This paper introduces a novel photometric compensation technique for inter-projector luminance and chrominance variations. Although it sounds as a classical technical issue, to the best of our knowledge there is no existing solution to alleviate the spatial non-uniformity among strongly heterogeneous projectors at perceptually acceptable quality. Primary goal of our method is increasing the perceived seamlessness of the projection system by automatically generating an improved and consistent visual quality. It builds upon the existing research of multi-projection systems, but instead of working with perceptually non-uniform color spaces such as CIEXYZ, the overall computation is carried out using the RLab color appearance model which models the color processing in an adaptive, perceptual manner. Besides, we propose an adaptive color gamut acquisition, spatially varying gamut mapping, and optimization framework for edge blending. The paper describes the overall workflow and detailed algorithm of each component, followed by an evaluation validating the proposed method. The experimental results both qualitatively and quantitatively show the proposed method significant improved the visual quality of projected results of a multi-projection display with projectors with severely heterogeneous color processing.
@article{tvcg2018_pcs_paper_1138,
author = {Pjanic, Petar and Willi, Simon and Iwai, Daisuke and Grundh\"ofer, Anselm},
title = "Seamless Multi-Projection Revisited",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
The quality of every dynamic multi-projection mapping system is limited by the quality of the projector to tracking device calibration. Common problems with poor calibration result in noticeable artifacts for the user, such as ghosting and seams. In this work we introduce a new, fully automated calibration algorithm that is tailored to reduce these artifacts, based on consumer-grade hardware. We achieve this goal by repurposing a structured-light scanning setup. A structured-light scanner can generate 3D geometry based on a known intrinsic and extrinsic calibration of its components (projector and RGB camera). We revert this process by providing the resulting 3D model to determine the intrinsic and extrinsic parameters of our setup (including those of a variety of tracking systems). Our system matches features and solves for all parameters in a single pass while respecting the lower quality of our sensory input.
@article{tvcg2018_pcs_paper_1038,
author = "Kurth, Philipp and Lange, Vanessa and Siegl, Christian and Stamminger, Marc and Bauer, Frank",
title = "Auto-Calibration for Dynamic Multi-Projection Mapping on Arbitrary Surfaces",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Abstract--- Previous research has demonstrated that Augmented Reality can reduce a user's task response time and mental effort when completing a procedural task. This paper investigates techniques to improve user performance and reduce mental effort by providing projector-based Spatial Augmented Reality predictive cues for future responses. The objective of the two experiments conducted in this study was to isolate the performance and mental effort differences from several different annotation cueing techniques for simple (Experiment 1) and complex (Experiment 2) button-pressing tasks. Comporting with existing cognitive neuroscience literature on prediction, attentional orienting, and interference, we hypothesized that for both simple procedural tasks and complex search-based tasks, having a visual cue guiding to the next task's location would positively impact performance relative to a baseline, no-cue condition. Additionally, we predicted that direction-based cues would provide a more significant positive impact than target-based cues. The results indicated that providing a line to the next task was the most effective technique for improving the users' task time and mental effort in both the simple and complex tasks.
@article{tvcg2018_pcs_paper_1079,
author = "Volmer, Benjamin and Baumeister, James and von Itzstein, Stewart and Bornkessel-Schlesewsky, Ina and Schlesewsky, Matthias and Billinghurst, Mark and Thomas, Bruce H",
title = "A Comparison of Predictive Spatial Augmented Reality Cues for Procedural Tasks",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Inspection tasks focus on observation of the environment and are required in many industrial domains. Inspectors usually execute these tasks by using a guide such as a paper manual, and directly observing the environment. The effort required to match the information in a guide with the information in an environment and the constant gaze shifts required between the two can severely lower the work efficiency of inspector in performing his/her tasks. Augmented reality (AR) allows the information in a guide to be overlaid directly on an environment. This can decrease the amount of effort required for information matching, thus increasing work efficiency. AR guides on head-mounted displays (HMDs) have been shown to increase efficiency. Handheld AR (HAR) is not as efficient as HMD-AR in terms of manipulability, but is more practical and features better information input and sharing capabilities. In this study, we compared two handheld guides: an AR interface that shows 3D registered annotations, that is, annotations having a fixed 3D position in the AR environment, and a non-AR picture interface that displays non-registered annotations on static images. We focused on inspection tasks that involve high information density and require the user to move, as well as to perform several viewpoint alignments. The results of our comparative evaluation showed that use of the AR interface resulted in lower task completion times, fewer errors, fewer gaze shifts, and a lower subjective workload. We are the first to present findings of a comparative study of an HAR and a picture interface when used in tasks that require the user to move and execute viewpoint alignments, focusing only on direct observation. Our findings can be useful for AR practitioners and psychology researchers.
@article{polvi2018handheld,
author = "Polvi, Jarkko and Taketomi, Takafumi and Moteki, Atsunori and Yoshitake, Toshiyuki and Fukuoka, Toshiyuki and Yamamoto, Goshiro and Sandor, Christian and Kato, Hirokazu",
title = "Handheld Guides in Inspection Tasks: Augmented Reality versus Picture",
journal = "IEEE transactions on visualization and computer graphics",
volume = "24",
number = "7",
pages = "2118--2128",
year = "2018",
publisher = "IEEE",
note = "(Invited TVGC article)"
}
We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views -- that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g. the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.
