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Andrei State

dblp:36/2946 · DBLP profile ↗
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34ranked-venue papers
5as first author
2since 2021 · last 2025
0000-0002-6335-651XORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 29 · 4 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 19 · 5 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3Theory of computation · 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
14 papers
Virtual and augmented reality · 94% Rendering · 3% Geometric modeling and processing · 1%
Artificial intelligence
2 papers
Face, body and person analysis · 69% 3D vision · 31%
Human-computer interaction and pervasive computing
4 papers
Wearable and physiological sensing · 42% Immersive interaction · 27% Usability and user experience research · 22%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Reconfigurable computing and FPGAs · 57% Hardware accelerators and domain-specific architectures · 43%

Topics — the 30 heaviest of 42, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
near-eye display
1.732025
Dynamic Eyebox Steering for Improved Pinlight AR Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2025
Towards Eyeglass-style Holographic Near-eye Displays with Statically · ISMAR 2020
Towards a Switchable AR/VR Near-eye Display with Accommodation-Vergence and Eyeglass Prescription Support · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality
augmented reality
0.942020
Towards Eyeglass-style Holographic Near-eye Displays with Statically · ISMAR 2020
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Simulation-Based Design and Rapid Prototyping of a Parallax-Free, Orthoscopic Video See-Through Head-Mounted Display · ISMAR 2005
Computer vision › Face, body and person analysis
human pose estimation
0.822021
Mobile. Egocentric Human Body Motion Reconstruction Using Only Eyeglasses-mounted Cameras and a Few Body-worn Inertial Sensors · VR 2021
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › depth perception
vergence-accommodation conflict
0.522020
Towards a Switchable AR/VR Near-eye Display with Accommodation-Vergence and Eyeglass Prescription Support · IEEE Trans. Vis. Comput. Graph. 2019
Towards Eyeglass-style Holographic Near-eye Displays with Statically · ISMAR 2020
Virtual and augmented reality
augmented reality display
0.432016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016
Minimizing latency for augmented reality displays: Frames considered harmful · ISMAR 2014
Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies · SIGGRAPH 1996
Virtual and augmented reality › near-eye display
eyebox expansion
0.412020
Towards Eyeglass-style Holographic Near-eye Displays with Statically · ISMAR 2020
Virtual and augmented reality › near-eye display
holographic display
0.412020
Towards Eyeglass-style Holographic Near-eye Displays with Statically · ISMAR 2020
Virtual and augmented reality › tracking
head tracking
0.412019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
0.412019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Computer vision › 3D vision
3d reconstruction
0.312018
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Computer vision › 3D vision › 3d scene reconstruction
dynamic scene reconstruction
0.312018
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Computer vision › Face, body and person analysis › human pose estimation › 3d pose estimation
egocentric pose estimation
0.312018
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › augmented reality display
optical see-through display
0.322016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Usability and user experience research
user study
0.312025
Dynamic Eyebox Steering for Improved Pinlight AR Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2025
Hardware accelerators and domain-specific architectures
display technology
0.212014
Minimizing latency for augmented reality displays: Frames considered harmful · ISMAR 2014
Immersive interaction
augmented reality
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Immersive interaction
telepresence
0.212013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Virtual and augmented reality
motion-to-photon latency
0.112019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display
0.112010
A practical multi-viewer tabletop autostereoscopic display · ISMAR 2010
Virtual and augmented reality › telepresence
3d telepresence
0.112018
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
immersive experience
0.112018
Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras · IEEE Trans. Vis. Comput. Graph. 2018
Rendering › display systems
projector-based rendering
0.112009
Animatronic Shader Lamps Avatars · ISMAR 2009
Virtual and augmented reality
telepresence
0.112009
Animatronic Shader Lamps Avatars · ISMAR 2009
Rendering › real-time rendering
low-latency rendering
0.112016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016
Virtual and augmented reality › augmented reality display
video see-through head-mounted display
0.122005
Simulation-Based Design and Rapid Prototyping of a Parallax-Free, Orthoscopic Video See-Through Head-Mounted Display · ISMAR 2005
Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies · SIGGRAPH 1996
Computational photography and imaging › image acquisition › imaging system design
optical design
0.112005
Simulation-Based Design and Rapid Prototyping of a Parallax-Free, Orthoscopic Video See-Through Head-Mounted Display · ISMAR 2005
Rendering › illumination
projector-based illumination
0.012013
