VLDB 2026 Research / reviewers in the wild / expert
Peter Mohr
dblp:145/1330 · also Peter Mohr-Ziak
· DBLP profile ↗
19ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0002-9592-4104ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 10 since 2021Human-computer interaction and ubiquitous computing · 13 · 4 first-author · 6 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | HandLight: Light Estimation from Hand Interaction in Mixed RealityabstractCorrectly estimating the surrounding illumination is essential for creating visually coherent Mixed Reality (MR) experiences. The most accurate results can be achieved by utilizing a light probe, a dedicated object with known reflectance parameters that is placed into the scene. However, the need for a dedicated object placed in the area where the illumination is estimated presents a severe limitation. Building on the increasing popularity of gestural interaction in MR, we present HandLight, an approach to estimating the illumination from the user's hands during interaction. Contrary to static light probes, HandLight does not require preparation of the environment and generates an atlas of light probes while the user moves in the world, thus reflecting variable illumination. Our system utilizes a neural network that learns the environment lighting from images of the hand. We train the network on a dataset depicting three common gestures (pinch, fist, bloom) under varying light conditions. We show that our approach can provide believable illumination estimations for a variety of illuminations on a dataset of real hand images. David Mandl, Denis Kalkofen, Peter Mohr, Dieter Schmalstieg, Alexander Plopski |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | Error Management for Augmented Reality Assembly InstructionsabstractAugmented reality (AR) lends itself to presenting visual instructions on how to assemble or disassemble an object. Splitting the assembly procedure into shorter steps and presenting the corresponding instructions in AR supports their comprehension. However, one can still misinterpret instructions and make errors while manipulating the object. While previous work supports detecting the occurrence of errors, we investigate handling such errors. This requires knowledge of the error at runtime of the application. Starting from a categorization of the errors, we investigate how to automatically derive common error states to generate training data. We introduce an extension to a state-of-the-art deep-learning-based object detector for supporting the detection of assembly states at real-time update rates, based on contrastive learning. We evaluated the proposed detector, showing that it outperforms the state-of-the-art, and we demonstrate our work with an AR application that alerts the user if errors occur and provides visual help to correct the error. Ana Stanescu 0003, Peter Mohr, Franz Thaler, Mateusz Kozinski, Lucchas Ribeiro Skreinig, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 2 |
| 2024 | Immersive Authoring by Demonstration of Industrial ProceduresabstractThis work presents an authoring tool for supporting the creation of immersive instructions for industrial processes. Our system simplifies the creation of instructional content by providing an immersive virtual reality environment that enables expert operators to interact directly with virtual replicas of industrial devices. Hand movements, tool usage, gaze, spoken comments, and machine part movement are recorded using a head-mounted display. Editing of instructions in virtual reality is aided by automatic segmentation of recorded data into individual steps and visualizations of regions with intensive activity. A qualitative evaluation of our system by industrial experts shows that it is a viable alternative to current practices in authoring instructions for assembly and maintenance. Lucchas Ribeiro Skreinig, Peter Mohr, Blanca Berger, Markus Tatzgern, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 2 |
| 2024 | An Evaluation of Affordance Templates for Human-Robot InteractionabstractThere is an interest in and need for the use of semiautonomous robots in various fields, such as disaster response. Over the years, different techniques for semiautonomous control were developed, ranging from teleoperation guidance to different user interface designs for setting task constraints and goals interactively. Among those, affordance templates emerged as a recent method for users to efficiently provide robots with contextual information about object shapes, properties, and affordances. In many fields where direct teleoperation is common, affordance templates seem to be a promising candidate for improving performance and usability. However, despite the reports on the potential benefits of this technique in comparison to direct teleoperation, they are often qualitative or focus on tasks where teleoperation is particularly challenging. This can be a problem because task difficulty can influence different performance metrics and human factors, so results from studies that show large differences in task difficulty between interaction modes cannot