Steven Braeger

dblp:42/11060 · DBLP profile ↗
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2ranked-venue papers
2as first author
0since 2021 · last 2013
—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 · 2 · 2 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
1 paper
Virtual and augmented reality · 87% Computational photography and imaging · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › display
display calibration
0.212013
Photometric display calibration for embedded MR environments · VR 2013
Virtual and augmented reality
mixed reality
0.212013
Photometric display calibration for embedded MR environments · VR 2013
Computational photography and imaging › color science › color management
color calibration
0.012013
Photometric display calibration for embedded MR environments · VR 2013

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

uncalibrated sensor · 0.2polynomial mapping function · 0.2
YearPublicationVenuePosition
2013 Photometric display calibration for embedded MR environments
abstract
We demonstrate a new technique to minimize photometric differences between the color space of a display, sensor, and the real world, for mixed-reality (MR) systems where the real world is visible near or around a display. In this approach, we use an uncalibrated sensor to capture images of the display showing a series of calibration patterns. Using these images, we precompute a polynomial mapping function describing the continuous color-space transform between the real-world, sensor, and display. This mapping function can be evaluated in real-time to produce images that, when rendered on the embedded display, greatly reduce the color differences between displayed images of a mixed-reality world and the surrounding real-world environment. The color distribution of the resulting displayed images is significantly closer to that of the ground truth real-world scene as perceived through the human eye or other sensors. We demonstrate the impact of this technique when applied to a simple dynamic-geometry mixed-reality application.
Steven Braeger, Yiyan Xiong, Charles E. Hughes
VR1
2012 Linear compression for spatially-varying BRDFs
abstract
The storage requirements for rendering with arbitrary tabular BRDFs can be quite large. This limits the number of BRDFs that can be in used in a scene to only a few. Furthermore, material parameters can be too complex to store and render per-pixel.
Steven Braeger, Charles E. Hughes
I3D1