General-purpose telepresence with head-worn optical see-through displays and projector-based lighting · VR 2013
Geometric modeling and processing › registration
augmented reality registration
0.021996
Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies · SIGGRAPH 1996
Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking · SIGGRAPH 1996
Virtual and augmented reality › tracking
hybrid tracking
0.021996
Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies · SIGGRAPH 1996
Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking · SIGGRAPH 1996
Geometric modeling and processing › shape decomposition
feature-based decomposition
0.011999
Feature-Based Surface Decomposition for Polyhedral Morphing · SCG 1999

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

spatio-temporal light modulation · 1.7dual-camera stereoscopic capture · 1.7visual-inertial fusion · 1.0learning-based pose estimation · 1.0IMU · 1.0tunable lens · 0.8active shutters · 0.8convolutional neural network · 0.7phase spatial light modulator · 0.4holographic lenslet · 0.4time-multiplexing · 0.4time multiplexing · 0.4laser-pointer latency measurement · 0.4infrared optical triangulation · 0.4parametric model-based motion estimation · 0.3post-rendering 2-d offsets · 0.2just-in-time tracking · 0.2binary pixel modulation · 0.2
YearPublicationVenuePosition
2025 Dynamic Eyebox Steering for Improved Pinlight AR Near-Eye Displays
abstract
An optical-see-through near-eye display (NED) for augmented reality (AR) allows the user to perceive virtual and real imagery simultaneously. Existing technologies for optical-see-through AR NEDs involve trade-offs between key metrics such as field of view (FOV), eyebox size, form factor, etc. We have enhanced an existing compact wide-FOV pinlight AR NED design with real-time 3D pupil localization in order to dynamically steer and thus effectively enlarge the usable eyebox. This is achieved with a dual-camera rig that captures stereoscopic views of the pupils. The 3D pupil location is used to dynamically calculate a display pattern that spatio-temporally modulates the light entering the wearer's eyes. We have built a demonstrable compact prototype and have conducted a user study that indicates the effectiveness of our eyebox steering method (e.g., without eyebox steering, in 10.5% of our tests, users were unable to perceive the test pattern correctly before experiment timeout; with eyebox steering, that fraction decreased dramatically to 1.25%). This is a small yet crucial step in making simple wide-FOV pinlight NEDs usable for human users and not just as demonstration prototypes filmed with a precisely positioned camera standing in for the user's eye. Further contributions of this paper include a detailed description of display design, calibration technique, and user study design, all of which may benefit other NED research.
Xinxing Xia, Zheye Yu, Dongyu Qiu, Andrei State, Tat-Jen Cham, Frank Guan, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.4
2021 Mobile. Egocentric Human Body Motion Reconstruction Using Only Eyeglasses-mounted Cameras and a Few Body-worn Inertial Sensors
abstract
We envision a convenient telepresence system available to users anywhere, anytime. Such a system requires displays and sensors embedded in commonly worn items such as eyeglasses, wristwatches, and shoes. To that end, we present a standalone real-time system for the dynamic 3D capture of a person, relying only on cameras embedded into a head-worn device, and on Inertial Measurement Units (IMUs) worn on the wrists and ankles. Our prototype system egocentrically reconstructs the wearer's motion via learning-based pose estimation, which fuses inputs from visual and inertial sensors that complement each other, overcoming challenges such as inconsistent limb visibility in head-worn views, as well as pose ambiguity from sparse IMUs. The estimated pose is continuously re-targeted to a prescanned surface model, resulting in a high-fidelity 3D reconstruction. We demonstrate our system by reconstructing various human body movements and show that our visual-inertial learning-based method, which runs in real time, outperforms both visual-only and inertial-only approaches. We captured an egocentric visual-inertial 3D human pose dataset publicly available at https://sites.google.com/site/youngwooncha/egovip for training and evaluating similar methods.
Young-Woon Cha, Husam Shaik, Qian Zhang 0066, Andrei State, Adrian Ilie, Henry Fuchs
VR5
2020 Towards Eyeglass-style Holographic Near-eye Displays with Statically
abstract
Holography is perhaps the only method demonstrated so far that can achieve a wide field of view (FOV) and a compact eyeglass-style form factor for augmented reality (AR) near-eye displays (NEDs). Unfortunately, the eyebox of such NEDs is impractically small (~ <; 1mm). In this paper, we introduce and demonstrate a design for holographic NEDs with a practical, wide eyebox of ~ 10mm and without any moving parts, based on holographic lenslets. In our design, a holographic optical element (HOE) based on a lenslet array was fabricated as the image combiner with expanded eyebox. A phase spatial light modulator (SLM) alters the phase of the incident laser light projected onto the HOE combiner such that the virtual image can be perceived at different focus distances, which can reduce the vergence-accommodation conflict (VAC). We have successfully implemented a bench-top prototype following the proposed design. The experimental results show effective eyebox expansion to a size of ~ 10mm. With further work, we hope that these design concepts can be incorporated into eyeglass-size NEDs.
