Kaan Aksit

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22ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0002-5934-5500ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 20 · 4 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 6 since 2021
YearPublicationVenuePosition
2026 Complex-Valued Holographic Radiance Fields
abstract
Modeling wave properties of light is an important milestone for advancing physically-based rendering. In this paper, we propose complex-valued holographic radiance fields, a method that optimizes scenes without relying on intensity-based intermediaries. By leveraging multi-view images, our method directly optimizes a scene representation using complex-valued Gaussian primitives representing amplitude and phase values aligned with the scene geometry. Our approach eliminates the need for computationally expensive holographic rendering that typically utilizes a single view of a given scene. This accelerates holographic rendering speed by 30x-10,000x while achieving on-par image quality with state-of-the-art holography methods, representing a promising step towards bridging the representation gap between modeling wave properties of light and 3D geometry of scenes.
Yicheng Zhan, Dong-Ha Shin, Seung-Hwan Baek, Kaan Aksit
ACM Trans. Graph.4
2025 Learned Single-Pass Multitasking Perceptual Graphics for Immersive Displays
Doga Yilmaz, He Wang 0002, Towaki Takikawa, Duygu Ceylan, Kaan Aksit
ACM Multimedia5
2025 Slim Diffractive Waveguide Glasses for Beaming Displays with Enhanced Head Orientation Tolerance
abstract
Augmented Reality (AR) glasses must be slim, lightweight, and energy-efficient to achieve widespread adoption. Beaming Displays present a promising solution by offloading active components, such as the power-supplied light engine, into the surrounding environment while leaving only passive elements, like the eyepiece, in the wearable device. However, existing approaches still struggle to achieve both a slim design and a wide tolerance for projection angles relative to the user’s head orientation. In this work, we introduce a design for light-receiving glasses using a diffractive waveguide with in-coupling and out-coupling gratings. Our approach expands the allowable range of incident angles while maintaining a compact, lightweight form factor. We developed a proof-of-concept prototype and demonstrated an incident angle tolerance of approximately 20-30 degrees range, overcoming the previous design of 5 degrees.
Yuta Itoh 0001, Tomoya Nakamura, Yuichi Hiroi, Kaan Aksit
VR4
2023 Multi-color Holograms Improve Brightness in Holographic Displays
abstract
Holographic displays generate Three-Dimensional (3D) images by displaying single-color holograms time-sequentially, each lit by a single-color light source. However, representing each color one by one limits brightness in holographic displays. This paper introduces a new driving scheme for realizing brighter images in holographic displays. Unlike the conventional driving scheme, our method utilizes three light sources to illuminate each displayed hologram simultaneously at various intensity levels. In this way, our method reconstructs a multiplanar three-dimensional target scene using consecutive multi-color holograms and persistence of vision. We co-optimize multi-color holograms and required intensity levels from each light source using a gradient descent-based optimizer with a combination of application-specific loss terms. We experimentally demonstrate that our method can increase the intensity levels in holographic displays up to three times, reaching a broader range and unlocking new potentials for perceptual realism in holographic displays.
Koray Kavakli, Liang Shi 0003, Hakan Urey, Wojciech Matusik, Kaan Aksit
SIGGRAPH Asia5
2023 HoloBeam: Paper-Thin Near-Eye Displays
abstract
An emerging alternative to conventional Augmented Reality (AR) glasses designs, Beaming displays promise slim AR glasses free from challenging design trade-offs, including battery-related limits or computational budget-related issues. These beaming displays remove active components such as batteries and electronics from AR glasses and move them to a projector that projects images to a user from a distance (1–2 meters), where users wear only passive optical eyepieces. However, earlier implementations of these displays delivered poor resolutions (7 cycles per degree) without any optical focus cues and were introduced with a bulky form-factor eyepiece ($\sim 50\ mm$thick). This paper introduces a new milestone for beaming displays, which we call HoloBeam. In this new design, a custom holographic projector populates a micro-volume located at some distance (1–2 meters) with multiple planes of images. Users view magnified copies of these images from this small volume with the help of an eyepiece that is either a Holographic Optical Element (HOE) or a set of lenses. Our HoloBeam prototypes demonstrate the thinnest AR glasses to date with submillimeter thickness (e.g., HOE film is only$120\ \mu m$thick). In addition, HoloBeam prototypes demonstrate near retinal resolutions (24 cycles per degree) with a 70 degrees-wide field of view.