@article{tvcg2018_pcs_paper_1033,
author = "Cha, Young-Woon and Price, True and Wei, Zhen and Lu, Xinran and Rewkowski, Nicholas and Chabra, Rohan and Qin, Zihe and Kim, Hyounghun and Su, Zhaoqi and Liu, Yebin and Ilie, Adrian and State, Andrei and Xu, Zhenlin and Frahm, Jan-Michael and Fuchs, Henry",
title = "Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Reconstructing dense, volumetric models of real-world 3D scenes is important for many tasks, but capturing large scenes can take significant time, and the risk of transient changes to the scene goes up as the capture time increases. These are good reasons to want instead to capture several smaller sub-scenes that can be joined to make the whole scene. Achieving this has traditionally been difficult: joining sub-scenes that may never have been viewed from the same angle requires a high-quality camera relocaliser that can cope with novel poses, and tracking drift in each sub-scene can prevent them from being joined to make a consistent overall scene. Recent advances, however, have significantly improved our ability to capture medium-sized sub-scenes with little to no tracking drift: real-time globally consistent reconstruction systems can close loops and re-integrate the scene surface on the fly, whilst new visual-inertial odometry approaches can significantly reduce tracking drift during live reconstruction. Moreover, high-quality regression forest-based relocalisers have recently been made more practical by the introduction of a method to allow them to be trained and used online. In this paper, we leverage these advances to present what to our knowledge is the first system to allow multiple users to collaborate interactively to reconstruct dense, voxel-based models of whole buildings using only consumer-grade hardware, a task that has traditionally been both time-consuming and dependent on the availability of specialised hardware. Using our system, an entire house or lab can be reconstructed in under half an hour and at a far lower cost than was previously possible.
@article{tvcg2018_pcs_paper_1053,
author = "Golodetz, Stuart and Cavallari, Tommaso and Lord, Nicholas A and Prisacariu, Victor and Murray, David and Torr, Philip",
title = "Collaborative Large-Scale Dense 3D Reconstruction with Online Inter-Agent Pose Optimisation",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Real-time capable simultaneous localization and mapping (SLAM) approaches applying consumer hardware have been extensively researched in recent years. Their 3D reconstruction typically applies voxel volumes stored in regular grid hierarchies, sparse voxel octrees or voxel hash tables. They represent the model implicitly in the form of a truncated signed distance function (TSDF). Data integration is usually achieved by stepping through the reconstruction hierarchy from top to bottom and checking voxel grids against the new input data or by rasterizing input data to find associated voxels. For hierarchical representations, a major challenge remains the efficient determination of relevant portions of the reconstruction to be modified by new input data. We present a novel approach efficiently rasterizing input point clouds into intermediate volumes by the GPU. Our technique performs a simple preprocessing step on the input data to properly account for the TSDF representation, allowing for an accurate and hole-free reconstruction. We show that our approach is well suited for a fast integration of new input data into the hierarchical 3D reconstruction, allowing for real-time performance while only slightly increasing memory consumption.
@inproceedings{ismar2018_pcs_paper_1100,
author = "Kunert, Christian and Schwandt, Tobias and Broll, Wolfgang",
title = "Efficient Point Cloud Rasterization for Real Time Volumetric Integration in Mixed Reality Applications",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
We present MaskFusion, a real-time, object-aware, semantic and dynamic RGB-D SLAM system that goes beyond traditional systems which output a purely geometric map of a static scene. MaskFusion recognizes, segments and assigns semantic class labels to different objects in the scene, while tracking and reconstructing them even when they move independently from the camera. As an RGB-D camera scans a cluttered scene, image-based instance-level semantic segmentation creates semantic object masks that enable real-time object recognition and the creation of an object-level representation for the world map. Unlike previous recognition-based SLAM systems, MaskFusion does not require known models of the objects it can recognize, and can deal with multiple independent motions. MaskFusion takes full advantage of using instance-level semantic segmentation to enable semantic labels to be fused into an object-aware map, unlike recent semantics enabled SLAM systems that perform voxel-level semantic segmentation. We show augmented-reality applications that demonstrate the unique features of the map output by MaskFusion: instance-aware, semantic\textasciitilde and\textasciitilde dynamic. Code will be made available.
@inproceedings{ismar2018_pcs_paper_1054,
author = {R\"unz, Martin and Agapito, Lourdes},
title = "MaskFusion: Real-time recognition, tracking and reconstruction of multiple moving objects",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Ubiquitous Augmented Reality requires robust localization in complex daily environments. The combination of camera and Inertial Mersurement Unit (IMU) has shown promising results for robust localization due to the complementary characteristics of the visual and inertial modalities. However, there exists many cases where the measurements from visual and inertial modalities do not provide a single consistent motion estimate thus causing disagreement on the estimated motion. Limited literature has addressed this problem associated with sensor fusion for localization. Since the disagreement is not a result of measurement noises, existing outlier rejection techniques are not suitable to address this problem. In this paper, we propose a novel approach to handle the disagreement as motion conflict with two key components. The first one is a generalized Hidden Markov Model (HMM) that formulates the tracking and management of the primary motion and the secondary motion as a single estimation problem. The second component is an epipolar constrained Deep Neural Network that generates a per-pixel motion conflict probability map. Experimental evaluations demonstrate significant improvement to the tracking accuracy in cases of strong motion conflict compared to previous state-of-the-art algorithms for localization. Moreover, as a consequence of motion tracking on the secondary maps, our solution enables augmentation of virtual content attached to secondary motions, which brings us one step closer to Ubiquitous Augmented Reality.
