformation using Ray Deflectors
Subdivision Next-Event Estimation for Path-Traced Subsurface Scattering
Hardware-Accelerated from-Region Visibility Using a Dual Ray Space
Material Design in Augmented Reality with In-Situ Visual Feedback
Weighted Importance Sampling Techniques for Monte Carlo Radiosity
A Real-time Beam Tracer with Application to Exact Soft Shadows
Ray Tracing Dynamic Scenes using Selective Restructuring
30th Eurographics Symposium on Rendering, EGSR 2019 - Digital Library Only / Industry Track, Strasbourg, France, July 10-12, 2019
MBVH Child Node Sorting for Fast Occlusion Test
Thrifty Final Gather for Radiosity
sLayer: a System for Multi-Layered Material Sculpting
Multi-Scale Appearance Modeling of Granular Materials with Continuously Varying Grain Properties
Stochastic Generation of (t, s) Sample Sequences
Controlling and Sampling Visibility Information on the Image Plane
Dirty Glass: Rendering Contamination on Transparent Surfaces
Does Higher Refractive Index Mean Higher Gloss?
VAO++: Practical Volumetric Ambient Occlusion for Games
Information Theory Tools for Scene Discretization
All-Frequency Precomputed Radiance Transfer for Glossy Objects
Interactive Rendering using the Render Cache
Ray Traced Stochastic Depth Map for Ambient Occlusion
Light-Driven Global Illumination with a Wavelet Representation of Light Transport
Image-based Rendering with Controllable Illumination
Hierarchical Visibility in Terrains
Importance Sampling of Glittering BSDFs based on Finite Mixture Distributions
Hierachical Lighting Simulation for Outdoor Scenes
A Temporal Image-Based Approach to Motion Reconstruction for Globally Illuminated Animated Environments
Stippling and Silhouettes Rendering in Geometry-Image Space
Reconstruction of Volumetric Surface Textures for Real-Time Rendering
Incremental Updates to Scenes Illuminated by Area Light Sources
Joint SVBRDF Recovery and Synthesis From a Single Image using an Unsupervised Generative Adversarial Network
Artistic Multiprojection Rendering
Efficient High Quality Rendering of Point Sampled Geometry
Multiple Texture Stitching and Blending on 3D Objects
Real-time appearance preserving out-of-core rendering with shadows
Perceptually-Driven Simplification for Interactive Rendering
Comparing Real and Synthetic Images: Some Ideas about Metrics
A Clustering Algorithm for Radiance Calculation in General Environments
Multi-Fragment Rendering for Glossy Bounces on the GPU
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Approximating the Location of Integrand Discontinuities for Penumbral Illumination with Area Light Sources
A Dual Light Stage
Proceedings of the 14th Eurographics Workshop on Rendering Techniques, Leuven, Belgium, June 25-27, 2003
An Efficient Multi-View Rasterization Architecture
The Visible Differences Predictor: Applications to Global Illumination Problems
Efficient displacement Mapping by Image Warping
HedcutDrawings: Rendering Hedcut Style Portraits
Decoupling Strokes and High-Level Attributes for Interactive Traditional Drawing
Space-Time Hierarchical Radiosity
Bidirectional Radiosity
Computing Visibility for Triangulated Panoramas
A Low Dimensional Framework for Exact Polygon-to-Polygon Occlusion Queries
Local Shape Editing at the Compositing Stage
An Efficient Spatio-Temporal Architecture for Animation Rendering
Adaptive Frameless Rendering
The Role of Functional Analysis in Global Illumination
Efficient Illumination by High Dynamic Range Images
Out of Core Photon-Mapping for Large Buildings
Adaptive Numerical Cumulative Distribution Functions for Efficient Importance Sampling
A Radiosity Approach for the Simulation of Daylight
A New Form Factor Analogy and its Application to Stochastic Global Illumination Algorithms
A Learned Radiance-Field Representation for Complex Luminaires
Capturing and Rendering with Incident Light Fields
MatMorpher: A Morphing Operator for SVBRDFs
Towards Interactive Photorealistic Rendering of Indoor Scenes: A Hybrid Approach
Perception of Car Shape Orientation and Anisotropy Alignment
Computer Generated Celtic Design
Efficient Basis Decomposition for Scattered Reflectance Data
Adaptive Smpling and Bias Estimation in Path Tracing
34th Eurographics Symposium Rendering, EGSR 2023 - Symposium Track, Delft, The Netherlands, June 28-30, 2023
Non-symmetric Scattering in Light Transport Algorithms
Accurate Computation of the Radiosity Gradient for Constant and Linear Emitters
Cost Prediction in Ray Tracing
