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Andrew Maimone

dblp:06/10608 · DBLP profile ↗
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12ranked-venue papers
9as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 12 · 9 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 4 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
11 papers
Virtual and augmented reality · 70% Computational photography and imaging · 29% Rendering · 1%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 100%

Topics — the 24 heaviest of 24, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › near-eye display
holographic display
1.742022
Pupil-Aware Holography · ACM Trans. Graph. 2022
Holographie optics for thin and lightweight virtual reality · ACM Trans. Graph. 2020
High resolution étendue expansion for holographic displays · ACM Trans. Graph. 2020
Virtual and augmented reality
near-eye display
1.332022
Pupil-Aware Holography · ACM Trans. Graph. 2022
Holographie optics for thin and lightweight virtual reality · ACM Trans. Graph. 2020
Holographic near-eye displays for virtual and augmented reality · ACM Trans. Graph. 2017
Computational photography and imaging
holography
1.022022
Pupil-Aware Holography · ACM Trans. Graph. 2022
High resolution étendue expansion for holographic displays · ACM Trans. Graph. 2020
Computational photography and imaging › holography
holographic optical element
0.412020
Holographie optics for thin and lightweight virtual reality · ACM Trans. Graph. 2020
Virtual and augmented reality › near-eye display › holographic display
étendue expansion
0.412020
High resolution étendue expansion for holographic displays · ACM Trans. Graph. 2020
Virtual and augmented reality › augmented reality display
optical see-through display
0.432014
Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources · ACM Trans. Graph. 2014
Computational augmented reality eyeglasses · ISMAR 2013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Virtual and augmented reality
augmented reality display
0.422014
Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources · ACM Trans. Graph. 2014
Minimizing latency for augmented reality displays: Frames considered harmful · ISMAR 2014
Virtual and augmented reality
3d display
0.332013
Focus 3D: Compressive accommodation display · ACM Trans. Graph. 2013
Computational augmented reality eyeglasses · ISMAR 2013
Encumbrance-free telepresence system with real-time 3D capture and display using commodity depth cameras · ISMAR 2011
Immersive interaction
augmented reality interaction
0.212014
Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources · ACM Trans. Graph. 2014
Hardware accelerators and domain-specific architectures
display technology
0.212014
Minimizing latency for augmented reality displays: Frames considered harmful · ISMAR 2014
Virtual and augmented reality
augmented reality
0.212013
Computational augmented reality eyeglasses · ISMAR 2013
Computational photography and imaging › light field display
compressive light field display
0.212013
Focus 3D: Compressive accommodation display · ACM Trans. Graph. 2013
Computational photography and imaging
light field display
0.212013
Focus 3D: Compressive accommodation display · ACM Trans. Graph. 2013
Immersive interaction
augmented reality
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Immersive interaction
telepresence
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Computational photography and imaging
depth sensing
0.112012
Reducing interference between multiple structured light depth sensors using motion · VR 2012
Computational photography and imaging › 3d scanning
structured light
0.112012
Reducing interference between multiple structured light depth sensors using motion · VR 2012
Virtual and augmented reality › immersive display
head-mounted display
0.112020
High resolution étendue expansion for holographic displays · ACM Trans. Graph. 2020
Virtual and augmented reality
immersive interaction
0.112011
Encumbrance-free telepresence system with real-time 3D capture and display using commodity depth cameras · ISMAR 2011
Virtual and augmented reality
telepresence
0.112011
Encumbrance-free telepresence system with real-time 3D capture and display using commodity depth cameras · ISMAR 2011
Virtual and augmented reality › 3d display
layered display
0.012013
Computational augmented reality eyeglasses · ISMAR 2013
Rendering › illumination
projector-based illumination
0.012013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Computational photography and imaging
multi-sensor imaging
0.012012
Reducing interference between multiple structured light depth sensors using motion · VR 2012
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display
0.012011
Encumbrance-free telepresence system with real-time 3D capture and display using commodity depth cameras · ISMAR 2011

Methods — techniques the papers use, named apart from their topics

wave simulation · 0.6spatial light modulator · 0.4scattering mask · 0.4polarization-based optical folding · 0.4laser illumination · 0.4hologram optimization · 0.4directional backlighting · 0.4fresnel holography · 0.3double phase amplitude encoding · 0.3GPU-accelerated computation · 0.3tiled point light projectors · 0.2eye tracking · 0.2direct display control · 0.2binary time-division multiplexing · 0.2head tracking · 0.23d acquisition · 0.2
YearPublicationVenuePosition
2022 Pupil-Aware Holography
abstract
Holographic displays promise to deliver unprecedented display capabilities in augmented reality applications, featuring a wide field of view, wide color gamut, spatial resolution, and depth cues all in a compact form factor. While emerging holographic display approaches have been successful in achieving large étendue and high image quality as seen by a camera, the large étendue also reveals a problem that makes existing displays impractical: the sampling of the holographic field by the eye pupil. Existing methods have not investigated this issue due to the lack of displays with large enough étendue, and, as such, they suffer from severe artifacts with varying eye pupil size and location. We show that the holographic field as sampled by the eye pupil is highly varying for existing display setups, and we propose pupil-aware holography that maximizes the perceptual image quality irrespective of the size, location, and orientation of the eye pupil in a near-eye holographic display. We validate the proposed approach both in simulations and on a prototype holographic display and show that our method eliminates severe artifacts and significantly outperforms existing approaches.
