VLDB 2026 Research / reviewers in the wild / expert
Daisuke Iwai
dblp:50/1009
· DBLP profile ↗
69ranked-venue papers
10as first author
25since 2021 · last 2026
0000-0002-3493-5635ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 62 · 9 first-author · 22 since 2021Human-computer interaction and ubiquitous computing · 20 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | IEEE VR 2026 Message from the Program Chairs and Guest Editors
Lonni Besançon, Bobby Bodenheimer, Daisuke Iwai, Shohei Mori, Tabitha C. Peck, Richard Skarbez |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2026 | High-Contrast Projection Mapping under Light Field Illumination with LED Display and Aperiodic Lens ArrayabstractProjection Mapping (PM) is a technology that projects images onto the surfaces of physical objects, allowing multiple users to share an augmented reality experience without special devices. However, its practical use has been constrained by the need for dark environments to ensure high-quality projection. To overcome this "dark-room constraint," we propose a novel target-excluding lighting method that selectively illuminates the surrounding environment while avoiding the PM target. Our system achieves light-field illumination by combining an LED display panel with an optimized aperiodic lens array. The key contributions include a compact form factor that provides a large effective light source area, reproducing natural soft shadows comparable to typical lighting, while maintaining the spatial controllability needed to precisely avoid the target. We also introduce a computational technique for optimizing aperiodic lens placement to suppress undesired dark spots caused by crosstalk, and efficient methods for computing LED luminance patterns that enable dynamic PM. Experiments with a prototype system demonstrate that our approach achieves high-contrast PM even in bright environments. Kotaro Fujimura, Hiroki Kusuyama, Masaki Takeuchi, Daisuke Iwai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2026 | Shadowless Projection Mapping for Tabletop Workspaces with Synthetic Aperture ProjectorabstractProjection mapping (PM) enables augmented reality (AR) experiences without requiring users to wear head-mounted displays and supports multi-user interaction. It is regarded as a promising technology for a variety of applications in which users interact with content superimposed onto augmented objects in tabletop workspaces, including remote collaboration, healthcare, industrial design, urban planning, artwork creation, and office work. However, conventional PM systems often suffer from projection shadows when users occlude the light path. Prior approaches employing multiple distributed projectors can compensate for occlusion, but suffer from latency due to computational processing, degrading the user experience. In this research, we introduce a synthetic-aperture PM system that uses a significantly larger number of projectors, arranged densely in the environment, to achieve delay-free, shadowless projection for tabletop workspaces without requiring computational compensation. To address spatial resolution degradation caused by subpixel misalignment among overlaid projections, we develop and validate an offline blur compensation method whose computation time remains independent of the number of projectors. Furthermore, we demonstrate that our shadowless PM plays a critical role in achieving a fundamental goal of PM: altering material properties without evoking projection-like impression. Specifically, we define this perceptual impression as "sense of projection (SoP)" and establish a PM design framework to minimize the SoP based on user studies. Takahiro Okamoto, Masaki Takeuchi, Masataka Sawayama, Daisuke Iwai |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | IEEE VR 2025 Message from the Program Chairs and Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the top papers from the 32nd IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2025), held March 8–12, 2025, in Saint-Malo, France. Daisuke Iwai, Luciana Porcher Nedel, Tabitha C. Peck, Voicu Popescu |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2025 | A Mixed Reality Car A-Pillar Design Support System Utilizing Projection MappingabstractProjection mapping (PM) is useful in the product design process, since it seamlessly bridges a physical mockup and its digital twin by allowing designers to interactively explore new textures, colors, and shapes without the need to create new physical mockups. While PM has proven effective for car interior design, previous research focused solely on supporting the design of dashboards and instrument panels, neglecting evaluation in realistic driving scenarios. This paper introduces a self-contained car interior design support system that extends beyond the dashboard to include the A-pillars. Additionally, to enable designers to evaluate their designs in authentic driving conditions, we integrate a driving simulator, complete with a motion platform, into the PM system. Through the construction of a prototype, we demonstrate the feasibility of our proposed system. Finally, through user studies, we derive guidelines for PM-based car interior design to optimize the user experience. Ryotaro Yoshida, Toshihiro Hara, Yusaku Takeda, Kenji Murase, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2024 | Casper DPM: Cascaded Perceptual Dynamic Projection Mapping onto Hands
