VLDB 2026 Research / reviewers in the wild / expert
Andrew Chalmers
dblp:43/4692
· DBLP profile ↗
18ranked-venue papers
3as first author
13since 2021 · last 2026
0000-0001-6457-7341ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 17 · 3 first-author · 12 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 first-author · 4 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | SE360: Semantic Edit in 360° Panoramas via Hierarchical Data ConstructionabstractWhile instruction-based image editing is emerging, extending it to 360° panorama introduces additional challenges. Existing methods often produce implausible results in both equirectangular projections (ERP) and perspective views. To address these limitations, we propose SE360, a novel framework for multi-condition guided object editing in 360° panoramas. At its core is a novel coarse-to-fine autonomous data generation pipeline without manual intervention. This pipeline leverages a Vision-Language Model (VLM) and adaptive projection adjustment for hierarchical analysis, ensuring the holistic segmentation of objects and their physical context. The resulting data pairs are both semantically meaningful and geometrically consistent, even when sourced from unlabeled panoramas. Furthermore, we introduce a cost-effective, two-stage data refinement strategy to improve data realism and mitigate model overfitting to erasing artifacts. Based on the constructed dataset, we train a Transformer-based diffusion model to allow flexible object editing guided by text, mask, or reference image in 360° panoramas. Our experiments demonstrate that our method outperforms existing methods in both visual quality and semantic accuracy. Haoyi Zhong, Andrew Chalmers, Taehyun Rhee |
AAAI | 3 |
| 2025 | Interaction With Virtual Objects Using Human Pose and Shape EstimationabstractABSTRACT In this article, we propose an AR system that facilitates a user's natural interaction with virtual objects in an augmented reality environment. The system consists of three modules: human pose and shape estimation, camera‐space calibration, and physics simulation. The first module estimates a user's 3D pose and shape from a single RGB video stream, thereby reducing the system setup cost and broadening potential applications. The camera‐space calibration module estimates the user's camera‐space position to align the user with the input RGB image. The physics simulation enables seamless and physically natural interaction with virtual objects. Two prototyping applications built upon the system prove an enhancement in the quality of interaction, fostering a more immersive and intuitive user experience. Hong Son Nguyen, DaEun Cheong, Andrew Chalmers, MyoungGon Kim, Taehyun Rhee |
Comput. Animat. Virtual Worlds | 3 |
| 2024 | Full-Body Human De-lighting with Semi-supervised Learning
Joshua Weir, Junhong Zhao, Andrew Chalmers, Taehyun Rhee |
ACCV (1) | 3 |
| 2024 | Neural Radiance Fields for Dynamic View Synthesis Using Local Temporal Priors
Rongsen Chen, Junhong Zhao, Andrew Chalmers, Taehyun Rhee |
CVM (1) | 4 |
| 2024 | Avatar360: Emulating 6-DoF Perception in 360°Panoramas through Avatar-Assisted Navigationabstract360° images offer panoramic views of captured environments, placing users within an egocentric perspective. While users can freely rotate their viewpoint, they don’t experience 6-DoF navigation with translational movement. In this research, we introduce Avatar360, a novel method to elicit 6-DoF perception in 360° panoramas, using avatar-assisted navigation combined with an exocentric view of the 360° panorama. We seamlessly integrate a 3D avatar into 360° panoramas, allowing users to navigate a 3D virtual landscape congruent with the 360° background. By aligning the exocentric perspective of the 360° panorama with the avatar’s movements, we replicate a sensation of 6-DoF navigation in 360° panoramas. We explore mechanisms for simultaneous avatar and viewpoint controls, as well as procedures for transitions between spatially connected 360° panoramas. A user study was conducted to assess the perception of 6-DoF navigation in 360° panoramas via a 3D avatar, evaluating users’ sense of movement, disorientation, and presence. We also gained insight into perspective view controls and transition techniques between panoramas. Statistical analysis shows avatar-assisted navigation elicits a user’s sense of movement within 360° panoramas. Our results also provide guidelines for effective view control and transition strategies in avatar-assisted 360° navigation. Andrew Chalmers, Faisal Zaman, Taehyun Rhee |
VR | 1 |