be directly generalized to tasks with smaller or non-existent differences in difficulty. In this study, we aim to evaluate the effectiveness of affordance templates in the context of debris removal for disaster response, a task where direct teleoperation is a viable technique. We compared the two methods in a simulated setting through a user study involving 41 participants by measuring a) usability through questionnaires and b) performance on secondary tasks, an established measure of spare information processing capacity. The study results show that despite similar difficulty, users performed better on secondary tasks when using affordance template-based semiautonomy in this setting. Laurent Frering, Peter Mohr, Clemens Könczöl, Jochen A. Mosbacher, Matthias Eder, Dietrich Albert, Bettina Kubicek, Gerald Steinbauer-Wagner |
RO-MAN | 2 |
| 2024 | Neural Bokeh: Learning Lens Blur for Computational Videography and Out-of-Focus Mixed RealityabstractWe present Neural Bokeh, a deep learning approach for synthesizing convincing out-of-focus effects with applications in Mixed Reality (MR) image and video compositing. Unlike existing approaches that solely learn the amount of blur for out-of-focus areas, our approach captures the overall characteristic of the bokeh to enable the seamless integration of rendered scene content into real images, ensuring a consistent lens blur over the resulting MR composition. Our method learns spatially varying blur shapes, i.e., bokeh, from a dataset of real images acquired using the physical camera that is used to capture the photograph or video of the MR composition. Accordingly, those learned blur shapes mimic the characteristics of the physical lens. As the run-time and the resulting quality of Neural Bokeh increase with the resolution of input images, we employ low-resolution images for the MR view finding at runtime and high-resolution renderings for compositing with high-resolution photographs or videos in an offline process. We envision a variety of applications, including visual enhancement of image and video compositing containing creative utilization of out-of-focus effects. David Mandl, Shohei Mori, Peter Mohr, Yifan Peng 0001, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen |
VR | 3 |
| 2023 | State-Aware Configuration Detection for Augmented Reality Step-by-Step TutorialsabstractPresenting tutorials in augmented reality is a compelling application area, but previous attempts have been limited to objects with only a small numbers of parts. Scaling augmented reality tutorials to complex assemblies of a large number of parts is difficult, because it requires automatically discriminating many similar-looking object configurations, which poses a challenge for current object detection techniques. In this paper, we seek to lift this limitation. Our approach is inspired by the observation that, even though the number of assembly steps may be large, their order is typically highly restricted: Some actions can only be performed after others. To leverage this observation, we enhance a state-of-the-art object detector to predict the current assembly state by conditioning on the previous one, and to learn the constraints on consecutive states. This learned ‘consecutive state prior’ helps the detector disambiguate configurations that are otherwise too similar in terms of visual appearance to be reliably discriminated. Via the state prior, the detector is also able to improve the estimated probabilities that a state detection is correct. We experimentally demonstrate that our technique enhances the detection accuracy for assembly sequences with a large number of steps and on a variety of use cases, including furniture, Lego and origami. Additionally, we demonstrate the use of our algorithm in an interactive augmented reality application. Ana Stanescu 0003, Peter Mohr, Mateusz Kozinski, Shohei Mori, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 2 |
| 2023 | Off-Axis Layered Displays: Hybrid Direct-View/Near-Eye Mixed Reality with Focus CuesabstractThis work introduces off-axis layered displays, the first approach to stereoscopic direct-view displays with support for focus cues. Off-axis layered displays combine a head-mounted display with a traditional direct-view display for encoding a focal stack and thus, for providing focus cues. To explore the novel display architecture, we present a complete processing pipeline for the real-time computation and post-render warping of off-axis display patterns. In addition, we build two prototypes using a head-mounted display in combination with a stereoscopic direct-view display, and a more widely available monoscopic direct-view display. In addition we show how extending off-axis layered displays with an attenuation layer and with eye-tracking can improve image quality. We thoroughly analyze each component in a technical evaluation and present examples captured through our prototypes. Christoph Ebner, Peter Mohr, Tobias Langlotz, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | guitARhero: Interactive Augmented Reality Guitar TutorialsabstractThis paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details. Lucchas Ribeiro Skreinig, Denis Kalkofen, Ana Stanescu 0003, Peter Mohr, Frank Heyen, Shohei Mori, Michael Sedlmair, Dieter Schmalstieg, Alexander Plopski |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Model-Free Authoring by Demonstration of Assembly Instructions in Augmented RealityabstractAmong the most compelling applications of Augmented Reality are spatially registered tutorials. The effort of creating such instructions remains one of the obstacles precluding a wider use. We propose a system that is capable of extracting 3D instructions in a completely model-free manner from demonstrations, based on volumetric changes. The instructions are visualised later in an interactive Augmented Reality guidance application, on a mobile head-mounted display. We enable a technology that can be used by anyone in an ad-hoc tabletop setup for assemblies with rigid components. Ana Stanescu 0003, Peter Mohr, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Video See-Through Mixed Reality with Focus CuesabstractThis work introduces the first approach to video see-through mixed reality with full support for focus cues. By combining the flexibility to adjust the focus distance found in varifocal designs with the robustness to eye-tracking error found in multifocal designs, our novel display architecture reliably delivers focus cues over a large workspace. In particular, we introduce gaze-contingent layered displays and mixed reality focal stacks, an efficient representation of mixed reality content that lends itself to fast processing for driving layered displays in real time. We thoroughly evaluate this approach by building a complete end-to-end pipeline for capture, render, and display of focus cues in video see-through displays that uses only off-the-shelf hardware and compute components. Christoph Ebner, Shohei Mori, Peter Mohr, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2021 | Neural Cameras: Learning Camera Characteristics for Coherent Mixed Reality RenderingabstractCoherent rendering is important for generating plausible Mixed Reality presentations of virtual objects within a user’s real-world environment. Besides photo-realistic rendering and correct lighting, visual coherence requires simulating the imaging system that is used to capture the real environment. While existing approaches either focus on a specific camera or a specific component of the imaging system, we introduce Neural Cameras, the first approach that jointly simulates all major components of an arbitrary modern camera using neural networks. Our system allows for adding new cameras to the framework by learning the visual properties from a database of images that has been captured using the physical camera. We present qualitative and quantitative results and discuss future direction for research that emerge from using Neural Cameras. David Mandl, Peter M. Roth, Tobias Langlotz, Christoph Ebner, Shohei Mori, Stefanie Zollmann, Peter Mohr, Denis Kalkofen |
ISMAR | 7 |
| 2020 | Mixed Reality Light Fields for Interactive Remote AssistanceabstractRemote assistance represents an important use case for mixed reality. With the rise of handheld and wearable devices, remote assistance has become practical in the wild. However, spontaneous provisioning of remote assistance requires an easy, fast and robust approach for capturing and sharing of unprepared environments. In this work, we make a case for utilizing interactive light fields for remote assistance. We demonstrate the advantages of object representation using light fields over conventional geometric reconstruction. Moreover, we introduce an interaction method for quickly annotating light fields in 3D space without requiring surface geometry to anchor annotations. We present results from a user study demonstrating the effectiveness of our interaction techniques, and we provide feedback on the usability of our overall system. Peter Mohr, Shohei Mori, Tobias Langlotz, Bruce H. Thomas, Dieter Schmalstieg, Denis Kalkofen |
CHI | 1 |
| 2020 | Perspective Matters: Design Implications for Motion Guidance in Mixed RealityabstractWe investigate how Mixed Reality (MR) can be used to guide human body motions, such as in physiotherapy, dancing, or workout applications. While first MR prototypes have shown promising results, many dimensions of the design space behind such applications remain largely unexplored. To better understand this design space, we approach the topic from different angles by contributing three user studies. In particular, we take a closer look at the influence of the perspective, the characteristics of motions, and visual guidance on different user performance measures. Our results indicate that a first-person perspective performs best for all visible motions, whereas the type of visual instruction plays a minor role. From our results we compile a set of considerations that can guide future work on the design of instructions, evaluations, and the technical setup of MR motion guidance systems. Xingyao Yu, Katrin Angerbauer, Peter Mohr, Denis Kalkofen, Michael Sedlmair |
ISMAR | 3 |