Xinxing Xia, Frank Guan, Andrei State, Praneeth Chakravarthula, Tat-Jen Cham, Henry Fuchs
ISMAR3
2019 Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument
abstract
This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28μs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100μs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28μs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.
Alex Blate, Mary C. Whitton, Montek Singh, Greg Welch, Andrei State, Turner Whitted, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.5
2019 Towards a Switchable AR/VR Near-eye Display with Accommodation-Vergence and Eyeglass Prescription Support
abstract
In this paper, we present our novel design for switchable AR/VR near-eye displays which can help solve the vergence-accommodation-conflict issue. The principal idea is to time-multiplex virtual imagery and real-world imagery and use a tunable lens to adjust focus for the virtual display and the see-through scene separately. With this novel design, prescription eyeglasses for near- and far-sighted users become unnecessary. This is achieved by integrating the wearer's corrective optical prescription into the tunable lens for both virtual display and see-through environment. We built a prototype based on the design, comprised of micro-display, optical systems, a tunable lens, and active shutters. The experimental results confirm that the proposed near-eye display design can switch between AR and VR and can provide correct accommodation for both.
Xinxing Xia, Frank Guan, Andrei State, Praneeth Chakravarthula, Kishore Rathinavel, Tat-Jen Cham, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.3
2018 Towards Efficient 3D Calibration for Different Types of Multi-view Autostereoscopic 3D Displays
abstract
A novel and efficient 3D calibration method for different types of autostereoscopic multi-view 3D displays is presented in this paper. In our method, a camera is placed at different locations within the viewing volume of a 3D display to capture a series of images that relate to the subset of light rays emitted by the 3D display and arriving at each of the camera positions. Gray code patterns modulate the images shown on the 3D display, helping to significantly reduce the number of images captured by the camera and thereby accelerate the process of calculating the correspondence relationship between the pixels on the 3D display and the locations of the capturing camera. The proposed calibration method has been successfully tested on two different types of multi-view 3D displays and can be easily generalized for calibrating other types of such displays. The experimental results show that this novel 3D calibration method can also be used to improve the image quality by reducing the frequently observed crosstalk that typically exists when multiple users are simultaneously viewing multi-view 3D displays from a range of viewing positions.
Xinxing Xia, Frank Guan, Andrei State, Tat-Jen Cham, Henry Fuchs
CGI3
2018 Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras
abstract
We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.
Young-Woon Cha, True Price, Xinran Lu, Nicholas Rewkowski, Rohan Chabra, Zihe Qin, Hyounghun Kim, Zhaoqi Su, Yebin Liu, Adrian Ilie, Andrei State, Zhenlin Xu, Jan-Michael Frahm, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.12
2017 Scene-adaptive high dynamic range display for low latency augmented reality
abstract
For generalized augmented reality to be feasible, the augmenting elements must be visible in varied environments and under rapidly changing, high dynamic range lighting, from bright sunlight to deep shadows. We present a high dynamic range, optical see-through, augmented reality display that dynamically adjusts the brightness of the virtual imagery to match the current brightness of the real scene. Critical components include the spatial brightness sensor array and the positional brightness image intensity matcher. The color, scene-adaptive HDR display system is based on a high-rate (15 kHz) DMD projector using a high-speed RGB LED illuminator, each color with independent 16 bit intensity control for each binary DMD frame. The critical input to the intensity matching algorithm is the output of an array of high sensitivity light sensors. This paper discusses the implementation of the system and reports performance via still and video demonstrations under a variety of lighting conditions.