Yotam Erel, Or Kozlovsky-Mordenfeld, Daisuke Iwai, Kosuke Sato, Amit Bermano |
SIGGRAPH Asia | 3 |
| 2024 | Efficient Distortion-Free Neural Projector Deblurring in Dynamic Projection MappingabstractDynamic Projection Mapping (DPM) necessitates geometric compensation of the projection image based on the position and orientation of moving objects. Additionally, the projector's shallow depth of field results in pronounced defocus blur even with minimal object movement. Achieving delay-free DPM with high image quality requires real-time implementation of geometric compensation and projector deblurring. To meet this demand, we propose a framework comprising two neural components: one for geometric compensation and another for projector deblurring. The former component warps the image by detecting the optical flow of each pixel in both the projection and captured images. The latter component performs real-time sharpening as needed. Ideally, our network's parameters should be trained on data acquired in an actual environment. However, training the network from scratch while executing DPM, which demands real-time image generation, is impractical. Therefore, the network must undergo pre-training. Unfortunately, there are no publicly available large real datasets for DPM due to the diverse image quality degradation patterns. To address this challenge, we propose a realistic synthetic data generation method that numerically models geometric distortion and defocus blur in real-world DPM. Through exhaustive experiments, we have confirmed that the model trained on the proposed dataset achieves projector deblurring in the presence of geometric distortions with a quality comparable to state-of-the-art methods. Yuta Kageyama, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | A Multi-aperture Coaxial Projector Balancing Shadow Suppression and DeblurringabstractThis paper proposes a projection system that optically removes the cast shadow in projection mapping. Specifically, we realize the large-aperture (LA) projection using a large-format Fresnel lens to suppress cast shadows by condensing the projection light from a wide viewing angle. However, the resolution and contrast of the projected results are significantly degraded by defocus blur, veiling glare, and stray light caused by the aberration of an LA Fresnel lens. To solve the technical problems, we employ two different approaches: optical and digital image processing methods. First, we introduce a residual projector with a typical aperture lens on the same optical axis as the LA projector, projecting the residual (i.e., high-frequency) components attenuated in the LA projection. These projectors play different roles in shadow suppression and blur compensation, both achieved by projecting simultaneously. Secondly, we optimize the pair of projection images that can balance the shadow suppression and deblurring performance of our projection system. We implemented a proof-of-concept prototype and validated the above-mentioned techniques through projection experiments and a user study. Hiroki Kusuyama, Yuta Kageyama, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | Projection Mapping under Environmental Lighting by Replacing Room Lights with Heterogeneous ProjectorsabstractProjection mapping (PM) is a technique that enhances the appearance of real-world surfaces using projected images, enabling multiple people to view augmentations simultaneously, thereby facilitating communication and collaboration. However, PM typically requires a dark environment to achieve high-quality projections, limiting its practicality. In this paper, we overcome this limitation by replacing conventional room lighting with heterogeneous projectors. These projectors replicate environmental lighting by selectively illuminating the scene, excluding the projection target. Our contributions include a distributed projector optimization framework designed to effectively replicate environmental lighting and the incorporation of a large-aperture projector, in addition to standard projectors, to reduce high-luminance emitted rays and hard shadows-undesirable factors for collaborative tasks in PM. We conducted a series of quantitative and qualitative experiments, including user studies, to validate our approach. Our findings demonstrate t hat our projector-based lighting system significantly enhancesthe contrast and realism of PM results even under e nvironmental lighting compared to typical lights. Furthermore, our method facilitates a substantial shift in the perceived color mode from the undesirable aperture-color mode, where observers perceive the projected object as self-luminous, to the surface-color mode in PM. Masaki Takeuchi, Hiroki Kusuyama, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Estimation of fused-filament-fabrication structural vibro-acoustic performance by modal impact soundabstractAccurately simulating and designing the vibro-acoustic performance of 3D printed structures is a challenging task due to the lack of material elastic properties, particularly when designing without specialized measurement instruments. To tackle this issue, we propose a numerical-experimental estimation method based on modal impact sound, which only requires a microphone for measurement. Specifically, we established a modal impact sound simulation pipeline that considers the material anisotropy and estimated the material elastic property by minimizing the residuals between the simulated and recorded modal impact sound features. Our method outperforms the state-of-the-art modal-sound approach in terms of convergence speed and accuracy, and achieves an average modal-frequency residual of 0.66% across two materials and six infills. We also designed and manufactured a xylophone using the estimated material elasticity for further demonstration and verification. Shengze Zhong, Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