| 2023 | MRMAC: Mixed Reality Multi-user Asymmetric CollaborationabstractWe present MRMAC, a Mixed Reality Multi-user Asymmetric Collaboration system that allows remote users to teleport virtually into a real-world collaboration space to communicate and collaborate with local users. Our system enables telepresence for remote users by live-streaming the physical environment of local users using a 360° camera while blending 3D virtual assets into the mixed-reality collaboration space. Our novel client-server architecture enables asymmetric collaboration for multiple AR and VR users and incorporates avatars, view controls, as well as synchronized low-latency audio, video, and asset streaming. We evaluated our implementation with two baseline conditions: conventional 2D and standard 360° videoconferencing. Results show that MRMAC outperformed both baselines in inducing a sense of presence, improving task performance, usability, and overall user preference, demonstrating its potential for immersive multi-user telecollaboration. Faisal Zaman, Craig Anslow, Andrew Chalmers, Taehyun Rhee |
ISMAR | 3 |
| 2023 | Deep Learning-based Simulator Sickness Estimation from 3D MotionabstractThis paper presents a novel solution for estimating simulator sickness in HMDs using machine learning and 3D motion data, informed by user-labeled simulator sickness data and user analysis. We conducted a novel VR user study, which decomposed motion data and used an instant dial-based sickness scoring mechanism. We were able to emulate typical VR usage and collect user simulator sickness scores. Our user analysis shows that translation and rotation differently impact user simulator sickness in HMDs. In addition, users’ demographic information and self-assessed simulator sickness susceptibility data are collected and show some indication of potential simulator sickness. Guided by the findings from the user study, we developed a novel deep learning-based solution to better estimate simulator sickness with decomposed 3D motion features and user profile information. The model was trained and tested using the 3D motion dataset with user-labeled simulator sickness and profiles collected from the user study. The results show higher estimation accuracy when using the 3D motion data compared with methods based on optical flow extracted from the recorded video, as well as improved accuracy when decomposing the motion data and incorporating user profile information. Junhong Zhao, Kien T. P. Tran, Andrew Chalmers, Weng Khuan Hoh, Richard Yao, Arindam Dey 0001, James Wilmott, Mark Billinghurst, Robert W. Lindeman, Taehyun Rhee |
ISMAR | 3 |
| 2023 | Casual 6-DoF: Free-Viewpoint Panorama Using a Handheld 360° CameraabstractSix degrees-of-freedom (6-DoF) video provides telepresence by enabling users to move around in the captured scene with a wide field of regard. Compared to methods requiring sophisticated camera setups, the image-based rendering method based on photogrammetry can work with images captured with any poses, which is more suitable for casual users. However, existing image-based rendering methods are based on perspective images. When used to reconstruct 6-DoF views, it often requires capturing hundreds of images, making data capture a tedious and time-consuming process. In contrast to traditional perspective images, 360° images capture the entire surrounding view in a single shot, thus, providing a faster capturing process for 6-DoF view reconstruction. This article presents a novel method to provide 6-DoF experiences over a wide area using an unstructured collection of 360° panoramas captured by a conventional 360° camera. Our method consists of 360° data capturing, novel depth estimation to produce a high-quality spherical depth panorama, and high-fidelity free-viewpoint generation. We compared our method against state-of-the-art methods, using data captured in various environments. Our method shows better visual quality and robustness in the tested scenes. Rongsen Chen, Simon Finnie, Andrew Chalmers, Taehyun Rhee |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Deep Portrait Delighting
Joshua Weir, Junhong Zhao, Andrew Chalmers, Taehyun Rhee |
ECCV (16) | 3 |
| 2022 | Illumination Browser: An intuitive representation for radiance map databases
Andrew Chalmers, Todd E. Zickler, Taehyun Rhee |
Comput. Graph. | 1 |
| 2021 | Spectator View: Enabling Asymmetric Interaction between HMD Wearers and Spectators with a Large DisplayabstractIn this paper, we present a system that allows a user with a head-mounted display (HMD) to communicate and collaborate with spectators outside of the headset. We evaluate its impact on task performance, immersion, and collaborative interaction. Our solution targets scenarios like live presentations or multi-user collaborative systems, where it is not convenient to develop a VR multiplayer experience and supply each user (and spectator) with an HMD. The spectator views the virtual world on a large-scale tiled video wall and is given the ability to control the orientation of their own virtual camera. This allows spectators to stay focused on the immersed user's point of view or freely look around the environment. To improve collaboration between users, we implemented a pointing system where a spectator can point at objects on the screen, which maps an indicator directly onto the objects in the virtual world. We conducted a user study to investigate the influence of rotational camera decoupling and pointing gestures in the context of HMD-immersed and non-immersed users utilizing a large-scale display. Our results