Ward Lopes

dblp:205/7036 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4

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
3 papers
Virtual and augmented reality · 52% Rendering · 26% Computational photography and imaging · 21%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality › near-eye display
foveated display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Computational photography and imaging › image display › computational display
gaze-contingent display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality
near-eye display
0.422017
Near-eye varifocal augmented reality display using see-through screens · ACM Trans. Graph. 2017
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Rendering › physically based rendering › wave optics rendering
computer-generated holography
0.312017
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Rendering › physically based rendering › wave optics rendering › computer-generated holography
holographic rendering
0.312017
Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics · ACM Trans. Graph. 2017
Computational photography and imaging › image acquisition › imaging system design
optical design
0.112017
Near-eye varifocal augmented reality display using see-through screens · ACM Trans. Graph. 2017

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

holographic optical element · 0.7maxwellian-view display · 0.4gaze tracking · 0.4rear projection · 0.3polarization-selective diffusers · 0.3light field rendering · 0.3fresnel diffraction integral · 0.3
YearPublicationVenuePosition
2020 Practical Product Sampling by Fitting and Composing Warps
abstract
Abstract We introduce a Monte Carlo importance sampling method for integrands composed of products and show its application to rendering where direct sampling of the product is often difficult. Our method is based on warp functions that operate on the primary samples in [0,1)n, where each warp approximates sampling a single factor of the product distribution. Our key insight is that individual factors are often well‐behaved and inexpensive to fit and sample in primary sample space, which leads to a practical, efficient sampling algorithm. Our sampling approach is unbiased, easy to implement, and compatible with multiple importance sampling. We show the results of applying our warps to projected solid angle sampling of spherical triangles, to sampling bilinear patch light sources, and to sampling glossy BSDFs and area light sources, with efficiency improvements of over 1.6× on real‐world scenes.
David A. Hart, Matt Pharr, Thomas Müller 0013, Ward Lopes, Morgan McGuire, Peter Shirley
Comput. Graph. Forum4
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.9
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.2
2017 Near-eye light field holographic rendering with spherical waves for wide field of view interactive 3D computer graphics
abstract
Holograms display a 3D image in high resolution and allow viewers to focus freely as if looking through a virtual window, yet computer generated holography (CGH) hasn't delivered the same visual quality under plane wave illumination and due to heavy computational cost. Light field displays have been popular due to their capability to provide continuous focus cues. However, light field displays must trade off between spatial and angular resolution, and do not model diffraction. We present a light field-based CGH rendering pipeline allowing for reproduction of high-definition 3D scenes with continuous depth and support of intra-pupil view-dependent occlusion. Our rendering accurately accounts for diffraction and supports various types of reference illuminations for hologram. We avoid under- and over-sampling and geometric clipping effects seen in previous work. We also demonstrate an implementation of light field rendering plus the Fresnel diffraction integral based CGH calculation which is orders of magnitude faster than the state of the art [Zhang et al. 2015], achieving interactive volumetric 3D graphics. To verify our computational results, we build a see-through, near-eye, color CGH display prototype which enables co-modulation of both amplitude and phase. We show that our rendering accurately models the spherical illumination introduced by the eye piece and produces the desired 3D imagery at the designated depth. We also analyze aliasing, theoretical resolution limits, depth of field, and other design trade-offs for near-eye CGH.
Liang Shi 0003, Fu-Chung Huang, Ward Lopes, Wojciech Matusik, David P. Luebke
ACM Trans. Graph.3