Demo Data from VLDB 2026 / reviewers in the wild / expert
Brooke Krajancich
dblp:263/5803
· DBLP profile ↗
4ranked-venue papers
4as first author
2since 2021 · last 2023
0000-0003-4484-6326ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 2 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 · 49% Rendering · 34% Image and video processing · 14% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › perceptual rendering
foveated rendering |
1.2 | 2 | 2023 | Towards Attention-aware Foveated Rendering · ACM Trans. Graph. 2023 A perceptual model for eccentricity-dependent spatio-temporal flicker fusion and its applications to foveated graphics · ACM Trans. Graph. 2021 |
Image and video processing › perceptual modeling
visual perception modeling |
0.7 | 1 | 2023 | Towards Attention-aware Foveated Rendering · ACM Trans. Graph. 2023 |
Virtual and augmented reality
depth perception |
0.4 | 1 | 2020 | Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering · ACM Trans. Graph. 2020 |
Virtual and augmented reality › augmented reality display
occlusion-capable display |
0.4 | 1 | 2020 | Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality › augmented reality
optical see-through augmented reality |
0.4 | 1 | 2020 | Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2020 |
Rendering › multi-view rendering
stereoscopic rendering |
0.4 | 1 | 2020 | Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering · ACM Trans. Graph. 2020 |
Virtual and augmented reality › display
display hardware |
0.1 | 1 | 2020 | Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality
near-eye display |
0.1 | 1 | 2020 | Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering · ACM Trans. Graph. 2020 |
Computational photography and imaging
spatial light modulator |
0.1 | 1 | 2020 | Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1contrast sensitivity measurement · 0.7psychophysical experiment · 0.5model fitting · 0.5image quality user study · 0.5time multiplexing · 0.4no-parallax point modeling · 0.4mixed binary/continuous factorization · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Towards Attention-aware Foveated RenderingabstractFoveated graphics is a promising approach to solving the bandwidth challenges of immersive virtual and augmented reality displays by exploiting the falloff in spatial acuity in the periphery of the visual field. However, the perceptual models used in these applications neglect the effects of higherlevel cognitive processing, namely the allocation of visual attention, and are thus overestimating sensitivity in the periphery in many scenarios. Here, we introduce the first attention-aware model of contrast sensitivity. We conduct user studies to measure contrast sensitivity under different attention distributions and show that sensitivity in the periphery drops significantly when the user is required to allocate attention to the fovea. We motivate the development of future foveation models with another user study and demonstrate that tolerance for foveation in the periphery is significantly higher when the user is concentrating on a task in the fovea. Analysis of our model predicts significant bandwidth savings over those afforded by current models. As such, our work forms the foundation for attention-aware foveated graphics techniques. Brooke Krajancich, Petr Kellnhofer, Gordon Wetzstein |
ACM Trans. Graph. | 1 |
| 2021 | A perceptual model for eccentricity-dependent spatio-temporal flicker fusion and its applications to foveated graphicsabstractVirtual and augmented reality (VR/AR) displays strive to provide a resolution, framerate and field of view that matches the perceptual capabilities of the human visual system, all while constrained by limited compute budgets and transmission bandwidths of wearable computing systems. Foveated graphics techniques have emerged that could achieve these goals by exploiting the falloff of spatial acuity in the periphery of the visual field. However, considerably less attention has been given to temporal aspects of human vision, which also vary across the retina. This is in part due to limitations of current eccentricity-dependent models of the visual system. We introduce a new model, experimentally measuring and computationally fitting eccentricity-dependent critical flicker fusion thresholds jointly for both space and time. In this way, our model is unique in enabling the prediction of temporal information that is imperceptible for a certain spatial frequency, eccentricity, and range of luminance levels. We validate our model with an image quality user study, and use it to predict potential bandwidth savings 7X higher than those afforded by current spatial-only foveated models. As such, this work forms the enabling foundation for new temporally foveated graphics techniques. Brooke Krajancich, Petr Kellnhofer, Gordon Wetzstein |
ACM Trans. Graph. | 1 |
| 2020 | Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo renderingabstractVirtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. Here, we introduce a gaze-contingent stereo rendering technique that models this effect and conduct several user studies to validate its effectiveness. Our findings include experimental validation of the location of the no-parallax point, which we then use to demonstrate significant improvements of disparity and shape distortion in a VR setting, and consistent alignment of physical and digitally rendered objects across depths in optical see-through AR. Our work shows that gaze-contingent stereo rendering improves perceptual realism and depth perception of emerging wearable computing systems. Brooke Krajancich, Petr Kellnhofer, Gordon Wetzstein |
ACM Trans. Graph. | 1 |
| 2020 | Factored Occlusion: Single Spatial Light Modulator Occlusion-capable Optical See-through Augmented Reality DisplayabstractOcclusion is a powerful visual cue that is crucial for depth perception and realism in optical see-through augmented reality (OST-AR). However, existing OST-AR systems additively overlay physical and digital content with beam combiners - an approach that does not easily support mutual occlusion, resulting in virtual objects that appear semi-transparent and unrealistic. In this work, we propose a new type of occlusion-capable OST-AR system. Rather than additively combining the real and virtual worlds, we employ a single digital micromirror device (DMD) to merge the respective light paths in a multiplicative manner. This unique approach allows us to simultaneously block light incident from the physical scene on a pixel-by-pixel basis while also modulating the light emitted by a light-emitting diode (LED) to display digital content. Our technique builds on mixed binary/continuous factorization algorithms to optimize time-multiplexed binary DMD patterns and their corresponding LED colors to approximate a target augmented reality (AR) scene. In simulations and with a prototype benchtop display, we demonstrate hard-edge occlusions, plausible shadows, and also gaze-contingent optimization of this novel display mode, which only requires a single spatial light modulator. Brooke Krajancich, Nitish Padmanaban, Gordon Wetzstein |
IEEE Trans. Vis. Comput. Graph. | 1 |