@inproceedings{ismar2018_pcs_paper_1008,
author = "Wisely Babu, Benzun Pious and Yan, Zhixin and Ye, Mao and Ren, Liu",
title = "On Exploiting Per-Pixel Motion Conflicts to Extract Secondary Motions",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
The use of Optical See-Through (OST) technology for presenting Augmented Reality (AR) experiences is becoming more common. However, OST-AR displays require a calibration procedure, in order to determine the location of the user's eyes. Currently, the predominantly cited manual calibration technique is the Single Point Active Alignment Method (SPAAM). However, with the SPAAM technique, there remains uncertainty about the causes of poor calibration results. This paper reports an experiment which examined the influence of two factors on SPAAM accuracy and precision: alignment point distribution, and user posture. Alignment point distribution is examined at user-centered reaching distances, 0.15 to 0.3 meters, as well as environment-centered room-scale distances, 0.5 to 2.0 meters. User posture likely contributes to misalignment error, and is examined at the levels of sitting and standing. In addition, a control condition replaces the user with a rigidly-mounted camera, and mounts the OST display on a precisely-adjustable tripod. The experiment finds that user-centric distributions are more accurate than environment-centric distributions, and, somewhat surprisingly, that the user's posture has no effect. The control condition replicates these findings. The implication is that alignment point distribution is the predominant mode for induction of calibration error for SPAAM calibration procedures.
@inproceedings{ismar2018_pcs_paper_1096,
author = "Moser, Kenneth and Arefin, Mohammed Safayet and Swan, J. Edward",
title = "Impact of Alignment Point Distance and Posture on SPAAM Calibration of Optical See-Through Head-Mounted Displays",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
The choice of poses for camera calibration with planar patterns is only rarely considered - yet the calibration precision heavily depends on it. This work presents a pose selection method that finds a compact and robust set of calibration poses and is suitable for interactive calibration. Consequently, singular poses that would lead to an unreliable solution are avoided explicitly, while poses reducing the uncertainty of the calibration are favoured. For this, we use uncertainty propagation. Our method takes advantage of a self-identifying calibration pattern to track the camera pose in real-time. This allows to iteratively guide the user to the target poses, until the desired quality level is reached. Therefore, only a sparse set of key-frames is needed for calibration. The method is evaluated on separate training and testing sets, as well as on synthetic data. Our approach performs better than comparable solutions while requiring 30\\% less calibration frames.
@inproceedings{ismar2018_pcs_paper_1011,
author = "Rojtberg, Pavel and Kuijper, Arjan",
title = "Efficient Pose Selection for Interactive Camera Calibration",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
The initialization is one of the less reliable pieces of Visual-Inertial SLAM (VI-SLAM) and Odometry (VI-O). The estimation of the initial state (camera poses, IMU states and landmark positions) from the first data readings lacks the accuracy and robustness of other parts of the pipeline, and most algorithms have high failure rates and/or initialization delays up to tens of seconds. Such initialization is critical for AR systems, as the failures and delays of the current approaches can ruin the user experience or mandate impractical guided calibration. In this paper we address the state initialization problem using a monocular-inertial sensor setup, the most common in AR platforms. Our contributions are 1) a general linear formulation to obtain an initialization seed, and 2) a non-linear optimization scheme, including gravity, to refine the seed. Our experimental results, in a public dataset, show that our approach improves the accuracy and robustness of current VI state initialization schemes.
@inproceedings{ismar2018_pcs_paper_1150,
author = "Dominguez-Conti, Javier and Yin, Jianfeng and Alami, Yacine and Civera, Javier",
title = "Visual-Inertial SLAM Initialization: A General Linear Formulation and a Gravity-Observing Non-Linear Optimization",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
We propose a novel method for model-based 3D tracking of hand articulations that is effective even for fast-moving hand postures in depth images. A large number of augmented reality (AR) and virtual reality (VR) studies have used model-based approaches for estimating hand postures and tracking movements. However, these approaches exhibit limitations if the hand moves rapidly or into the camera's field of view. To overcome these problems, researchers attempted a hybrid strategy that uses multiple initializations for 3D tracking of articulations. However, this strategy also exhibits limitations. For example, in genetic optimization, the hypotheses generated from the previous solution may search for a solution in an incorrect search space in a fast-moving hand gesture. This problem also occurs if the search space selected from the results of a trained model does not cover the true solution although the tracked hand moves slowly. Our proposed method estimates the hand pose based on model-based tracking guided by classification and search space adaptation. From the classification by a convolutional neural network (CNN), a data-driven prior is included in the objective function and additional hypotheses are generated in particle swarm optimization (PSO). In addition, the search spaces of the two sets of the hypotheses, generated by the data-driven prior and the previous solution, are adaptively updated using the distribution of each set of the hypotheses. We demonstrated the effectiveness of the proposed method by applying it to an American Sign Language (ASL) dataset consisting of fast-moving hand postures. The experimental results demonstrate that the proposed algorithm exhibits more accurate tracking results compared to other state-of-the-art tracking algorithms.
@inproceedings{ismar2018_pcs_paper_1140,
author = "Park, Gabyong and Woo, Woontack",
title = "Hybrid 3D Hand Articulations Tracking Guided by Classification and Search Space Adaptation",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Understanding, navigating, and performing goal-oriented actions in Mixed Reality (MR) environments is a challenging task and requires adequate information conveyance about the location of all virtual objects in a scene. Current Head-Mounted Displays (HMDs) have a limited field-of-view where augmented objects may be displayed. Furthermore, complex MR environments may be comprised of a large number of objects which can be distributed in the extended surrounding space of the user. This paper presents two novel techniques for visually guiding the attention of users towards out-of-view objects in HMD-based MR: the 3D Radar and the Mirror Ball. We evaluate our approaches against existing techniques during three different object collection scenarios, which simulate real-world exploratory and goal-oriented visual search tasks. To better understand how the different visualizations guide the attention of users, we analyzed the head rotation data for all techniques and introduce a novel method to evaluate and classify head rotation trajectories. Our findings provide supporting evidence that the type of visual guidance technique impacts the way users search for virtual objects in MR.