indicate that camera decoupling and pointing positively impacts collaboration. A decoupled view is preferable in situations where both users need to indicate objects of interest in the scene, such as presentations and joint-task scenarios, as it requires a shared reference space. A coupled view, on the other hand, is preferable in synchronous interactions such as remote-assistant scenarios. Finn Welsford-Ackroyd, Andrew Chalmers, Rafael Kuffner dos Anjos, Daniel Medeiros 0001, Taehyun Rhee |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2021 | Reconstructing Reflection Maps Using a Stacked-CNN for Mixed Reality RenderingabstractCorresponding lighting and reflectance between real and virtual objects is important for spatial presence in augmented and mixed reality (AR and MR) applications. We present a method to reconstruct real-world environmental lighting, encoded as a reflection map (RM), from a conventional photograph. To achieve this, we propose a stacked convolutional neural network (SCNN) that predicts high dynamic range (HDR) 360° RMs with varying roughness from a limited field of view, low dynamic range photograph. The SCNN is progressively trained from high to low roughness to predict RMs at varying roughness levels, where each roughness level corresponds to a virtual object's roughness (from diffuse to glossy) for rendering. The predicted RM provides high-fidelity rendering of virtual objects to match with the background photograph. We illustrate the use of our method with indoor and outdoor scenes trained on separate indoor/outdoor SCNNs showing plausible rendering and composition of virtual objects in AR/MR. We show that our method has improved quality over previous methods with a comparative user study and error metrics. Andrew Chalmers, Junhong Zhao, Daniel Medeiros 0001, Taehyun Rhee |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Adaptive Light Estimation using Dynamic Filtering for Diverse Lighting ConditionsabstractHigh dynamic range (HDR) panoramic environment maps are widely used to illuminate virtual objects to blend with real-world scenes. However, in common applications for augmented and mixed-reality (AR/MR), capturing 360° surroundings to obtain an HDR environment map is often not possible using consumer-level devices. We present a novel light estimation method to predict 360° HDR environment maps from a single photograph with a limited field-of-view (FOV). We introduce the Dynamic Lighting network (DLNet), a convolutional neural network that dynamically generates the convolution filters based on the input photograph sample to adaptively learn the lighting cues within each photograph. We propose novel Spherical Multi-Scale Dynamic (SMD) convolutional modules to dynamically generate sample-specific kernels for decoding features in the spherical domain to predict 360° environment maps. Using DLNet and data augmentations with respect to FOV, an exposure multiplier, and color temperature, our model shows the capability of estimating lighting under diverse input variations. Compared with prior work that fixes the network filters once trained, our method maintains lighting consistency across different exposure multipliers and color temperature, and maintains robust light estimation accuracy as FOV increases. The surrounding lighting information estimated by our method ensures coherent illumination of 3D objects blended with the input photograph, enabling high fidelity augmented and mixed reality supporting a wide range of environmental lighting conditions and device sensors. Junhong Zhao, Andrew Chalmers, Taehyun Rhee |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Augmented Virtual Teleportation for High-Fidelity TelecollaborationabstractTelecollaboration involves the teleportation of a remote collaborator to another real-world environment where their partner is located. The fidelity of the environment plays an important role for allowing corresponding spatial references in remote collaboration. We present a novel asymmetric platform, Augmented Virtual Teleportation (AVT), which provides high-fidelity telepresence of a remote VR user (VR-Traveler) into a real-world collaboration space to interact with a local AR user (AR-Host). AVT uses a 360° video camera (360-camera) that captures and live-streams the omni-directional scenes over a network. The remote VR-Traveler watching the video in a VR headset experiences live presence and co-presence in the real-world collaboration space. The VR-Traveler's movements are captured and transmitted to a 3D avatar overlaid onto the 360-camera which can be seen in the AR-Host's display. The visual and audio cues for each collaborator are synchronized in the Mixed Reality Collaboration space (MRC-space), where they can interactively edit virtual objects and collaborate in the real environment using the real objects as a reference. High fidelity, real-time rendering of virtual objects and seamless blending into the real scene allows for unique mixed reality use-case scenarios. Our working prototype has been tested with a user study to evaluate spatial