Peter Lincoln, Alex Blate, Montek Singh, Andrei State, Mary C. Whitton, Turner Whitted, Henry Fuchs
I3D4
2016 From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality
abstract
We describe an augmented reality, optical see-through display based on a DMD chip with an extremely fast (16 kHz) binary update rate. We combine the techniques of post-rendering 2-D offsets and just-in-time tracking updates with a novel modulation technique for turning binary pixels into perceived gray scale. These processing elements, implemented in an FPGA, are physically mounted along with the optical display elements in a head tracked rig through which users view synthetic imagery superimposed on their real environment. The combination of mechanical tracking at near-zero latency with reconfigurable display processing has given us a measured average of 80 µs of end-to-end latency (from head motion to change in photons from the display) and also a versatile test platform for extremely-low-latency display systems. We have used it to examine the trade-offs between image quality and cost (i.e. power and logical complexity) and have found that quality can be maintained with a fairly simple display modulation scheme.
Peter Lincoln, Alex Blate, Montek Singh, Turner Whitted, Andrei State, Anselmo Lastra, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.5
2014 Minimizing latency for augmented reality displays: Frames considered harmful
abstract
We present initial results from a new image generation approach for low-latency displays such as those needed in head-worn AR devices. Avoiding the usual video interfaces, such as HDMI, we favor direct control of the internal display technology. We illustrate our new approach with a bench-top optical see-through AR proof-of-concept prototype that uses a Digital Light Processing (DLPTM) projector whose Digital Micromirror Device (DMD) imaging chip is directly controlled by a computer, similar to the way random access memory is controlled. We show that a perceptually-continuous-tone dynamic gray-scale image can be efficiently composed from a very rapid succession of binary (partial) images, each calculated from the continuous-tone image generated with the most recent tracking data. As the DMD projects only a binary image at any moment, it cannot instantly display this latest continuous-tone image, and conventional decomposition of a continuous-tone image into binary time-division-multiplexed values would induce just the latency we seek to avoid. Instead, our approach maintains an estimate of the image the user currently perceives, and at every opportunity allowed by the control circuitry, sets each binary DMD pixel to the value that will reduce the difference between that user-perceived image and the newly generated image from the latest tracking data. The resulting displayed binary image is “neither here nor there,” but always approaches the moving target that is the constantly changing desired image, even when that image changes every 50μs. We compare our experimental results with imagery from a conventional DLP projector with similar internal speed, and demonstrate that AR overlays on a moving object are more effective with this kind of low-latency display device than with displays of similar speed that use a conventional video interface.
Turner Whitted, Anselmo Lastra, Peter Lincoln, Andrei State, Andrew Maimone, Henry Fuchs
ISMAR5
2013 General-purpose telepresence with head-worn optical see-through displays and projector-based lighting
abstract
In this paper we propose a general-purpose telepresence system design that can be adapted to a wide range of scenarios and present a framework for a proof-of-concept prototype. The prototype system allows users to see remote participants and their surroundings merged into the local environment through the use of an optical see-through head-worn display. Real-time 3D acquisition and head tracking allows the remote imagery to be seen from the correct point of view and with proper occlusion. A projector-based lighting control system permits the remote imagery to appear bright and opaque even in a lit room. Immersion can be adjusted across the VR continuum. Our approach relies only on commodity hardware; we also experiment with wider field of view custom displays.
Andrew Maimone, Xubo Yang, Nate Dierk, Andrei State, Mingsong Dou, Henry Fuchs
VR4
2012 Dynamic eye convergence for head-mounted displays improves user performance in virtual environments
abstract
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras.
Andrei Sherstyuk, Arindam Dey 0001, Christian Sandor, Andrei State
I3D4
2010 A practical multi-viewer tabletop autostereoscopic display
abstract
This paper introduces a multi-user autostereoscopic tabletop display and its associated real-time rendering methods. Tabletop displays that support both multiple viewers and autostereoscopy have been extremely difficult to construct. Our new system is inspired by the “Random Hole Display” design that modified the pattern of openings in a barrier mounted in front of a flat panel display from thin slits to a dense pattern of tiny, pseudo-randomly placed holes. This allows viewers anywhere in front of the display to see a different subset of the display's native pixels through the random-hole screen. However, a fraction of the visible pixels will be observable by more than a single viewer. Thus the main challenge is handling these “conflicting” pixels, which ideally must show different colors to each viewer. We introduce several solutions to this problem and describe in detail the current method of choice, a combination of color blending and approximate error diffusion, performing in real time in our GPU-based implementation. The easily reproducible design uses a pattern film barrier affixed to the display by means of a transparent polycarbonate layer spacer. We use a commercial optical tracker for viewers' locations and synthesize the appropriate image (or a stereoscopic image pair) for each viewer. The system supports graceful degradation with increasing number of simultaneous views, and graceful improvement as the number of views decreases.