Comput. Graph. | 3 |
| 2023 | Neural Projection Mapping Using Reflectance FieldsabstractWe introduce a high resolution spatially adaptive light source, or a projector, into a neural reflectance field that allows to both calibrate the projector and photo realistic light editing. The projected texture is fully differentiable with respect to all scene parameters, and can be optimized to yield a desired appearance suitable for applications in augmented reality and projection mapping. Our neural field consists of three neural networks, estimating geometry, material, and transmittance. Using an analytical BRDF model and carefully selected projection patterns, our acquisition process is simple and intuitive, featuring a fixed uncalibrated projected and a handheld camera with a co-located light source. As we demonstrate, the virtual projector incorporated into the pipeline improves scene understanding and enables various projection mapping applications, alleviating the need for time consuming calibration steps performed in a traditional setting per view or projector location. In addition to enabling novel viewpoint synthesis, we demonstrate state-of-the-art performance projector compensation for novel viewpoints, improvement over the baselines in material and scene reconstruction, and three simply implemented scenarios where projection image optimization is performed, including the use of a 2D generative model to consistently dictate scene appearance from multiple viewpoints. We believe that neural projection mapping opens up the door to novel and exciting downstream tasks, through the joint optimization of the scene and projection images. Yotam Erel, Daisuke Iwai, Amit Bermano |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Shadowless Projection Mapping using Retrotransmissive OpticsabstractThis paper presents a shadowless projection mapping system for interactive applications in which a target surface is frequently occluded from a projector with a user's body. We propose a delay-free optical solution for this critical problem. Specifically, as the primary technical contribution, we apply a large format retrotransmissive plate to project images onto the target surface from wide viewing angles. We also tackle technical issues unique to the proposed shadowless principle. First, the retrotransmissive optics inevitably suffer from stray light, which leads to significant contrast degradation of the projected result. We propose to block the stray light by covering the retrotransmissive plate with a spatial mask. Because the mask reduces not only the stray light but the achievable luminance of the projected result, we develop a computational algorithm that determines the shape of the mask to balance the image quality. Second, we propose a touch sensing technique by leveraging the optically bidirectional property of the retrotransmissive plate to support interaction between the user and the projected contents on the target object. We implement a proof-of-concept prototype and validate the above-mentioned techniques through experiments. Kosuke Hiratani, Daisuke Iwai, Yuta Kageyama, Parinya Punpongsanon, Takefumi Hiraki, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | HaptoMapping: Visuo-Haptic Augmented Reality by Embedding User-Imperceptible Tactile Display Control Signals in a Projected ImageabstractThis article proposes HaptoMapping, a projection-based visuo-haptic augmented reality (VHAR) system, that can render visual and haptic content independently and present consistent visuo-haptic sensations on physical surfaces. HaptoMapping controls wearable haptic displays by embedded control signals that are imperceptible to the user in projected images using a pixel-level visible light communication technique. The prototype system is comprised of a high-speed projector and three types of haptic devices-finger worn, stylus, and arm mounted. The finger-worn and stylus devices present vibrotactile sensations to a user's fingertips. The arm-mounted device presents stroking sensations on a user's forearm using arrayed actuators with a synchronized hand projection mapping. We identified that the developed system's maximum latency of haptic from visual sensations was 93.4 ms. We conducted user studies on the latency perception of our VHAR system. The results revealed that the developed haptic devices can present haptic sensations without user-perceivable latencies, and the visual-haptic latency tolerance of our VHAR system was 100, 159, 500 ms for the finger-worn, stylus, and arm-mounted devices, respectively. Another user study with the arm-mounted device discovered that the visuo-haptic stroking system maintained both continuity and pleasantness when the spacing between each substrate was relatively sparse, such as 20 mm, and significantly improved both the continuity and pleasantness at 80 and 150 mm/s when compared to the haptic only stroking system. Lastly, we introduced four potential applications in daily scenes. Our system methodology