presence, co-presence, and user satisfaction during telecollaboration. Possible applications of AVT are identified and proposed to guide future usage. Taehyun Rhee, Stephen Thompson 0001, Daniel Medeiros 0001, Rafael Kuffner dos Anjos, Andrew Chalmers |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2019 | Real-Time Mixed Reality Rendering for Underwater 360° VideosabstractWe present a novel mixed reality (MR) rendering and composition solution that illuminates and blends virtual objects into underwater 360° videos (360-video) in real-time. Real-time underwater lighting (caustics, god rays, fog, and particulates) were developed to improve the overall lighting and blending quality. We also provide a MR toolkit, an interface to tune the parameters of the underwater lighting so the user can match the lighting observed in the 360-video. Our image based lighting provides automatic ambient and high frequency underwater lighting. This ensures that the virtual objects are lit and blend similarly to each frame of the video semi-automatically and in real-time. We conducted a user study by having participants rate our method based on the visual quality and presence using a five point Likert Scale. The results show that our underwater lighting is preferred over no underwater effects or using naive ambient lighting. We also have a few takeaways on what elements of our underwater lighting and interaction have a significant impact on visual quality and presence in underwater MR. Stephen Thompson 0001, Andrew Chalmers, Taehyun Rhee |
ISMAR | 2 |
| 2019 | Real-time Underwater Caustics for Mixed Reality 360° VideosabstractWe present a novel mixed reality (MR) rendering solution that illuminates and blends virtual objects into underwater 360° video with real-time underwater caustic effects. Image-based lighting is used in conjunction with underwater caustics to provide automatic ambient and high frequency underwater lighting. This ensures that the caustics and virtual objects are lit and blend into each frame of the video semi-automatically and in real-time. We provide an interactive interface with intuitive parameter controls to fine tune caustics to match with the background video. Stephen Thompson 0001, Andrew Chalmers, Taehyun Rhee |
VR | 2 |
| 2018 | Visual Perception of Real World Depth Map Resolution for Mixed Reality RenderingabstractCompositing virtual objects into photographs with known real world geometry is a common task in mixed reality (MR) applications. This geometry enables rendering of global illumination effects, such as mutual lighting, shadowing, and occlusions between the background photograph and virtual objects. Obtaining high fidelity geometric representations of the real world can be a costly procedure, and is often approximated with depth data. However, it is not clear how much fidelity the depth data should have in order to maintain high visual quality in MR rendering. in this paper, we investigate the relationship between real world depth fidelity and visual quality in MR rendering. We do this by conducting a series of user experiments that measure how seamlessly virtual objects are blended with the background under varying depth resolutions. We independently evaluate the noticeability of multiple composition artifacts that occur with approximate depth. Perceptual thresholds in depth resolution are then obtained for each artifact. The findings can be used to inform trade-off decisions for optimising depth acquisition pipelines in MR applications. Lohit Petikam, Andrew Chalmers, Taehyun Rhee |
VR | 2 |
| 2017 | MR360: Mixed Reality Rendering for 360° Panoramic VideosabstractThis paper presents a novel immersive system called MR360 that provides interactive mixed reality (MR) experiences using a conventional low dynamic range (LDR) 360° panoramic video (360-video) shown in head mounted displays (HMDs). MR360 seamlessly composites 3D virtual objects into a live 360-video using the input panoramic video as the lighting source to illuminate the virtual objects. Image based lighting (IBL) is perceptually optimized to provide fast and believable results using the LDR 360-video as the lighting source. Regions of most salient lights in the input panoramic video are detected to optimize the number of lights used to cast perceptible shadows. Then, the areas of the detected lights adjust the penumbra of the shadow to provide realistic soft shadows. Finally, our real-time differential rendering synthesizes illumination of the virtual 3D objects into the 360-video. MR360 provides the illusion of interacting with objects in a video, which are actually 3D virtual objects seamlessly composited into the background of the 360-video. MR360 was implemented in a commercial game engine and tested using various 360-videos. Since our MR360 pipeline does not require any pre-computation, it can synthesize an interactive MR scene using a live 360-video stream while providing realistic high performance rendering suitable for HMDs. Taehyun Rhee, Lohit Petikam, Benjamin Allen, Andrew Chalmers |
IEEE Trans. Vis. Comput. Graph. | 4 |