@article{tvcg2018_pcs_paper_1074,
author = "Bork, Felix and Schnelzer, Christian and Eck, Ulrich and Navab, Nassir",
title = "Towards Efficient Visual Guidance in Limited Field-of-View Head-Mounted Displays",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Recent technical advancements support the application of Optical See-Through Head-Mounted Displays (OST-HMDs) in critical situations like navigation and manufacturing. However, while the form-factor of an OST-HMD occupies less of the user's visual field than in the past, it can still result in critical oversights, e.g., missing a pedestrian while driving a car. In this paper, we design and compare two methods to compensate for the loss of awareness due to the occlusion caused by OST-HMDs. Instead of presenting the occluded content to the user, we detect motion that is not visible to the user and highlight its direction either on the edge of the HMD screen, or by activating LEDs placed in the user's peripheral vision. The methods involve an offline stage, where the occluded visual field and location of each indicator and its associated occluded region of interest (OROI) are determined, and an online stage, where an enhanced optical flow algorithm tracks the motion in the occluded visual field. We have implemented both methods on a Microsoft HoloLens and an ODG R-9. Our prototype systems achieved success rates of 100\\% in an objective evaluation, and 98.90\\% in a pilot user study. Our methods are able to compensate for the loss of safety-critical information in the occluded visual field for state-of-the-art OST-HMDs and can be extended for their future generations.
@article{tvcg2018_pcs_paper_1080,
author = "Qian, Long and Plopski, Alexander and Navab, Nassir and Kazanzides, Peter",
title = "Restoring the Awareness in the Occluded Visual Field for Optical See-Through Head-Mounted Displays",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Although the mobility and emerging technology of augmented reality (AR) have brought significant entertainment and convenience in everyday life, the use of AR is becoming a social problem as the accidents caused by a shortage of situation awareness due to an immersion of AR are increasing. In this paper, we address the trade-off between immersion and situation awareness as the fundamental factor of the AR-related accidents. As a solution against the trade-off, we propose a third-party component that prevents pedestrian-vehicle accidents in a traffic environment based on vehicle position estimation (VPE) and vehicle position visualization (VPV). From a RGB image sequence, VPE efficiently estimates the relative 3D position between a user and a car using generated convolutional neural network (CNN) model with a region-of-interest based scheme. VPV shows the estimated car position as a dot using an out-of-view object visualization method to alert the user from possible collisions. The VPE experiment with 16 combinations of parameters showed that the InceptionV3 model, fine-tuned on activated images yields the best performance with a root mean squared error of 0.34 m in 2.1 ms. The user study of VPV showed the inversely proportional relationship between the immersion controlled by the difficulty of the AR game and the frequency of situation awareness in both quantitatively and qualitatively. Additional VPV experiment assessing two out-of-view object visualization methods (EyeSee360 and Radar) showed no significant effect on the participants' activity, while EyeSee360 yielded faster responses and Radar engendered participants' preference on average. Our field study demonstrated an integration of VPE and VPV which has potentials for safety-ensured immersion when the proposed component is used for AR in daily uses. We expect that when the proposed component is developed enough to be used in real world, it will contribute to the safety-ensured AR, as well as to the population of AR.
@inproceedings{ismar2018_pcs_paper_1048,
author = "Jung, Jinki and Lee, Hyeopwoo and Choi, Jeehye and Nanda, Abhilasha and Stratmann, Tim Claudius and Gruenefeld, Uwe and Heuten, Wilko",
title = "Ensuring Safety in Augmented Reality from Trade-off Between Immersion and Situation Awareness",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Typical Head-Mounted Displays (HMDs) that provide a highly immersive Virtual Reality (VR) experience make any interaction between a user and real space difficult by occluding the user's entire field of view. Video see-through type HMDs can solve this problem by superimposing real-space information on the VR environment. The existing method of supporting interactions with the real space is superimposition of boundary lines of the real space on the virtual space in the HMD. However, overlaying the boundary lines on the entire field of view may reduce the user's immersive feeling. In this paper, we propose two methods to support interactions with the real world while playing immersive VR games without reducing the user's immersive feeling as much as possible, even when the user wanders. The first method is to superimpose a 3D point cloud of real space around the user on the virtual space in the HMD. The second method is to deploy familiar objects (e.g., furniture in his/her room) in the virtual space in the HMD. The user traces the familiar objects as subgoals to reach the goal. We implement the two methods and conduct a user study to compare interaction performance. As a result of the user study, we find that the second method provides better spatial information about the real space without reducing the user's immersive feeling, compared to the existing method.
@inproceedings{ismar2018_pcs_paper_1109,
author = "Kanamori, Kohei and Sakata, Nobuchika and Tominaga, Tomu and Hijikata, Yoshinori and Harada, Kensuke and Kiyokawa, Kiyoshi",
title = "Obstacle Avoidance Method in Real Space for Virtual Reality Immersion",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Achieving a full 3D auditory experience with head-related transfer functions (HRTFs) is still one of the main challenges of spatial audio rendering. HRTFs capture the listener's acoustic effects and personal perception, allowing immersion in virtual reality (VR) applications. This paper aims to investigate the connection between listener sensitivity in vertical localization cues and experienced presence, spatial audio quality, and attention. Two VR experiments with head-mounted display (HMD) and animated visual avatar are proposed: (i) a screening test aiming to evaluate the participants' localization performance with HRTFs for a non-visible spatialized audio source, and (ii) a 2 minute free exploration of a VR scene with five audiovisual sources in a both non-spatialized (2D stereo panning) and spatialized (free-field HRTF rendering) listening conditions. The screening test allows a distinction between good and bad localizers. The second one shows that no biases are introduced in the quality of the experience (QoE) due to different audio rendering methods; more interestingly, good localizers perceive a lower audio latency and they are less involved in the visual aspects.