Praneeth Chakravarthula, Seung-Hwan Baek, Florian Schiffers, Ethan Tseng, Grace Kuo, Andrew Maimone, Nathan Matsuda, Oliver Cossairt, Douglas Lanman, Felix Heide
ACM Trans. Graph.6
2020 High resolution étendue expansion for holographic displays
abstract
Holographic displays can create high quality 3D images while maintaining a small form factor suitable for head-mounted virtual and augmented reality systems. However, holographic displays have limited étendue based on the number of pixels in their spatial light modulators, creating a tradeoff between the eyebox size and the field-of-view. Scattering-based étendue expansion, in which coherent light is focused into an image after being scattered by a static mask, is a promising avenue to break this tradeoff. However, to date, this approach has been limited to very sparse content consisting of, for example, only tens of spots. In this work, we introduce new algorithms to scattering-based étendue expansion that support dense, photorealistic imagery at the native resolution of the spatial light modulator, offering up to a 20 dB improvement in peak signal to noise ratio over baseline methods. We propose spatial and frequency constraints to optimize performance for human perception, and performance is characterized both through simulation and a preliminary benchtop prototype. We further demonstrate the ability to generate content at multiple depths, and we provide a path for the miniaturization of our benchtop prototype into a sunglasses-like form factor.
Grace Kuo, Laura Waller, Ren Ng, Andrew Maimone
ACM Trans. Graph.4
2020 Holographie optics for thin and lightweight virtual reality
abstract
We present a class of display designs combining holographic optics, directional backlighting, laser illumination, and polarization-based optical folding to achieve thin, lightweight, and high performance near-eye displays for virtual reality. Several design alternatives are proposed, compared, and experimentally validated as prototypes. Using only thin, flat films as optical components, we demonstrate VR displays with thicknesses of less than 9 mm, fields of view of over 90° horizontally, and form factors approaching sunglasses. In a benchtop form factor, we also demonstrate a full color display using wavelength-multiplexed holographic lenses that uses laser illumination to provide a large gamut and highly saturated color. We show experimentally that our designs support resolutions expected of modern VR headsets and can scale to human visual acuity limits. Current limitations are identified, and we discuss challenges to obtain full practicality.
Andrew Maimone, Junren Wang
ACM Trans. Graph.1
2017 Holographic near-eye displays for virtual and augmented reality
abstract
We present novel designs for virtual and augmented reality near-eye displays based on phase-only holographic projection. Our approach is built on the principles of Fresnel holography and double phase amplitude encoding with additional hardware, phase correction factors, and spatial light modulator encodings to achieve full color, high contrast and low noise holograms with high resolution and true per-pixel focal control. We provide a GPU-accelerated implementation of all holographic computation that integrates with the standard graphics pipeline and enables real-time (≥90 Hz) calculation directly or through eye tracked approximations. A unified focus, aberration correction, and vision correction model, along with a user calibration process, accounts for any optical defects between the light source and retina. We use this optical correction ability not only to fix minor aberrations but to enable truly compact, eyeglasses-like displays with wide fields of view (80°) that would be inaccessible through conventional means. All functionality is evaluated across a series of hardware prototypes; we discuss remaining challenges to incorporate all features into a single device.
