VLDB 2026 Research / reviewers in the wild / expert
Jerry Jia
dblp:350/7293
· DBLP profile ↗
2ranked-venue papers
0as first author
2since 2021 · last 2023
0000-0002-8082-2674ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 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
2 papers |
Virtual and augmented reality · 62% Computational photography and imaging · 38% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive display
virtual reality display |
1.3 | 2 | 2023 | Predicting Subjective Discomfort Associated With Lens Distortion in VR Headsets During Vestibulo-Ocular Response to VR Scenes · IEEE Trans. Vis. Comput. Graph. 2023 Perceptually Adaptive Real-Time Tone Mapping · SIGGRAPH Asia 2023 |
Computational photography and imaging › camera calibration
lens distortion |
0.7 | 1 | 2023 | Predicting Subjective Discomfort Associated With Lens Distortion in VR Headsets During Vestibulo-Ocular Response to VR Scenes · IEEE Trans. Vis. Comput. Graph. 2023 |
Computational photography and imaging
tone mapping |
0.7 | 1 | 2023 | Perceptually Adaptive Real-Time Tone Mapping · SIGGRAPH Asia 2023 |
Virtual and augmented reality › virtual reality
VR experience |
0.7 | 1 | 2023 | Predicting Subjective Discomfort Associated With Lens Distortion in VR Headsets During Vestibulo-Ocular Response to VR Scenes · IEEE Trans. Vis. Comput. Graph. 2023 |
Methods — techniques the papers use, named apart from their topics
regression modeling · 0.7perceptual contrast matching · 0.7cross-validation · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Perceptually Adaptive Real-Time Tone MappingabstractTone mapping operators aim to remap content to a display’s dynamic range. Virtual reality is a popular new display modality that has significant differences from other media, making the use of traditional tone mapping techniques difficult. Moreover, real-time adaptive estimation of tone curves that faithfully maintain appearance remains a significant challenge. In this work, we propose a real-time perceptual contrast-matching framework, that allows us to optimally remap scenes for target displays. Our framework is optimized for efficiency and runs on a mobile Quest 2 headset in under 1ms per frame. A subjective study on an HDR-VR prototype demonstrates our method’s effectiveness across a wide range of display luminances, producing imagery that is preferred to alternatives tone mapped at peak luminances an order of magnitude higher. This result highlights the importance of good tone mapping for visual quality in VR. Taimoor Tariq, Nathan Matsuda, Eric Penner, Jerry Jia, Douglas Lanman, Ajit Ninan, Alexandre Chapiro |
SIGGRAPH Asia | 4 |
| 2023 | Predicting Subjective Discomfort Associated With Lens Distortion in VR Headsets During Vestibulo-Ocular Response to VR ScenesabstractWith advances in Virtual Reality (VR) technology, user expectation for a near-perfect experience is also increasing. The push for a wider field-of-view can increase the challenges of correcting lens distortion. Past studies on imperfect VR experiences have focused on motion sickness provoked by vection-inducing VR stimuli and discomfort due to mismatches in accommodation and binocular convergence. Disorientation and discomfort due to unintended optical flow induced by lens distortion, referred to as dynamic distortion (DD), has, to date, received little attention. This study examines and models the effects of DD during head rotations with various fixed gazes stabilized by vestibulo-ocular reflex (VOR). Increases in DD levels comparable to lens parameters from poorly designed commercial VR lenses significantly increase discomfort scores of viewers in relation to disorientation, dizziness, and eye strain. Cross-validated results indicate that the model is able to predict significant differences in subjective scores resulting from different commercial VR lenses and these predictions correlated with empirical data. The present work provides new insights to understand symptoms of discomfort in VR during user interactions with static world-locked / space-stabilized scenes and contributes to the design of discomfort-free VR headset lenses. Tsz Tai Chan, Richard H. Y. So, Jerry Jia |
IEEE Trans. Vis. Comput. Graph. | 4 |