Demo Data from VLDB 2026 / reviewers in the wild / expert
Qingtai Dong
dblp:436/7280
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Virtual and augmented reality · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive display
head-mounted display |
1.0 | 1 | 2026 | Mask Balancing: Perception-Driven Dynamic Visibility Enhancement for Occlusion-Capable Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2026 |
Virtual and augmented reality › augmented reality display
optical see-through display |
1.0 | 1 | 2026 | Mask Balancing: Perception-Driven Dynamic Visibility Enhancement for Occlusion-Capable Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2026 |
Immersive interaction
augmented reality interaction |
0.3 | 1 | 2026 | Mask Balancing: Perception-Driven Dynamic Visibility Enhancement for Occlusion-Capable Optical See-Through Head-Mounted Displays · IEEE Trans. Vis. Comput. Graph. 2026 |
Methods — techniques the papers use, named apart from their topics
polarization blending · 2.0perception-driven optimization · 2.0mask balancing · 2.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Mask Balancing: Perception-Driven Dynamic Visibility Enhancement for Occlusion-Capable Optical See-Through Head-Mounted DisplaysabstractThe poor transparency of occlusion-capable optical see-through head-mounted displays (OC-OSTHMDs) deteriorates the visibility of the real scene, hindering the practical application of the devices. Previous works mitigate the issue by upgrading the transmittance of the spatial light modulator (SLM). However, the strategy soon reaches a limit because further optimization requires improving the transmittance of all optical elements, e.g., lenses and beam splitters. Moreover, pixelated occlusion usually relies on polarizing the real scene light, inevitably cutting the input optical power by half. To overcome this limitation, we propose a mask balancing method that improves real-scene brightness through polarization blending. Specifically, the s-polarized component, which passes through the optical system to provide occlusion-capable vision, is blended with the p-polarized component, which bypasses the system to preserve the raw view of the real scene. The blending is realized by simply modulating the cross-angle between a polarizing beam splitter and a linear polarizer, benefiting the robustness and versatility of the proposed method. We introduce a perception-driven blending approach, where the cross-angle is optimized in real-time to balance the visibility of the real scene and the texture and lighting of the virtual object. A benchtop prototype is built. A user study with 12 participants is conducted to quantify the visibility threshold of the texture and lighting of virtual objects. Then, a user study with 12 participants proves that the proposed method improves the visibility of the real scene while keeping a good appearance of the virtual object. We believe the proposed method is an important step toward developing practical solutions for OC-OSTHMDs. Yan Zhang 0101, Rundong Chu, Qingtai Dong, Xiaodan Hu, Keyao You, Zixuan Guo 0003, Hangyu Zhou, Kiyoshi Kiyokawa, Xubo Yang |
IEEE Trans. Vis. Comput. Graph. | 3 |