Andrew Maimone, Andreas Georgiou, Joel S. Kollin
ACM Trans. Graph.1
2014 Minimizing latency for augmented reality displays: Frames considered harmful
abstract
We present initial results from a new image generation approach for low-latency displays such as those needed in head-worn AR devices. Avoiding the usual video interfaces, such as HDMI, we favor direct control of the internal display technology. We illustrate our new approach with a bench-top optical see-through AR proof-of-concept prototype that uses a Digital Light Processing (DLPTM) projector whose Digital Micromirror Device (DMD) imaging chip is directly controlled by a computer, similar to the way random access memory is controlled. We show that a perceptually-continuous-tone dynamic gray-scale image can be efficiently composed from a very rapid succession of binary (partial) images, each calculated from the continuous-tone image generated with the most recent tracking data. As the DMD projects only a binary image at any moment, it cannot instantly display this latest continuous-tone image, and conventional decomposition of a continuous-tone image into binary time-division-multiplexed values would induce just the latency we seek to avoid. Instead, our approach maintains an estimate of the image the user currently perceives, and at every opportunity allowed by the control circuitry, sets each binary DMD pixel to the value that will reduce the difference between that user-perceived image and the newly generated image from the latest tracking data. The resulting displayed binary image is “neither here nor there,” but always approaches the moving target that is the constantly changing desired image, even when that image changes every 50μs. We compare our experimental results with imagery from a conventional DLP projector with similar internal speed, and demonstrate that AR overlays on a moving object are more effective with this kind of low-latency display device than with displays of similar speed that use a conventional video interface.
Turner Whitted, Anselmo Lastra, Peter Lincoln, Andrei State, Andrew Maimone, Henry Fuchs
ISMAR6
2014 Pinlight displays: wide field of view augmented reality eyeglasses using defocused point light sources
abstract
We present a novel design for an optical see-through augmented reality display that offers a wide field of view and supports a compact form factor approaching ordinary eyeglasses. Instead of conventional optics, our design uses only two simple hardware components: an LCD panel and an array of point light sources (implemented as an edge-lit, etched acrylic sheet) placed directly in front of the eye, out of focus. We code the point light sources through the LCD to form miniature see-through projectors. A virtual aperture encoded on the LCD allows the projectors to be tiled, creating an arbitrarily wide field of view. Software rearranges the target augmented image into tiled sub-images sent to the display, which appear as the correct image when observed out of the viewer's accommodation range. We evaluate the design space of tiled point light projectors with an emphasis on increasing spatial resolution through the use of eye tracking. We demonstrate feasibility through software simulations and a real-time prototype display that offers a 110° diagonal field of view in the form factor of large glasses and discuss remaining challenges to constructing a practical display.
Andrew Maimone, Douglas Lanman, Kishore Rathinavel, Kurtis Keller, David P. Luebke, Henry Fuchs
ACM Trans. Graph.1
2013 Computational augmented reality eyeglasses
abstract
In this paper we discuss the design of an optical see-through head-worn display supporting a wide field of view, selective occlusion, and multiple simultaneous focal depths that can be constructed in a compact eyeglasses-like form factor. Building on recent developments in multilayer desktop 3D displays, our approach requires no reflective, refractive, or diffractive components, but instead relies on a set of optimized patterns to produce a focused image when displayed on a stack of spatial light modulators positioned closer than the eye accommodation distance. We extend existing multilayer display ray constraint and optimization formulations while also purposing the spatial light modulators both as a display and as a selective occlusion mask. We verify the design on an experimental prototype and discuss challenges to building a practical display.
Andrew Maimone, Henry Fuchs
ISMAR1
2013 General-purpose telepresence with head-worn optical see-through displays and projector-based lighting
abstract
In this paper we propose a general-purpose telepresence system design that can be adapted to a wide range of scenarios and present a framework for a proof-of-concept prototype. The prototype system allows users to see remote participants and their surroundings merged into the local environment through the use of an optical see-through head-worn display. Real-time 3D acquisition and head tracking allows the remote imagery to be seen from the correct point of view and with proper occlusion. A projector-based lighting control system permits the remote imagery to appear bright and opaque even in a lit room. Immersion can be adjusted across the VR continuum. Our approach relies only on commodity hardware; we also experiment with wider field of view custom displays.
