VLDB 2026 Research / reviewers in the wild / expert
Marek Wernikowski
dblp:232/0200
· DBLP profile ↗
6ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0001-7862-1155ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
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
4 papers |
Virtual and augmented reality · 56% Computational photography and imaging · 34% Rendering · 10% | |
| Human-computer interaction and pervasive computing
2 papers |
Wearable and physiological sensing · 87% Usability and user experience research · 13% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
eye tracking |
0.8 | 1 | 2024 | Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays · ISMAR 2024 |
Computational photography and imaging › depth of field
depth-of-field rendering |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality
depth perception |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality › depth perception
focus cues |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Rendering › perceptual rendering
foveated rendering |
0.4 | 1 | 2019 | Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019 |
Computational photography and imaging
light field display |
0.4 | 1 | 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019 |
Computational photography and imaging › light field imaging
light field factorization |
0.4 | 1 | 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019 |
Virtual and augmented reality
visual realism |
0.2 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality › immersive rendering
head-mounted display rendering |
0.1 | 1 | 2019 | Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
pupil and corneal reflection tracking · 1.5NIR camera imaging · 1.5user experiment · 1.1perception-based hybrid decomposition · 0.8linear blending · 0.8eye models · 0.8eye model · 0.8stereo image presentation · 0.6luminance contrast analysis · 0.4gaze-contingent rendering · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Tracking Eye Position and Gaze Direction in Near-Eye Volumetric DisplaysabstractNear-eye volumetric displays, showing multiple focal planes, require knowledge of the accurate position of the nodal point of the eye to correctly render a 3D scene. This is because pixels seen through multiple planes must be accurately aligned with the eye’s visual axis to ensure consistency across focal planes. While most eye-tracking methods focus on determining a gaze position within a designated target space, this work aims to track both the eye position and the corresponding gaze direction expressed in coordinates relative to the physical location of the volumetric display planes. To achieve this, we rely on a near-infra-red (NIR) camera image of the pupil and corneal reflections (glints). The existing eye model is used to establish the relationship between the pupil and glint positions in a NIR image and the eye position and rotation in a 3D space. We address the key challenge of robust tracking of the glints in a system that introduces multiple reflections. We also demonstrate that the system reduces the need for recalibration on subsequent uses. Our experiments on a multiple-focal plane display demonstrate that the method can maintain an accurate projection point for volumetric displays. Marek Wernikowski, Joseph March, Radoslaw Mantiuk, Ali Özgür Yöntem, Rafal Mantiuk |
ISMAR | 1 |
| 2023 | Learning GAN-Based Foveated Reconstruction to Recover Perceptually Important Image FeaturesabstractA foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of generative adversarial networks (GANs) has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding the training of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach. Luca Surace, Marek Wernikowski, Cara Tursun, Karol Myszkowski, Radoslaw Mantiuk, Piotr Didyk |
ACM Trans. Appl. Percept. | 2 |
| 2022 | Impact of correct and simulated focus cues on perceived realismabstractThe natural accommodation of the human eye to different distances results in focus cues, which contribute to depth perception and appearance. Since focus cues are very difficult to reproduce in an electronic display, it is desirable to know how much they contribute to realistic image appearance. In this work we quantify the potential benefit of focus cues in terms of increased realism compared to regular stereo image presentation. As a secondary goal, we evaluate whether three depth-of-field rendering techniques, which reproduce defocus blur at three different degrees of accuracy, can reintroduce the benefits of focus cues. Our findings confirm the importance of focus cues for realistic image appearance, and also show that they cannot easily be substituted by depth-of-field rendering. Joseph March, Anantha Krishnan, Simon J. Watt, Marek Wernikowski, Hongyun Gao 0001, Ali Özgür Yöntem, Rafal Mantiuk |
SIGGRAPH Asia | 4 |
| 2019 | Preferred Model of Adaptation to Dark for Virtual Reality Headsets
Marek Wernikowski, Radoslaw Mantiuk, Rafal Piórkowski |
MMM (1) | 1 |
| 2019 | Luminance-contrast-aware foveated renderingabstractCurrent rendering techniques struggle to fulfill quality and power efficiency requirements imposed by new display devices such as virtual reality headsets. A promising solution to overcome these problems is foveated rendering, which exploits gaze information to reduce rendering quality for the peripheral vision where the requirements of the human visual system are significantly lower. Most of the current solutions model the sensitivity as a function of eccentricity, neglecting the fact that it also is strongly influenced by the displayed content. In this work, we propose a new luminance-contrast-aware foveated rendering technique which demonstrates that the computational savings of foveated rendering can be significantly improved if local luminance contrast of the image is analyzed. To this end, we first study the resolution requirements at different eccentricities as a function of luminance patterns. We later use this information to derive a low-cost predictor of the foveated rendering parameters. Its main feature is the ability to predict the parameters using only a low-resolution version of the current frame, even though the prediction holds for high-resolution rendering. This property is essential for the estimation of required quality before the full-resolution image is rendered. We demonstrate that our predictor can efficiently drive the foveated rendering technique and analyze its benefits in a series of user experiments. Okan Tarhan Tursun, Elena Arabadzhiyska-Koleva, Marek Wernikowski, Radoslaw Mantiuk, Hans-Peter Seidel, Karol Myszkowski, Piotr Didyk |
ACM Trans. Graph. | 3 |
| 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative DisplaysabstractMulti-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display. Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk |
IEEE Trans. Vis. Comput. Graph. | 3 |