Visual Fidelity Optimization of Displays
Abstract
The visual experience afforded by digital displays is not identical to our perception of the genuine real world. Display resolution, refresh rate, contrast, brightness, and color gamut neither match the physics of the real world nor the perceptual characteristics of our Human Visual System. With the aid of new algorithms, however, a number of perceptually noticeable degradations on screen can be diminished or even completely avoided.
Publications
Gaze Visualization for Immersive Video
in Burch, Michael and Chuang, Lewis and Fisher, Brian and Schmidt, Albrecht and Weiskopf, Daniel (Eds.): Eye Tracking and Visualization, Springer, ISBN 978-3319470238, pp. 57-71, March 2017.
Simulating Visual Contrast Reduction during Night-time Glare Situations on Conventional Displays
in ACM Transactions on Applied Perception, vol. 14, no. 1, pp. 4:1-4:20, July 2016.
An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays
in Proc. ACM Multimedia, pp. 15-24, October 2015.
Won the 'Best Student Paper Award'.
Visualization and Analysis of Head Movement and Gaze Data for Immersive Video in Head-mounted Displays
in Proc. Workshop on Eye Tracking and Visualization (ETVIS), vol. 1, October 2015.
An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays
Poster @ ACM Multimedia 2015, October 2015.
Temporal Video Filtering and Exposure Control for Perceptual Motion Blur
in IEEE Transactions on Visualization and Computer Graphics (TVCG), vol. 21, no. 5, pp. 663-671, May 2015.
10.1109/TVCG.2014.2377753
Optimizing Apparent Display Resolution Enhancement for Arbitrary Videos
in IEEE Transactions on Image Processing (TIP), vol. 22, no. 9, pp. 3604-3613, September 2013.
Patent number 10 2013 105 638.
Related Projects
Featuring more than 10 million pixels at 120 Hertz refresh rate, full-body motion capture, as well as real-time gaze tracking, our 5-meter ICG Dome enables us to research peripheral visual perception, to devise comprehensive foveal-peripheral rendering strategies, and to explore multi-user immersive visualization and interaction.
Scope of "Reality CG" is to pioneer a novel approach to modelling, editing and rendering in computer graphics. Instead of manually creating digital models of virtual worlds, Reality CG will explore new ways to achieve visual realism from the kind of approximate models that can be derived from conventional, real-world imagery as input.
The aim of this work is to simulate glaring headlights on a conventional monitor by first measuring the time-dependent effect of glare on human contrast perception and then to integrate the quantitative findings into a driving simulator by adjusting contrast display according to human perception.