Gu Ye, Andrei State, Henry Fuchs
ISMAR2
2010 Dynamic eye convergence for head-mounted displays
abstract
A virtual hand metaphor remains by far the most popular technique for direct object manipulation in immersive Virtual Reality (VR). The utility of the virtual hand depends on a user's ability to see it correctly in stereoscopic 3D, especially in tasks that require continuous, precise hand-eye coordination.
Andrei Sherstyuk, Andrei State
VRST2
2009 Animatronic Shader Lamps Avatars
abstract
Applications such as telepresence and training involve the display of real or synthetic humans to multiple viewers. When attempting to render the humans with conventional displays, non-verbal cues such as head pose, gaze direction, body posture, and facial expression are difficult to convey correctly to all viewers. In addition, a framed image of a human conveys only a limited physical sense of presence - primarily through the display's location. While progress continues on articulated robots that mimic humans, the focus has been on the motion and behavior of the robots. We introduce a new approach for robotic avatars of real people: the use of cameras and projectors to capture and map the dynamic motion and appearance of a real person onto a humanoid animatronic model. We call these devices Animatronic Shader Lamps Avatars (SLA).We present a proof-of-concept prototype comprised of a camera, a tracking system, a digital projector, and a life-sized styrofoam head mounted on a pan-tilt unit. The system captures imagery of a moving, talking user and maps the appearance and motion onto the animatronic SLA, delivering a dynamic, real-time representation of the user to multiple viewers.
Peter Lincoln, Greg Welch, Andrew Nashel, Adrian Ilie, Andrei State, Henry Fuchs
ISMAR5
2006 Tutorials - MAR Tutorial 1 (half day) & ISMAR Tutorial 2 (half day)
abstract
Provides an abstract for each of the presentations and a brief professional biography of each presenter. The complete presentations were not made available for publication as part of the conference proceedings.
Jan-Michael Frahm, Jannick P. Rolland, Andrei State, Ozan Cakmakci
ISMAR3
2005 Simulation-Based Design and Rapid Prototyping of a Parallax-Free, Orthoscopic Video See-Through Head-Mounted Display
abstract
We built a video see-through head-mounted display with zero eye offset from commercial components and a mount fabricated via rapid prototyping. The orthoscopic HMD's layout was created and optimized with a software simulator. We describe simulator and HMD design, we show the HMD in use and demonstrate zero parallax.
Andrei State, Kurtis Keller, Henry Fuchs
ISMAR1
2003 An improved finite-element contact model for anatomical simulations
Gentaro Hirota, Susan Fisher, Andrei State
Vis. Comput.3
2002 Augmented reality guidance for needle biopsies: An initial randomized, controlled trial in phantoms
Michael Rosenthal, Andrei State, Joohi Lee, Gentaro Hirota, Jeremy Ackerman, Kurtis Keller, Etta D. Pisano, Michael R. Jiroutek, Keith E. Muller, Henry Fuchs
Medical Image Anal.2
2001 An implicit finite element method for elastic solids in contact
abstract
Focuses on the simulation of mechanical contact between nonlinearly elastic objects such as the components of the human body. The computation of the reaction forces that act on the contact surfaces (contact forces) is the key for designing a reliable contact handling algorithm. In traditional methods, contact forces are often defined as discontinuous functions of deformation, which leads to poor convergence characteristics. This problem becomes especially serious in areas with complicated self contact such as skin folds. We introduce a novel penalty finite element formulation based on the concept of material depth, the distance between a particle inside an object and the object's boundary. By linearly interpolating pre-computed material depths at node points, contact forces can be analytically integrated over contact surfaces without increasing the computational cost. The continuity achieved by this formulation supports an efficient and reliable solution of the nonlinear system. This algorithm is implemented as part of our implicit finite element program for static, quasistatic and dynamic analysis of nonlinear viscoelastic solids. We demonstrate its effectiveness on an animation showing realistic effects such as folding skin and sliding contacts of the tissues involved in knee flexion. The finite element model of the leg and its internal structures was derived from the Visible Human data set.