Kaan Aksit, Yuta Itoh 0001
VR1
2023 Realistic Defocus Blur for Multiplane Computer-Generated Holography
abstract
This paper introduces a new multiplane CGH computation method to reconstruct artifact-free high-quality holograms with natural-looking defocus blur. Our method introduces a new targeting scheme and a new loss function. While the targeting scheme accounts for defocused parts of the scene at each depth plane, the new loss function analyzes focused and defocused parts separately in reconstructed images. Our method support phase-only CGH calculations using various iterative (e.g., Gerchberg-Saxton, Gradient Descent) and non-iterative (e.g., Double Phase) CGH techniques. We achieve our best image quality using a modified gradient descent-based optimization recipe where we introduce a constraint inspired by the double phase method. We validate our method experimentally using our proof-of-concept holographic display, comparing various algorithms, including multi-depth scenes with sparse and dense contents.
Koray Kavakli, Yuta Itoh 0001, Hakan Urey, Kaan Aksit
VR4
2023 Metameric Inpainting for Image Warping
abstract
Image-warping, a per-pixel deformation of one image into another, is an essential component in immersive visual experiences such as virtual reality or augmented reality. The primary issue with image warping is disocclusions, where occluded (and hence unknown) parts of the input image would be required to compose the output image. We introduce a new image warping method, Metameric image inpainting - an approach for hole-filling in real-time with foundations in human visual perception. Our method estimates image feature statistics of disoccluded regions from their neighbours. These statistics are inpainted and used to synthesise visuals in real-time that are less noticeable to study participants, particularly in peripheral vision. Our method offers speed improvements over the standard structured image inpainting methods while improving realism over colour-based inpainting such as push-pull. Hence, our work paves the way towards future applications such as depth image-based rendering, 6-DoF 360 rendering, and remote render-streaming.
Rafael Kuffner dos Anjos, David R. Walton, Kaan Aksit, Sebastian Friston, David Swapp, Anthony Steed, Tobias Ritschel 0001
IEEE Trans. Vis. Comput. Graph.3
2022 Metameric Varifocal Holograms
abstract
Computer-Generated Holography (CGH) offers the potential for genuine, high-quality three-dimensional visuals. However, fulfilling this potential remains a practical challenge due to computational complexity and visual quality issues. We propose a new CGH method that exploits gaze-contingency and perceptual graphics to accelerate the development of practical holographic display systems. Firstly, our method infers the user’s focal depth and generates images only at their focus plane without using any moving parts. Second, the images displayed are metamers; in the user’s peripheral vision, they need only be statistically correct and blend with the fovea seamlessly. Unlike previous methods, our method prioritises and improves foveal visual quality without causing perceptually visible distortions at the periphery. To enable our method, we introduce a novel metameric loss function that robustly compares the statistics of two given images for a known gaze location. In parallel, we implement a model representing the relation between holograms and their image reconstructions. We couple our differentiable loss function and model to metameric varifocal holograms using a stochastic gradient descent solver. We evaluate our method with an actual proof-of-concept holographic display, and we show that our CGH method leads to practical and perceptually three-dimensional image reconstructions.
David R. Walton, Koray Kavakli, Rafael Kuffner dos Anjos, David Swapp, Tim Weyrich, Hakan Urey, Anthony Steed, Tobias Ritschel 0001, Kaan Aksit
VR9
2021 SensiCut: Material-Aware Laser Cutting Using Speckle Sensing and Deep Learning
abstract
Laser cutter users face difficulties distinguishing between visually similar materials. This can lead to problems, such as using the wrong power/speed settings or accidentally cutting hazardous materials. To support users, we present SensiCut, an integrated material sensing platform for laser cutters. SensiCut enables material awareness beyond what users are able to see and reliably differentiates among similar-looking types. It achieves this by detecting materials’ surface structures using speckle sensing and deep learning.
Mustafa Doga Dogan, Steven Vidal Acevedo Colon, Varnika Sinha, Kaan Aksit, Stefanie Mueller 0001
UIST4
2021 Beyond blur: real-time ventral metamers for foveated rendering
abstract
To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ventral metamers for foveated rendering where, in particular for near-eye displays, the largest part of the framebuffer maps to the periphery. This improves in quality over state-of-the-art foveation methods which blur the periphery. Work in Vision Science has established how peripheral stimuli are ventral metamers if their statistics are similar. Existing methods, however, require a costly optimization process to find such metamers. To this end, we propose a novel type of statistics particularly well-suited for practical real-time rendering: smooth moments of steerable filter responses. These can be extracted from images in time constant in the number of pixels and in parallel over all pixels using a GPU. Further, we show that they can be compressed effectively and transmitted at low bandwidth. Finally, computing realizations of those statistics can again be performed in constant time and in parallel. This enables a new level of quality for foveated applications such as such as remote rendering, level-of-detail and Monte-Carlo denoising. In a user study, we finally show how human task performance increases and foveation artifacts are less suspicious, when using our method compared to common blurring.