allows for a wide range of VHAR application design without concern for latency and misalignment effects. Yamato Miyatake, Takefumi Hiraki, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | A Monocular Projector-Camera System Using Modular ArchitectureabstractThis paper presents a monocular projector-camera (procam) system using modular architecture based on relay optics. Conventional coaxial procam systems cannot support (1) online changes to lens settings (zoom and focus) and (2) wide-angle projection mapping. We develop design guidelines for a proposed procam system that would solve these restrictions and address the proposed system's unique technical issue of crosstalk between the camera and projector pixels. We conducted experiments using prototypes to validate the feasibility of the proposed framework. First, we confirmed that the proposed crosstalk reduction technique worked well. Second, we found our technique could achieve correct alignment of a projected image onto a moving surface while changing the zoom and focus of the objective lens. The monocular procam system also achieved radiometric compensation where a surface texture was visually concealed by pixel-wise control of a projection color based on the captured results of offline color pattern projections. Finally, we demonstrated the high expandability of our modular architecture, through the creation of a high dynamic range projection. Kenta Yamamoto, Daisuke Iwai, Ikuho Tani, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | Hovering and Contact Representation of Laser Contour-Based Hand with Swinging Tablet PC for Distant CommunicationabstractAs covid-19 spread worldwide, the growing trend to reduce people’s mobility and the establishment of new lifestyles such as remote work, contactless communication systems have been required. Using a projected hand makes it possible to realize remote communication with a sense of presence without loading a user’s physical body. However, conventional projected hand systems have a problem that the relative brightness of the hand image in a bright living room is low. Therefore, we propose a configuration that combines a video call system and a contour-based projected hand by a laser scanning projector. In addition, we incorporate a haptic feedback system with a tablet PC to improve the sense of contact with remote objects. To enhance the sense of contact in remote areas, we focus on providing the transition between hovering and contact states of the contour-based projected hand and users’ hands. According to the experiment, we confirmed that there is a possibility to express hovering and contact even with simple swinging flat-panel feedback and visual effects of the contour-based projected hand. Akira Watanabe, Takuya Uchida, Daisuke Iwai, Kosuke Sato |
TEI | 3 |
| 2022 | interiqr: Unobtrusive Edible Tags using Food 3D PrintingabstractWe present interiqr, a method that utilizes the infill parameter in the 3D printing process to embed information inside the food that is difficult to recognize with the human eye. Our key idea is to utilize the air space or secondary materials to generate a specific pattern inside the food without changing the model geometry. As a result, our method exploits the patterns that appear as hidden edible tags to store the data and simultaneously adds them to a 3D printing pipeline. Our contribution also includes the framework that connects the user with a data-embedding interface through the food 3D printing process, and the decoding system allows the user to decode the information inside the 3D printed food through backlight illumination and a simple image processing technique. Finally, we evaluate the usability of our method under different settings and demonstrate our method through the example application scenarios. Yamato Miyatake, Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
UIST | 3 |
| 2022 | NSTO: Neural Synthesizing Topology Optimization for Modulated Structure GenerationabstractAbstract Nature evolves structures like honeycombs at optimized performance with limited material. These efficient structures can be artificially created with the collaboration of structural topology optimization and additive manufacturing. However, the extensive computation cost of topology optimization causes low mesh resolution, long solving time, and rough boundaries that fail to match the requirements for meeting the growing personal fabrication demands and printing capability. Therefore, we propose the neural synthesizing topology optimization that leverages a self‐supervised coordinate‐based network to optimize structures with significantly shorter computation time, where the network encodes the structural material layout as an implicit function of coordinates. Continuous solution space is further generated from optimization tasks under varying boundary conditions or constraints for users' instant inference of novel solutions. We demonstrate the system's efficacy for a broad usage scenario through numerical experiments and 3D printing. Shengze Zhong, Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
Comput. Graph. Forum | 3 |