@inproceedings{ismar2018_pcs_paper_1061,
author = {Geronazzo, Michele and Sikstro\"om, Erik and Kleimola, Jari and Avanzini, Federico and de G\"otzen, Amalia and Serafin, Stefania},
title = "The impact of a good vertical localization with HRTFs in short explorations of immersive virtual reality scenarios",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
We introduce an optical design and a rendering pipeline for a full-color volumetric near-eye display which simultaneously presents imagery with near-accurate per-pixel focus across an extended volume ranging from 15cm (6.7 diopters) to 4M (0.25 diopters), allowing the viewer to accommodate freely across this entire depth range. This is achieved using a focus-tunable lens that continuously sweeps a sequence of 280 synchronized binary images from a high-speed, Digital Micromirror Device (DMD) projector and a high-speed, high dynamic range (HDR) light source that illuminates the DMD images with a distinct color and brightness at each binary frame. Our rendering pipeline converts 3-D scene information into a 2-D surface of color voxels, which are decomposed into 280 binary images in a voxel-oriented manner, such that 280 distinct depth positions for full-color voxels can be displayed.
@article{tvcg2018_pcs_paper_1146,
author = "Rathinavel, Kishore and Wang, Hanpeng and Blate, Alex and Fuchs, Henry",
title = "An Extended Depth-of-Field Volumetric Near-Eye Augmented Reality Display",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
We describe a system which corrects dynamically for the focus of the real world surrounding the near-eye display of the user and simultaneously the internal display for augmented synthetic imagery, with an aim of completely replacing the user prescription eyeglasses. The ability to adjust focus for both real and virtual will be useful for a wide variety of users, but especially for users over 40 years of age who have limited accommodation range. Our proposed solution employs a tunable-focus lens for dynamic prescription vision correction, and a varifocal internal display for setting the virtual imagery at appropriate spatially registered depths. We also demonstrate a proof of concept prototype to verify our design and discuss the challenges to building an auto-focus augmented reality eyeglasses for both real and virtual.
@article{tvcg2018_pcs_paper_1047,
author = "Chakravarthula, Praneeth and Dunn, David and Aksit, Kaan and Fuchs, Henry",
title = "FocusAR: Auto-focus Augmented Reality Eyeglasses for both Real and Virtual",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
In practical use of optical see-through head-mounted displays, users often have to adjust the brightness of virtual content to ensure that it is at the optimal level. Automatic adjustment is still a challenging problem, largely due to the bidirectional nature of the structure of the human eye, complexity of real world lighting, and user perception. Allowing the right amount of light to pass through to the retina requires a constant balance of incoming light from the real world, additional light from the virtual image, pupil contraction, and feedback from the user. While some automatic light adjustment methods exist, none have completely tackled this complex input-output system. As a step towards overcoming this issue, we introduce IntelliPupil, an approach that uses eye tracking to properly modulate augmentation lighting for a variety of lighting conditions and real scenes. We first take the data from a small form factor light sensor and changes in pupil diameter from an eye tracking camera as passive inputs. This data is coupled with user-controlled brightness selections, allowing us to fit a brightness model to user preference using a feed-forward neural network. Using a small amount of training data, both scene luminance and pupil size are used as inputs into the neural network, which can then automatically adjust to a user’s personal brightness preferences in real time. Experiments in a high dynamic range AR scenario with varied lighting show that pupil size is just as important as environment light for optimizing brightness and that our system outperforms linear models.
@inproceedings{ismar2018_pcs_paper_1172,
author = "Liu, Chang and Plopski, Alexander and Kiyokawa, Kiyoshi and Ratsamee, Photchara and Orlosky, Jason",
title = "IntelliPupil: Pupillometric Light Modulation for Optical See-through Head-mounted Displays",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
In augmented reality (AR) environments, information is often distributed between real- world and virtual contexts, and often appears at different distances from the user. Therefore, to integrate the information, users must repeatedly switch context and refocus the eyes. To focus at different distances, the user's eyes must accommodate, which when done repeatedly can cause eyestrain and degrade task performance. An experiment was conducted that examined switching context and focal distance between a real and an AR environment, using a text-based visual search task and a monocular optical see-through AR display. Both context switching and focal distance switching resulted in significantly reduced performance. In addition, repeatedly performing the task caused visual fatigue to steadily increase. Performance was particularly poor for virtual text presented at optical infinity, and for target letters that participants tried to read before their eyes had completely accommodated to a new focal distance. The results show that context switching and focal distance switching are important AR user interface design issues.
@article{gabbard2018effects,
author = "Gabbard, Joe and Mehra, Divta Gupta and Swan II, J Edward",
title = "Effects of AR display context switching and focal distance switching on human performance",
journal = "IEEE Transactions on Visualization and Computer Graphics",
year = "2018",
publisher = "IEEE",
note = "(Invited TVGC article)"
}
Intelligent Virtual Agents (IVAs) are becoming part of our everyday life, thanks to artificial intelligence technology and Internet of Things devices. For example, users can control their connected home appliances through natural voice commands to the IVA. However, most current-state commercial IVAs, such as Amazon Alexa, mainly focus on voice commands and voice feedback, and lack the ability to provide non-verbal cues which are an important part of social interaction. Augmented Reality (AR) has the potential to overcome this challenge by providing a visual embodiment of the IVA. In this paper we investigate how visual embodiment and social behaviors influence the perception of the IVA. We hypothesize that a user's confidence in an IVA's ability to perform tasks is improved when imbuing the agent with a human body and social behaviors compared to the agent solely depending on voice feedback. In other words, an agent's embodied gesture and locomotion behavior exhibiting awareness of the surrounding real world or exerting influence over the environment can improve the perceived social presence with and confidence in the agent. We present a human-subject study, in which we evaluated the hypothesis and compared different forms of IVAs with speech, gesturing, and locomotion behaviors in an interactive AR scenario. The results show support for the hypothesis with measures of confidence, trust, and social presence. We discuss implications for future developments in the field of IVAs.