| 2020 | Video-Annotated Augmented Reality Assembly TutorialsabstractWe present a system for generating and visualizing interactive 3D Augmented Reality tutorials based on 2D video input, which allows viewpoint control at runtime. Inspired by assembly planning, we analyze the input video using a 3D CAD model of the object to determine an assembly graph that encodes blocking relationships between parts. Using an assembly graph enables us to detect assembly steps that are otherwise difficult to extract from the video, and generally improves object detection and tracking by providing prior knowledge about movable parts. To avoid information loss, we combine the 3D animation with relevant parts of the 2D video so that we can show detailed manipulations and tool usage that cannot be easily extracted from the video. To further support user orientation, we visually align the 3D animation with the real-world object by using texture information from the input video. We developed a presentation system that uses commonly available hardware to make our results accessible for home use and demonstrate the effectiveness of our approach by comparing it to traditional video tutorials. Masahiro Yamaguchi 0002, Shohei Mori, Peter Mohr, Markus Tatzgern, Ana Stanescu 0003, Hideo Saito 0001, Denis Kalkofen |
UIST | 3 |
| 2019 | TrackCap: Enabling Smartphones for 3D Interaction on Mobile Head-Mounted DisplaysabstractThe latest generation of consumer market Head-mounted displays (HMD) now include self-contained inside-out tracking of head motions, which makes them suitable for mobile applications. However, 3D tracking of input devices is either not included at all or requires to keep the device in sight, so that it can be observed from a sensor mounted on the HMD. Both approaches make natural interactions cumbersome in mobile applications. TrackCap, a novel approach for 3D tracking of input devices, turns a conventional smartphone into a precise 6DOF input device for an HMD user. The device can be conveniently operated both inside and outside the HMD's field of view, while it provides additional 2D input and output capabilities. Peter Mohr, Markus Tatzgern, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen |
CHI | 1 |
| 2017 | Retargeting Video Tutorials Showing Tools With Surface Contact to Augmented RealityabstractA video tutorial effectively conveys complex motions, but may be hard to follow precisely because of its restriction to a predetermined viewpoint. Augmented reality (AR) tutorials have been demonstrated to be more effective. We bring the advantages of both together by interactively retargeting conventional, two-dimensional videos into three-dimensional AR tutorials. Unlike previous work, we do not simply overlay video, but synthesize 3D-registered motion from the video. Since the information in the resulting AR tutorial is registered to 3D objects, the user can freely change the viewpoint without degrading the experience. This approach applies to many styles of video tutorials. In this work, we concentrate on a class of tutorials which alter the surface of an object. Peter Mohr, David Mandl, Markus Tatzgern, Eduardo E. Veas, Dieter Schmalstieg, Denis Kalkofen |
CHI | 1 |
| 2017 | Learning Lightprobes for Mixed Reality IlluminationabstractThis paper presents the first photometric registration pipeline for Mixed Reality based on high quality illumination estimation using convolutional neural networks (CNNs). For easy adaptation and deployment of the system, we train the CNNs using purely synthetic images and apply them to real image data. To keep the pipeline accurate and efficient, we propose to fuse the light estimation results from multiple CNN instances and show an approach for caching estimates over time. For optimal performance, we furthermore explore multiple strategies for the CNN training. Experimental results show that the proposed method yields highly accurate estimates for photo-realistic augmentations. David Mandl, Kwang Moo Yi, Peter Mohr, Peter M. Roth, Pascal Fua, Vincent Lepetit, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 3 |
| 2015 | Retargeting Technical Documentation to Augmented RealityabstractWe present a system which automatically transfers printed technical documentation, such as handbooks, to three-dimensional Augmented Reality. Our system identifies the most frequent forms of instructions found in printed documentation, such as image sequences, explosion diagrams, textual annotations and arrows indicating motion. The analysis of the printed documentation works automatically, with minimal user input. The system only requires the documentation itself and a CAD model or 3D scan of the object described in the documentation. The output is a fully interactive Augmented Reality application, presenting the information from the printed documentation in 3D, registered to the real object. Peter Mohr, Bernhard Kerbl, Michael Donoser, Dieter Schmalstieg, Denis Kalkofen |
CHI | 1 |
| 1991 | Hybrid coding with pre-buffering and pre-analysis in a software-based codec environment
Rolf P. Loos, Jürgen Dziumbla, Miguel Estevez-Siles, Peter Mohr |
Signal Process. Image Commun. | 4 |