Gentaro Hirota, Susan Fisher, Andrei State, Henry Fuchs
CA3
2001 Augmented Reality Guidance for Needle Biopsies: A Randomized, Controlled Trial in Phantoms
Michael Rosenthal, Andrei State, Joohi Lee, Gentaro Hirota, Jeremy Ackerman, Kurtis Keller, Etta D. Pisano, Michael R. Jiroutek, Keith E. Muller, Henry Fuchs
MICCAI2
1999 Feature-Based Surface Decomposition for Polyhedral Morphing
abstract
No abstract available.
Arthur D. Gregory, Andrei State, Ming C. Lin, Dinesh Manocha, Mark A. Livingston
SCG2
1999 Interactive surface decomposition for polyhedral morphing
Arthur D. Gregory, Andrei State, Ming C. Lin, Dinesh Manocha, Mark A. Livingston
Vis. Comput.2
1998 Feature-based Surface Decomposition for Correspondence and Morphing Between Polyhedra
abstract
Presents a new approach for establishing correspondence between two homeomorphic 3D polyhedral models. The user can specify corresponding feature pairs on the polyhedra with a simple and intuitive interface. Based on these features, our algorithm decomposes the boundary of each polyhedron into the same number of morphing patches. A 2D mapping for each morphing patch is computed in order to merge the topologies of the polyhedra one patch at a time. We create a morph by defining morphing trajectories between the feature pairs and by interpolating them across the merged polyhedron. The user interface provides high-level control as well as local refinement to improve the morph. The implementation has been applied to several complex polyhedra composed of thousands of polygons. The system can also handle non-simple polyhedra that have holes.
Arthur D. Gregory, Andrei State, Ming C. Lin, Dinesh Manocha, Mark A. Livingston
CA2
1998 Augmented Reality Visualization for Laparoscopic Surgery
Henry Fuchs, Mark A. Livingston, Ramesh Raskar, D'nardo Colucci, Kurtis Keller, Andrei State, Jessica R. Crawford, Paul Rademacher, Samuel H. Drake, Anthony A. Meyer
MICCAI6
1998 Multi-source data analysis challenges
Samuel P. Uselton, Lloyd Treinish, James P. Ahrens, E. Wes Bethel, Andrei State
IEEE Visualization5
1997 Managing Latency in Complex Augmented Reality Systems
abstract
SystemsRegistration (or alignment) of the synthetic imagery with the real world is crucial in augmented reality (AR) systems.The data from user-input devices, tracking devices, and imaging devices need to be registered spatially and temporally with the user's view of the surroundings.Each device haa an associated delay between its observations of the world and the moment when the AR display presented to the user appe-to be afkted by a change in the data.We call the differences in delay the relative Iatencies.Relative latency is a source of misregistration and should be reduced.We give general methods for handling multiple data streams with different latency values associated with them in a working AR system.We measure the latency differences (part of the system dependent set of calibrations), time-stamp on-host, adjust the moment of sampling, and interpolate or extrapolate data streams.By using these schemes, a more accurate and consistent view is computed and presented to the user.
Marco C. Jacobs, Mark A. Livingston, Andrei State
SI3D3
1996 Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking
abstract
Accurate registration between real and virtual objects is crucial for augmented reality applications.Existing tracking methods are individually inadequate: magnetic trackers are inaccurate, mechanical trackers are cumbersome, and vision-based trackers are computationally problematic.We present a hybrid tracking method that combines the accuracy of vision-based tracking with the robustness of magnetic tracking without compromising real-time performance or usability.We demonstrate excellent registration in three sample applications.
Andrei State, Gentaro Hirota, David T. Chen, William F. Garrett, Mark A. Livingston
SIGGRAPH1
1996 Technologies for Augmented Reality Systems: Realizing Ultrasound-Guided Needle Biopsies
abstract
We present a real-time stereoscopic video-see-through augmented reality (AR) system applied to the medical procedure known as ultrasound-guided needle biopsy of the breast.The AR system was used by a physician during procedures on breast models and during non-invasive examinations of human subjects.The system merges rendered live ultrasound data and geometric elements with stereo images of the patient acquired through head-mounted video cameras and presents these merged images to the physician in a head-mounted display.The physician sees a volume visualization of the ultrasound data directly under the ultrasound probe, properly registered within the patient and with the biopsy needle.Using this system, a physician successfully guided a needle into an artificial tumor within a training phantom of a human breast.We discuss the construction of the AR system and the issues and decisions which led to the system architecture and the design of the video see-through head-mounted display.We designed methods to properly resolve occlusion of the real and synthetic image elements.We developed techniques for realtime volume visualization of time-and position-varying ultrasound data.We devised a hybrid tracking system which achieves improved registration of synthetic and real imagery and we improved on previous techniques for calibration of a magnetic tracker.