@inproceedings{ismar2018_pcs_paper_1063,
author = {Kim, Kangsoo and B\"olling, Luke and Haesler, Steffen and Bailenson, Jeremy and Bruder, Gerd and Welch, Greg},
title = "Does a Digital Assistant Need a Body? The Influence of Visual Embodiment and Social Behavior on the Perception of Intelligent Virtual Agents in AR",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
The advancements in Mixed Reality (MR), Unmanned Aerial Vehicle, and multi-scale collaborative virtual environments have led to new interface opportunities for remote collaboration. This paper explores a novel concept of flying telepresence for multi-scale mixed reality remote collaboration. This work could enable remote collaboration at a larger scale such as building construction. We conducted a user study with three experiments. The first experiment compared two interfaces, static and dynamic IPD, on simulator sickness and body size perception. The second experiment tested the user perception of a virtual object size under three levels of IPD and movement gain manipulation with a fixed eye height in a virtual environment having reduced or rich visual cues. Our last experiment investigated the participant's body size perception for two levels of manipulation of the IPDs and heights using stereo video footage to simulate a flying telepresence experience. The studies found that manipulating IPDs and eye height influenced the user's size perception. We present our findings and share the recommendations for designing a multi-scale MR flying telepresence interface.
@article{tvcg2018_pcs_paper_1126,
author = "Piumsomboon, Thammathip and Lee, Gun and Ens, Barrett and Thomas, Bruce H and Billinghurst, Mark",
title = "Superman vs Giant: A Study on Spatial Perception for a Multi-Scale Mixed Reality Flying Telepresence Interface",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Redirected walking (RDW) allows virtual reality (VR) users to walk infinitely while staying inside a finite physical space through subtle shifts (gains) of the scene to redirect them back inside the volume. All prior approaches measure the feasibility of RDW techniques based on if the user perceives the manipulation, leading to rather small applicable gains. However, we treat RDW as an interaction technique and therefore use visually perceivable gains instead of using the perception of manipulation. We revisited prior experiments with focus on applied gains and additionally tested higher gains on the basis of applicability in a user study. We found that users accept curvature gains up to 20$^\circ$/m, which reduces the necessary physical volume down to approximately 6x6m for virtually walking infinitely straight ahead. Our findings strife to rethink the usage of redirection from being unperceived to being applicable and natural.
@inproceedings{ismar2018_pcs_paper_1025,
author = "Rietzler, Michael and Gugenheimer, Jan and Hirzle, Teresa and Deubzer, Martin and Langbehn, Eike and Rukzio, Enrico",
title = "Rethinking Redirected Walking: On the Use of Curvature Gains Beyond Perceptual Limitations and Revisiting Bending Gains",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
We present PizzaText, a circular keyboard layout technique for text entry in virtual reality (VR) environments that uses the dual thumbsticks of a hand-held game controller. Text entry is a common activity in VR environments but remains challenging with existing techniques and keyboard layouts that is largely based on QWERTY. Our technique makes text entry simple, easy, and efficient, even for novice users. The technique uses a hand-held controller because it is still an important input device for users to interact with VR environments. To allow rapid search of characters, PizzaText divides a circle into slices and each slice contains 4 characters. To enable fast selection, the user uses the right thumbstick for traversing the slices, and the left thumbstick for choosing the letters. The design of PizzaText is based on three criteria: efficiency, learnability, and ease-of-use. In our first study, six potential layouts are considered and evaluated. The results lead to a design with 7 slices and 4 letters per slice. The final design is evaluated in a five-day study with 10 participants. The results show that novice users can achieve an average of 8.59 Words per Minute (WPM), while expert users are able to reach 15.85 WPM, with just two hours of training.
@article{tvcg2018_pcs_paper_1062,
author = "Yu, Difeng and Fan, Kaixuan and Zhang, Heng and Monteiro, Diego Vilela and Xu, Wenge and Liang, Hai-Ning",
title = "PizzaText: Text entry for virtual reality systems using dual thumbsticks",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
We investigate using augmented reality to extend the screen of a smartphone beyond its physical limits with a virtual surface that is co-planar with the phone and that follows as the phone is moved. We call this extension a VESAD, or Virtually Extended Screen-Aligned Display. We illustrate and describe several ways that a VESAD could be used to complement the physical screen of a phone, and describe two novel interaction techniques: one where the user performs a quick rotation of the phone to switch the information shown in the VESAD, and another called "slide-and-hang" whereby the user can detach a VESAD and leave it hanging in mid-air, using the phone to establish the initial position and orientation of the virtual window. We also report an experiment that compared three interfaces used for an abstract classification task: the first using only a smartphone, the second using the phone for input but with a VESAD for output, and the third where the user performed input in mid-air on the VESAD (as detected by a Leap Motion). The second user interface was found to be superior in time and selection count (a metric of mistakes committed by users) and was also subjectively preferred over the other two interfaces. This demonstrates the added value of a VESAD for output over a phone's physical screen, and also demonstrates that input on the phone's screen was better than input in mid-air in our experiment.
