VLDB 2026 Research / reviewers in the wild / expert
Nural Choudhury
dblp:225/8310
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1
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
1 paper |
Rendering · 61% Virtual and augmented reality · 39% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › perceptual rendering
foveated rendering |
0.3 | 1 | 2018 | Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018 |
Virtual and augmented reality › immersive display
head-mounted display |
0.3 | 1 | 2018 | Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018 |
Rendering
rendering optimization |
0.3 | 1 | 2018 | Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018 |
Virtual and augmented reality
wide field of view |
0.1 | 1 | 2018 | Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Concept for Rendering Optimizations for Full Human Field of View HMDsabstractTo enable high immersion for virtual reality head-mounted displays (HMDs), a wide field of view of the display is required. Today's consumer solutions are mostly around 90 to 110 degrees field of view. The full human field of view for both eyes together has been measured to be between 200 and 220 degrees. Prototypes of HMDs with such properties have been shown. As the rendering workload increases with more pixels to fill the field of view, we propose a novel rendering method optimized for HMDs that cover the full human field of view. We target lower end HMDs where the cost of eye tracking would increase the price too much. Our method works without eye tracking, making use of certain human vision properties that appear once the full human field of view is covered. We achieve almost twice the rendering performance using our method. Daniel Pohl, Nural Choudhury, Markus Achtelik |
VR | 2 |