Andrew Maimone, Xubo Yang, Nate Dierk, Andrei State, Mingsong Dou, Henry Fuchs
VR1
2013 Focus 3D: Compressive accommodation display
abstract
We present a glasses-free 3D display design with the potential to provide viewers with nearly correct accommodative depth cues, as well as motion parallax and binocular cues. Building on multilayer attenuator and directional backlight architectures, the proposed design achieves the high angular resolution needed for accommodation by placing spatial light modulators about a large lens: one conjugate to the viewer's eye, and one or more near the plane of the lens. Nonnegative tensor factorization is used to compress a high angular resolution light field into a set of masks that can be displayed on a pair of commodity LCD panels. By constraining the tensor factorization to preserve only those light rays seen by the viewer, we effectively steer narrow high-resolution viewing cones into the user's eyes, allowing binocular disparity, motion parallax, and the potential for nearly correct accommodation over a wide field of view. We verify the design experimentally by focusing a camera at different depths about a prototype display, establish formal upper bounds on the design's accommodation range and diffraction-limited performance, and discuss practical limitations that must be overcome to allow the device to be used with human observers.
Andrew Maimone, Gordon Wetzstein, Matthew Hirsch, Douglas Lanman, Ramesh Raskar, Henry Fuchs
ACM Trans. Graph.1
2012 Reducing interference between multiple structured light depth sensors using motion
abstract
We present a method for reducing interference between multiple structured light-based depth sensors operating in the same spectrum with rigidly attached projectors and cameras. A small amount of motion is applied to a subset of the sensors so that each unit sees its own projected pattern sharply, but sees a blurred version of the patterns of other units. If high spacial frequency patterns are used, each sensor sees its own pattern with higher contrast than the patterns of other units, resulting in simplified pattern disambiguation. An analysis of this method is presented for a group of commodity Microsoft Kinect color-plus-depth sensors with overlapping views. We demonstrate that applying a small vibration with a simple motor to a subset of the Kinect sensors results in reduced interference, as manifested as holes and noise in the depth maps. Using an array of six Kinects, our system reduced interference-related missing data from from 16.6% to 1.4% of the total pixels. Another experiment with three Kinects showed an 82.2% percent reduction in the measurement error introduced by interference. A side-effect is blurring in the color images of the moving units, which is mitigated with post-processing. We believe our technique will allow inexpensive commodity depth sensors to form the basis of dense large-scale capture systems.
Andrew Maimone, Henry Fuchs
VR1
2012 Enhanced personal autostereoscopic telepresence system using commodity depth cameras
Andrew Maimone, Jonathan Bidwell, Henry Fuchs
Comput. Graph.1
2011 Encumbrance-free telepresence system with real-time 3D capture and display using commodity depth cameras
abstract
This paper introduces a proof-of-concept telepresence system that offers fully dynamic, real-time 3D scene capture and continuous-viewpoint, head-tracked stereo 3D display without requiring the user to wear any tracking or viewing apparatus. We present a complete software and hardware framework for implementing the system, which is based on an array of commodity Microsoft Kinect™color-plus-depth cameras. Novel contributions include an algorithm for merging data between multiple depth cameras and techniques for automatic color calibration and preserving stereo quality even with low rendering rates. Also presented is a solution to the problem of interference that occurs between Kinect cameras with overlapping views. Emphasis is placed on a fully GPU-accelerated data processing and rendering pipeline that can apply hole filling, smoothing, data merger, surface generation, and color correction at rates of up to 100 million triangles/sec on a single PC and graphics board. Also presented is a Kinect-based marker-less tracking system that combines 2D eye recognition with depth information to allow head-tracked stereo views to be rendered for a parallax barrier autostereoscopic display. Our system is affordable and reproducible, offering the opportunity to easily deliver 3D telepresence beyond the researcher's lab.
Andrew Maimone, Henry Fuchs
ISMAR1