@inproceedings{ismar2018_pcs_paper_1130,
author = "Normand, Erwan and McGuffin, Michael",
title = "Enlarging a Smartphone with AR to Create a Handheld VESAD (Virtually Extended Screen-Aligned Display)",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
In 2008, Zhou et al. presented a survey paper summarizing the previous ten years of ISMAR publications, which provided invaluable insights into the research challenges and trends associated with that time period. Ten years later, we review the research that has been presented at ISMAR conferences since the survey of Zhou et al., at a time when both academia and the AR industry are enjoying dramatic technological changes. Here we consider the research results and trends of the last decade of ISMAR by carefully reviewing the ISMAR publications from the period of 2008--2017, in the context of the first ten years. The numbers of papers for different research topics and their impacts by citations were analyzed while reviewing them---which reveals that there is a sharp increase in AR evaluation and rendering research. Based on this review we offer some observations related to potential future research areas or trends, which could be helpful to AR researchers and industry members looking ahead.
@article{tvcg2018_pcs_paper_1111,
author = "Kim, Kangsoo and Billinghurst, Mark and Bruder, Gerd and Been-Lirn Duh, Henry and Welch, Greg",
title = "Revisiting Trends in Augmented Reality Research: A Review of the 2nd Decade of ISMAR (2008--2017)",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
The automotive industry is rapidly developing new in-vehicle technologies that can provide drivers with information to aid awareness and promote quicker response times. Particularly, vehicles with augmented reality (AR) graphics delivered via head-up displays (HUDs) are nearing mainstream commercial feasibility and will be widely implemented over the next decade. Though AR graphics have been shown to provide tangible benefits to drivers in scenarios like forward collision warnings and navigation, they also create many new perceptual and sensory issues for drivers. For some time now, designers have focused on increasing the realism and quality of virtual graphics delivered via HUDs, and recently have begun testing more advanced 3D HUD systems that deliver volumetric spatial information to drivers. However, the realization of volumetric graphics adds further complexity to the design and delivery of AR cues, and moreover, parameters in this new design space must be clearly and operationally defined and explored. In this work, we present two user studies that examine how driver performance and visual attention are affected when using fixed and animated AR HUD interface design approaches in driving scenarios that require top-down and bottom-up cognitive processing. Results demonstrate that animated design approaches can produce some driving gains (e.g., in goal-directed navigation tasks) but often come at the cost of response time and distance. Our discussion yields AR HUD design recommendations and challenges some of the existing assumptions of world-fixed conformal graphic approaches to design.
@article{tvcg2018_pcs_paper_1040,
author = "Merenda, Coleman J and Kim, Hyungil and Tanous, Kyle and Gabbard, Joseph L. and Feichtl, Blake and Suga, Chihiro and Misu, Teruhisa",
title = "Augmented Reality Interface Design Approaches for Goal-directed and Stimulus-driven Driving Tasks",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Collaborative Systems are in daily use by millions of people promising to improve everyone's life. Smartphones, smartwatches and tablets are everyday objects and life without these unimaginable. New assistive systems such as head-mounted displays (HMDs) are becoming increasingly important for various domains, especially for the industrial domain, because they claim to improve the efficiency and quality of procedural tasks. A range of scientific laboratory studies already demonstrated the potential of augmented reality (AR) technologies especially for training tasks. However, most researches are limited in terms of inadequate task complexity, measured variables and lacking comparisons. In this paper, we want to close this gap by introducing a novel multimodal HMD-based training application and compare it to paper-based learning for manual assembly tasks. We perform a user study with 30 participants measuring the training transfer of an engine assembly training task, the user satisfaction and perceived workload during the experiment. Established questionnaires such as the system usability scale (SUS), the user experience questionnaire (UEQ) and the Nasa Task Load Index (NASA-TLX) are used for the assessment. Results indicate significant differences between both learning approaches. Participants perform significantly faster and significantly worse using paper-based instructions. Furthermore, all trainees preferred HMD-based learning for future assembly trainings which was scientifically proven by the UEQ.
@inproceedings{ismar2018_pcs_paper_1129,
author = "Werrlich, Stefan and Ginger, Alexandra and Daniel, Austino and Nguyen, Phuc-Anh and Notni, Gunther",
title = "Comparing HMD-based and Paper-based Training",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
This paper showcases one way of how virtual reconstruction can be used in a courtroom. The results of a pilot study on narrative and spatial memory are presented in the context of viewing real and virtual copies of a simulated crime scene. Based on current court procedures, three different viewing options were compared: photographs, a real life visit, and a 3D virtual reconstruction of the scene viewed in a Virtual Reality headset. Participants were also given a written narrative that included the spatial locations of stolen goods and were measured on their ability to recall and understand these spatial relationships of those stolen items. The results suggest that Virtual Reality is more reliable for spatial memory compared to photographs and that Virtual Reality provides a compromise for when physical viewing of crime scenes are not possible. We conclude that Virtual Reality is a promising medium for the court.
@article{tvcg2018_pcs_paper_1119,
author = "Reichherzer, Carolin and Cunningham, Andrew and Walsh, James A and Kohler, Mark and Billinghurst, Mark and Thomas, Bruce H",
title = "Narrative and Spatial Memory for Jury Viewings in a Reconstructed Virtual Environment",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
We conducted a fundamental user study to assess potential benefits of AR technology for immersive vocabulary learning. With the idea that AR systems will soon be able to label real-world objects in any language in real time, our within-subjects (N=52) lab-based study explores the effect of such an AR vocabulary prompter on participants learning nouns in an unfamiliar foreign language, compared to a traditional flashcard-based learning approach. Our results show that the immersive AR experience of learning with virtual labels on real-world objects is both more effective and more enjoyable for the majority of participants, compared to flashcards. Specifically, when participants learned through augmented reality, they scored significantly better on both same-day and 4-day delayed productive recall tests than when they learned using the flashcard method. We believe this result is an indication of the strong potential for language learning in augmented reality, particularly because of the improvement shown in sustained recall compared to the traditional approach.
