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Matthew J. P. Regan

dblp:31/2876 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
2 papers
Virtual and augmented reality · 97% Rendering · 3%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive display
head-mounted display
0.312017
The Problem of Persistence with Rotating Displays · IEEE Trans. Vis. Comput. Graph. 2017
Virtual and augmented reality
motion-to-photon latency
0.312017
The Problem of Persistence with Rotating Displays · IEEE Trans. Vis. Comput. Graph. 2017
Virtual and augmented reality › display
display hardware
0.112017
The Problem of Persistence with Rotating Displays · IEEE Trans. Vis. Comput. Graph. 2017
Rendering › image-based rendering
light field rendering
0.011999
A Real-Time Low-Latency Hardware Light-Field Renderer · SIGGRAPH 1999

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

simulation · 0.3hardware light-field renderer · 0.0
YearPublicationVenuePosition
2017 The Problem of Persistence with Rotating Displays
abstract
Motion-to-photon latency causes images to sway from side to side in a VR/AR system, while display persistence causes smearing; both of these are undesirable artifacts. We show that once latency is reduced or eliminated, smearing due to display persistence becomes the dominant visual artifact, even with accurate tracker prediction. We investigate the human perceptual mechanisms responsible for this and we demonstrate a modified 3D rotation display controller architecture for driving a high speed digital display which minimizes latency and persistence. We simulate it in software and we built a testbench based on a very high frame rate (2880 fps 1-bit images) display system mounted on a mechanical rotation gantry which emulates display rotation during head rotation in an HMD.
Matthew J. P. Regan, Gavin S. P. Miller
IEEE Trans. Vis. Comput. Graph.1
1999 A Real-Time Low-Latency Hardware Light-Field Renderer
abstract
This paper describes the design and implementation of an architecture for interactively viewing static light fields with very low latency. The system was deliberately over engineered to specifications much tighter than expected necessary to eliminate perceptible latency. This allowed us to relax the specifications to the point at which human users began to detect latency artifacts. We found empirically that when interacting with a light field, human users began to notice latency artifacts when the total system latency is approximately 15 ms. Although the architecture may not be used in practice, this result should prove fundamental for designers of future interactive graphics systems. CR Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation - Viewing Algorithms. 1
Matthew J. P. Regan, Gavin S. P. Miller, Steven M. Rubin, Chris Kogelnik
SIGGRAPH1