David R. Walton, Rafael Kuffner dos Anjos, Sebastian Friston, David Swapp, Kaan Aksit, Anthony Steed, Tobias Ritschel 0001
ACM Trans. Graph.5
2021 Beaming Displays
abstract
Existing near-eye display designs struggle to balance between multiple trade-offs such as form factor, weight, computational requirements, and battery life. These design trade-offs are major obstacles on the path towards an all-day usable near-eye display. In this work, we address these trade-offs by, paradoxically, removing the display from near-eye displays. We present the beaming displays, a new type of near-eye display system that uses a projector and an all passive wearable headset. We modify an off-the-shelf projector with additional lenses. We install such a projector to the environment to beam images from a distance to a passive wearable headset. The beaming projection system tracks the current position of a wearable headset to project distortion-free images with correct perspectives. In our system, a wearable headset guides the beamed images to a user's retina, which are then perceived as an augmented scene within a user's field of view. In addition to providing the system design of the beaming display, we provide a physical prototype and show that the beaming display can provide resolutions as high as consumer-level near-eye displays. We also discuss the different aspects of the design space for our proposal.
Yuta Itoh 0001, Takumi Kaminokado, Kaan Aksit
IEEE Trans. Vis. Comput. Graph.3
2020 Optical Gaze Tracking with Spatially-Sparse Single-Pixel Detectors
abstract
Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67° at 400 Hz while demanding only 16 mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57° at 250 Hz using 800 mW.
Richard Li 0002, Eric Whitmire, Michael Stengel, Ben Boudaoud, Jan Kautz, David P. Luebke, Shwetak N. Patel, Kaan Aksit
ISMAR8
2020 Toward Standardized Classification of Foveated Displays
abstract
Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner.
Josef B. Spjut, Ben Boudaoud, Jonghyun Kim 0006, Trey Greer, Rachel A. Albert, Michael Stengel, Kaan Aksit, David P. Luebke
IEEE Trans. Vis. Comput. Graph.7
2019 RetroTracker: Upgrading Existing Virtual Reality Tracking Systems
abstract
Virtual reality systems often make use of spatially tracked handheld props in the form of controllers or specialized objects to add realism and interaction. Tracking these objects today relies on the use of expensive, bulky, and power-consuming trackers that must be attached to an object. We propose a passive tracking technique that works with existing low-cost, off-the-shelf optical tracking components and is capable of turning any object into a tracked virtual reality prop. Our method utilizes paper-thin retro-reflective markers that can be placed in any free-form on everyday objects. The proof-of-concept prototype acts as a simple add-on for an existing tracking system and requires only a minimal amount of compute overhead. We demonstrate that our method allows bringing physical real-world objects to virtual worlds with ease, and provides an object identification technique using patterned retro-reflective markers.
Kylee M. Krzanich, Eric Whitmire, Michael Stengel, Michael Kass, Kaan Aksit, David P. Luebke
VR5
2019 Near-Eye Display and Tracking Technologies for Virtual and Augmented Reality
abstract
Abstract Virtual and augmented reality (VR/AR) are expected to revolutionise entertainment, healthcare, communication and the manufacturing industries among many others. Near‐eye displays are an enabling vessel for VR/AR applications, which have to tackle many challenges related to ergonomics, comfort, visual quality and natural interaction. These challenges are related to the core elements of these near‐eye display hardware and tracking technologies. In this state‐of‐the‐art report, we investigate the background theory of perception and vision as well as the latest advancements in display engineering and tracking technologies. We begin our discussion by describing the basics of light and image formation. Later, we recount principles of visual perception by relating to the human visual system. We provide two structured overviews on state‐of‐the‐art near‐eye display and tracking technologies involved in such near‐eye displays. We conclude by outlining unresolved research questions to inspire the next generation of researchers.