@article{tvcg2018_pcs_paper_1093,
author = {Ibrahim, Adam and Huynh, Brandon and Downey, Jonathan and H\"ollerer, Tobias and Chun, Dorothy and O'Donovan, John},
title = "ARbis Pictus: A Study of Language Learning with Augmented Reality",
year = "2018",
journal = "IEEE Transactions on Visualization and Computer Graphics (To appear)"
}
Visual coherence between virtual and real objects is a major issue in creating convincing augmented reality (AR) applications. To achieve this seamless integration, actual light conditions must be determined in real time to ensure that virtual objects are correctly illuminated and cast consistent shadows. In this paper, we propose a novel method to estimate daylight illumination and use this information in outdoor AR applications to render virtual objects with coherent shadows. The illumination parameters are acquired in real time from context-aware live sensor data. The method works under unprepared natural conditions. We also present a novel and rapid implementation of a state-of-the-art skylight model, from which the illumination parameters are derived. The Sun's position is calculated based on the user location and time of day, with the relative rotational differences estimated from a gyroscope, compass and accelerometer. The results illustrated that our method can generate visually credible AR scenes with consistent shadows rendered from recovered illumination.
@article{barreira2018context,
author = "Barreira, Joao and Bessa, Maximino and Barbosa, Luis and Magalhaes, Luis",
title = "A Context-Aware Method for Authentically Simulating Outdoors Shadows for Mobile Augmented Reality",
journal = "IEEE transactions on visualization and computer graphics",
volume = "24",
number = "3",
pages = "1223--1231",
year = "2018",
publisher = "IEEE",
note = "(Invited TVGC article)"
}
Interactive visualizations are external cognitive artifacts aimed at supporting users' exploratory and sense-making activities. In recent years, there has been an explosion of commercial virtual reality (VR) head-mounted displays (HMD). These VR devices are meant to offer high levels of engagement and improve users' analytical exploration of the displayed content. However, given their rapid market introduction, the possible influences and usefulness that VR could bring in terms of supporting users' exploration with interactive visualizations remain largely underexplored. We attempt to fill this gap and provide results of an empirical study of an interactive visualization tool that we have developed for a VR HMD system. This tool is aimed at facilitating exploratory and analytical reasoning activities with 3D shapes and their transformational processes. Overall, the results show that the tool is supportive of users' exploratory and analytical activities based on the significant improvement in their post-experiment test scores (when compared to their pre-experiment ones) and their engagement level measured via a user engagement questionnaire and participants' comments. The results shed a positive light on the use of visualizations in VR environments and can inform the design of these tools of domains beyond 3D transformational geometry.
@inproceedings{ismar2018_pcs_paper_1142,
author = "Lu, Feiyu and Yu, Difeng and Liang, Hai-Ning and Chen, Wenjun and Papangelis, Konstantinos and Ali, Nazlena Mohamad",
title = "Evaluating engagement level and analytical support of interactive visualizations in virtual reality environments",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Sharing and watching live 360 panorama video is available on modern social networking platforms, yet the communication is often a passive one-directional experience. This research investigates how to further improve live 360 panorama based remote collaborative experiences by adding Mixed Reality (MR) cues. SharedSphere is a wearable MR remote collaboration system that enriches a live captured immersive panorama based collaboration through MR visualisation of non-verbal communication cues (e.g., view awareness and gestures cues). We describe the design and implementation details of the prototype system, and report on a user study investigating how MR live panorama sharing affects the user's collaborative experience. The results showed that providing view independence through sharing live panorama enhances co-presence in collaboration, and the MR cues help users understanding each other. Based on the study results we discuss design implications and future research direction.
@inproceedings{ismar2018_pcs_paper_1158,
author = "Lee, Gun and Teo, Theophilus Hua Lid and Kim, Seungwon and Billinghurst, Mark",
title = "A User Study on MR Remote Collaboration using Live 360 Video",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
Collaboration is an important application area for virtual reality (VR). However, unlike in the real world, collaboration in VR misses important empathetic cues that can make collaborators aware of each other's emotional states. Providing physiological feedback, such as heart rate or respiration rate, to users in VR has been shown to create a positive impact in single user environments. In this paper, through a rigorous mixed-factorial user experiment, we evaluated how providing heart rate feedback to collaborators influences their collaboration in three different environments requiring different kinds of collaboration. We have found that when provided with real-time heart rate feedback participants felt the presence of the collaborator more and felt that they understood their collaborator's emotional state more. Heart rate feedback also made participants feel more dominant when performing the task. We discuss the implication of this research for collaborative VR environments, provide design guidelines, and directions for future research.
@inproceedings{ismar2018_pcs_paper_1037,
author = "Dey, Arindam and Chen, Hao and Zhuang, Chang and Billinghurst, Mark and Lindeman, Robert",
title = "Effects of Sharing Real-Time Multi-Sensory Heart Rate Feedback in Different Immersive Collaborative Virtual Environments",
year = "2018",
booktitle = "Proceedings of the IEEE International Symposium for Mixed and Augmented Reality 2018 (To appear)"
}
We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. A view-dependent decompression algorithm decodes only the parts of the compressed video streams that are visible to users. We detail a real-time rendering algorithm using multi-view ray casting, with a variant that can handle strong view dependent effects such as mirror surfaces and glass. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance.
@article{koniaris2018compressed,
author = "Koniaris, Charalampos and Kosek, Maggie and Sinclair, David and Mitchell, Kenny",
title = "Compressed Animated Light Fields with Real-time View-dependent Reconstruction",
journal = "IEEE Transactions on Visualization and Computer Graphics",
year = "2018",
publisher = "IEEE",
note = "(Invited TVGC article)"
}