Andrei State, Mark A. Livingston, William F. Garrett, Gentaro Hirota, Mary C. Whitton, Etta D. Pisano, Henry Fuchs
SIGGRAPH1
1996 Real-Time Incremental Visualization of Dynamic Ultrasound Volumes Using Parallel BSP Trees
abstract
We present a method for producing real-time volume visualizations of continuously captured, arbitrarily-oriented 2D arrays (slices) of data. Our system constructs a 3D representation on-the-fly from incoming 2D ultrasound slices by modeling and rendering the slices as planar polygons with translucent surface textures. We use binary space partition (BSP) tree data structures to provide non-intersecting, visibility-ordered primitives for accurate opacity accumulation images. New in our system is a method of using parallel, time-shifted BSP trees to efficiently manage the continuously captured ultrasound data and to decrease the variability in image generation time between output frames. This technique is employed in a functioning real-time augmented reality system that a physician has used to examine human patients prior to breast biopsy procedures. We expect the technique can be used for real-time visualization of any 2D data being collected from a tracked sensor moving along an arbitrary path.
William F. Garrett, Henry Fuchs, Mary C. Whitton, Andrei State
IEEE Visualization4
1995 Interactive Shape Metamorphosis
abstract
Image metamorphoses (morphing) is a powerful and easy-to-use tool for generating new 2D images from existing 2D images. In recent years morphing has become popular as an artistic tool and is used extensively in the entertainment industry. In this paper we describe a new technique for controlled, feature-based metamorphosis of certain types of surfaces in 3-space; it applies well-understood 2D methods to produce shape metamorphosis between 3D models in a 2D parametric space. We also describe an interactive implementation on a parallel graphics multicomputer, which allows the user to define, modify and examine the 3D morphing process in real time.
David T. Chen, Andrei State, David Banks
SI3D2
1995 Interactive Volume Visualization on a Heterogeneous Message-Passing Multicomputer
abstract
This paper describes VOL2, an interactive general-purpose volume renderer based on ray casting and implemented on Pixel-Planes 5, a distributed-memory, message-passing multicomputer. VOL2 is a pipelined renderer using image-space task parallelism and object-space data partitioning. We describe the parallelization and load balancing techniques used in order to achieve interactive response and near-real-time frame rates. We also present a number of applications for our system and derive some general conclusions about operation of image-order rendering algorithms on message-passing multicomputers.
Andrei State, Jonathan McAllister, Ulrich Neumann, Tim J. Cullip, David T. Chen, Henry Fuchs
SI3D1
1994 Case Study: Observing a Volume Rendered Fetus within a Pregnant Patient
abstract
Augmented reality systems with see-through headmounted displays have been used primarily for applications that are possible with today's computational capabilities. We explore possibilities for a particular application-in-place, real-time 3D ultrasound visualization-without concern for such limitations. The question is not "How well could we currently visualize the fetus in real time," but "How well could we see the fetus if we had sufficient compute power?" Our video sequence shows a 3D fetus within a pregnant woman's abdomen-the way this would look to a HMD user. Technical problems in making the sequence are discussed. This experience exposed limitations of current augmented reality systems; it may help define the capabilities of future systems needed for applications as demanding as real-time medical visualization.>
Andrei State, David T. Chen, Chris Tector, Andrew Brandt, Ryutarou Ohbuchi, Michael Bajura, Henry Fuchs
IEEE Visualization1
1992 Real-Time Procedural Textures
abstract
We describe a software system on the Pixel-Planes 5 graphics engine that displays user-defined antialiased procedural textures at rates of about 30 frames per second for use in realtime graphics applications.Our system allows a user to create textures that can modulate both diffuse and specular color, the sharpness of specular highlights, the amount of transparency and the surface normals of an object.We describe a texture editor that allows a user to interactively create and edit procedural textures.Antialiasing is essential for real-time textures, and in this paper we present some techniques for antialiasing procedural textures.Another direction we are exploring is the use of dynamic textures, which are functions of time or orientation.Examples of textures we have generated include a translucent fire texture that waves and flickers and an animated water texture that shows the use of both environment mapping and normal perturbation (bump mapping).
John Rhoades, Greg Turk, Andrei State, Ulrich Neumann, Amitabh Varshney
SI3D4