George Alex Koulieris, Kaan Aksit, Michael Stengel, Rafal Mantiuk, Katerina Mania, Christian Richardt
Comput. Graph. Forum2
2019 Foveated AR: dynamically-foveated augmented reality display
abstract
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal point is translated to follow the viewer's pupil during eye movements using a traveling holographic optical element. The same optics relay an image of the eye to an infrared camera used for gaze tracking, which in turn drives the foveal display location and peripheral nodal point. Our display supports accommodation cues by varying the focal depth of the microdisplay in the foveal region, and by rendering simulated defocus on the "always in focus" scanning laser projector used for peripheral display. The resulting family of displays significantly improves on the field-of-view, resolution, and form-factor tradeoff present in previous augmented reality designs. We show prototypes supporting 30, 40 and 60 cpd foveal resolution at a net 85° × 78° field of view per eye.
Jonghyun Kim 0006, Youngmo Jeong, Michael Stengel, Kaan Aksit, Rachel A. Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Alexander Majercik, Peter Shirley, Josef B. Spjut, Morgan McGuire, David P. Luebke
ACM Trans. Graph.4
2019 Manufacturing Application-Driven Foveated Near-Eye Displays
abstract
Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optical quality suitable for near-eye display application, a computational design methodology using machine learning and ray tracing to create freeform static projection screen surfaces for near-eye displays that can represent arbitrary focal surfaces, and a custom projection lens design that distributes pixels non-uniformly for a foveated near-eye display hardware design candidate. We have demonstrated untethered augmented reality near-eye display prototypes to assess success of our technique, and show that a ski-goggles form factor, a large monocular field of view$(30^{o}\times 55^{o})$, and a resolution of 12 cycles per degree can be achieved.
Kaan Aksit, Praneeth Chakravarthula, Kishore Rathinavel, Youngmo Jeong, Rachel A. Albert, Henry Fuchs, David P. Luebke
IEEE Trans. Vis. Comput. Graph.1
2018 FocusAR: Auto-focus Augmented Reality Eyeglasses for both Real World and Virtual Imagery
abstract
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 stimuli 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.
Praneeth Chakravarthula, David Dunn, Kaan Aksit, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.3
2017 Near-eye varifocal augmented reality display using see-through screens
abstract
We present a new optical design for see-through near-eye displays that is simple, compact, varifocal, and provides a wide field of view with clear peripheral vision and large eyebox. Key to this effort is a novel see-through rear-projection screen. We project an image to the see-through screen using an off-axis path, which is then relayed to the user's eyes through an on-axis partially-reflective magnifying surface. Converting the off-axis path to a compact on-axis imaging path simplifies the optical design. We establish fundamental trade-offs between the quantitative parameters of resolution, field of view, and the form-factor of our design. We demonstrate a wearable binocular near-eye display using off-the-shelf projection displays, custom-designed see-through spherical concave mirrors, and see-through screen designs using either custom holographic optical elements or polarization-selective diffusers.
Kaan Aksit, Ward Lopes, Jonghyun Kim 0006, Peter Shirley, David P. Luebke
ACM Trans. Graph.1
2017 Wide Field Of View Varifocal Near-Eye Display Using See-Through Deformable Membrane Mirrors
abstract
Accommodative depth cues, a wide field of view, and ever-higher resolutions all present major hardware design challenges for near-eye displays. Optimizing a design to overcome one of these challenges typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution - a new wide field of view, gaze-tracked near-eye display for augmented reality applications. The key component of our solution is the use of a single see-through, varifocal deformable membrane mirror for each eye reflecting a display. They are controlled by airtight cavities and change the effective focal power to present a virtual image at a target depth plane which is determined by the gaze tracker. The benefits of using the membranes include wide field of view (100° diagonal) and fast depth switching (from 20 cm to infinity within 300 ms). Our subjective experiment verifies the prototype and demonstrates its potential benefits for near-eye see-through displays.
David Dunn, Cary Tippets, Kent Torell, Petr Kellnhofer, Kaan Aksit, Piotr Didyk, Karol Myszkowski, David P. Luebke, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.5
2015 Head-mounted mixed reality projection display for games production and entertainment
Daniel Kade, Kaan Aksit, Hakan Urey, Oguzhan Özcan
Pers. Ubiquitous Comput.2
2014 Head-worn mixed reality projection display application
abstract
The main goal of this research is to develop a mixed reality (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor's visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-of-view (50° in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allowing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling multiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, comfortable to wear and low cost head-mounted projection display (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully performed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above.
Kaan Aksit, Daniel Kade, Oguzhan Özcan, Hakan Urey
Advances in Computer Entertainment1