Image-Based Rendering for Non-Diffuse Synthetic Scenes
Gradient-Domain Vertex Connection and Merging
Adaptive Multi-view Path Tracing
Appearance of Interfaced Lambertian Microfacets, using STD Distribution
Global Illumination Techniques for the Simulation of Participating Media
Microfacet Models for Refraction through Rough Surfaces
Fast Arbitrary BRDF Shading for Low-Frequency Lighting Using Spherical Harmonics
A Compact Representation for Fluorescent Spectral Data
Curve Analogies
Wavelet Radiance Transport for Interactive Indirect Lighting
Exact From-Region Visibility Culling
Primary Sample Space Path Guiding
Radiance Cache Splatting: A GPU-Friendly Global Illumination Algorithm
Segmentation-Based 3D Artistic Rendering
Efficient and Realistic Visualization of Cloth
Geometric Clustering for Line Drawing Simplification
Interactive Screen-Space Accurate Photon Tracing on GPUs
Global Illumination for the Masses
Interactive Time-Dependent Tone Mapping Using Programmable Graphics Hardware
Spatio-Angular Resolution Tradeoffs in Integral Photography
Approximating Reflectance Functions using Neural Networks
Appearance-Driven Automatic 3D Model Simplification
Sketch Interpretation and Refinement Using Statistical Models
Interactive Global Illumination using Fast Ray Tracing
GPU-Driven Real-Time Mesh Contour Vectorization
Polyhedral Geometry and the Two-Plane Parameterization
The Trilateral Filter for High Contrast Images and Meshes
Real-Time High Dynamic Range Texture Mapping
Recovering 3-D Shape and Reflectance From a Small Number of Photographs
Towards Sparse and Multiplexed Acquisition of Material BTFs
Translucent Shadow Maps
Fast Radiosity Solutions for Environments with High Average Reflectance
An Irradiance Atlas for Global Illumination in Complex Production Scenes
Global Illumination Animation with Random Radiance Representation
Hemispherical Rasterization for Self-Shadowing of Dynamic Objects
Importance-Driven Stochastic Ray Radiosity
Modeling Textiles as Three Dimensional Textures
Soft Shadows by Ray Tracing Multilayer Transparent Shadow Maps
A Decentralized Approach for Real Time Anomaly Detection in Transportation Networks
A Digital Twin Approach for Crowd Flow Modeling on Railway Station Platforms
Enabling Low Cost Elderly Monitoring for Connected Communities in Depopulated Area
SDN-Based Regulated Flow Routing in MANETs
A Wireless System for Sport Assessment
Ready or Not? A Robot-Assisted Crop Harvest Solution in Smart Agriculture Contexts
Exploring Container Virtualization in IoT Clouds
Scalable Real-Time Analytics for IoT Applications
Message from the General and TPC Co-Chairs; SMARTCOMP 2024
Comparison of Commercial Pedometer Applications: A Rigorous Approach
Deep-RBF Networks for Anomaly Detection in Automotive Cyber-Physical Systems
Learning Incident Prediction Models Over Large Geographical Areas for Emergency Response
NeuroMask: Explaining Predictions of Deep Neural Networks through Mask Learning
Assessing the Feasibility of Exploiting Edge Computing for Real- Time Monitoring of Flash Floods
Flood Detection Framework Fusing The Physical Sensing & Social Sensing
ContextGPT: Infusing LLMs Knowledge into Neuro-Symbolic Activity Recognition Models
An Efficient Method of Detecting Breathing Frequency While Running
AI-Based Kinematic Analysis for Track Athletes
Fit: A Fog Computing Device for Speech Tele-Treatments
Online Distributed Analytics at the Edge with Multiple Service Grades
Deep Emergent Communication for the IoT
Modeling Correlations among Air Pollution-Related Data through Generalized Association Rules
itsblue: A Bluetooth-Based Framework for Intersection Management ITS Applications
ManiWare: An Easy-to-Use Middleware for Cooperative Manipulator Teams
Clustering-Enhanced Reinforcement Learning for Adaptive Offloading in Resource-Constrained Devices
Polite Broadcast Gossip for IOT Configuration Management
Enhanced Pedestrian Detection Model Transfer-Trained on YOLOv8 Using DenseFused RGB and FIR Images
A Table-Top Interface for Real-Time Coaching in Abacus Learning
Edge Computing in IoT Ecosystems for UAV-Enabled Early Fire Detection
L 3 -Net Deep Audio Embeddings to Improve COVID-19 Detection from Smartphone Data
PhD Forum: Learning at the Time of Disasters
Hydrosense: An Open Platform for Hydroclimatic Monitoring
A Deep Learning Model for Detecting Dust in Earth's Atmosphere from Satellite Remote Sensing Data
Failure management strategies for IoT-based railways systems