Computer vision, from definition to deployment

I'm Patrik Goorts. I build computer vision systems that run in the real world: on phones, on headsets, and on GPUs in the back of a stadium.
That has meant reconstructing people in 3D for holographic calls, interpolating viewpoints between sixteen cameras at a soccer match, and pushing a 4K camera pipeline through an Android phone at 30 fps without a single memory copy. Classical algorithms where they're the right tool, trained networks where they aren't, and CUDA when it has to be fast.
I take problems end to end: define, research, prototype, and deploy
Projects
Spectator: a look inside an AR experience
Amplifying XR experiences from one to many viewers by turning any phone into a window into the virtual world.
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Tripplanner, a case study of (not) vibe-coding
Lessons learned by creating a project using agentic coding
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Volumetric reconstruction for holographic communication and collaboration in AR
Use depth cameras to create a hologram of a person, to be placed in an AR experience.
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Free viewpoint video for smooth camera transitions for soccer games
PhD defense on 16/6/2014, presenting a complete real-time computer vision pipeline.
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3D with 2D images
Creating a 3D effect with 2D images. Used in digital twins, art installations, and a web viewer
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