| 2022 | Message from the ISMAR 2022 Science and Technology Journal Program Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the journal papers from the 21st IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2022), which will be held as a hybrid conference between October 17 and 21, 2022 in Singapore. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is the premier conference for Mixed and Augmented Reality in the world. Daisuke Iwai, Joseph L. Gabbard, Guillaume Moreau, Lili Wang 0006 |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2022 | Online Projector Deblurring Using a Convolutional Neural NetworkabstractProjector deblurring is an important technology for dynamic projection mapping (PM), where the distance between a projector and a projection surface changes in time. However, conventional projector deblurring techniques do not support dynamic PM because they need to project calibration patterns to estimate the amount of defocus blur each time the surface moves. We present a deep neural network that can compensate for defocus blur in dynamic PM. The primary contribution of this paper is a unique network structure that consists of an extractor and a generator. The extractor explicitly estimates a defocus blur map and a luminance attenuation map. These maps are then injected into the middle layers of the generator network that computes the compensation image. We also propose a pseudo-projection technique for synthesizing physically plausible training data, considering the geometric misregistration that potentially happens in actual PM systems. We conducted simulation and actual PM experiments and confirmed that: (1) the proposed network structure is more suitable than a simple, more general structure for projector deblurring; (2) the network trained with the proposed pseudo-projection technique can compensate projection images for defocus blur artifacts in dynamic PM; and (3) the network supports the translation speed of the surface movement within a certain range that covers normal human motions. Yuta Kageyama, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | IEEE VR 2022 Message from the Journal Paper Chairs and Guest EditorsabstractIn this special issue ofIEEE Transactions on Visualization and Computer Graphics(TVCG), we are pleased to present a subset of papers from the 29th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2022), held virtually March 12-16, 2022, in Christchurch, New Zealand. Luciana Porcher Nedel, Ferran Argelaguet, Lili Wang 0006, Jeanine Stefannuci, Daisuke Iwai |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2021 | Human Olfactory Interface for Odor Modulation Utilizing Gas Adsorption and Desorption: Evaluation of Separation Performance of Odorous Substances in Adsorption Process
Kento Honda, Haruka Matsukura, Daisuke Iwai, Hiroshi Ishida, Kosuke Sato |
INTERACT (5) | 3 |
| 2021 | Computational Phase-Modulated EyeglassesabstractWe present computational phase-modulated eyeglasses, a see-through optical system that modulates the view of the user using phase-only spatial light modulators (PSLM). A PSLM is a programmable reflective device that can selectively retardate, or delay, the incoming light rays. As a result, a PSLM works as a computational dynamic lens device. We demonstrate our computational phase-modulated eyeglasses with either a single PSLM or dual PSLMs and show that the concept can realize various optical operations including focus correction, bi-focus, image shift, and field of view manipulation, namely optical zoom. Compared to other programmable optics, computational phase-modulated eyeglasses have the advantage in terms of its versatility. In addition, we also presents some prototypical focus-loop applications where the lens is dynamically optimized based on distances of objects observed by a scene camera. We further discuss the implementation, applications but also discuss limitations of the current prototypes and remaining issues that need to be addressed in future research. Yuta Itoh 0001, Tobias Langlotz, Stefanie Zollmann, Daisuke Iwai, Kiyoshi Kiyokawa, Toshiyuki Amano |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2021 | Message from the ISMAR 2021 Science and Technology Journal Program Chairs and TVCG Guest Editors
Daisuke Iwai, Guillaume Moreau, Denis Kalkofen, Tabitha C. Peck |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2021 | Multifocal Stereoscopic Projection MappingabstractStereoscopic projection mapping (PM) allows a user to see a three-dimensional (3D) computer-generated (CG) object floating over physical surfaces of arbitrary shapes around us using projected imagery. However, the current stereoscopic PM technology only satisfies binocular cues and is not capable of providing correct focus cues, which causes a vergence-accommodation conflict (VAC). Therefore, we propose a multifocal approach to mitigate VAC in stereoscopic PM. Our primary technical contribution is to attach electrically focus-tunable lenses (ETLs) to active shutter glasses to control both vergence and accommodation. Specifically, we apply fast and periodical focal sweeps to the ETLs, which causes the "virtual image" (as an optical term) of a scene observed through the ETLs to move back and forth during each sweep period. A 3D CG object is projected from a synchronized high-speed projector only when the virtual image of the projected imagery is located at a desired distance. This provides an observer with the correct focus cues required. In this study, we solve three technical issues that are unique to stereoscopic PM: (1) The 3D CG object is displayed on non-planar and even moving surfaces; (2) the physical surfaces need to be shown without the focus modulation; (3) the shutter glasses additionally need to be synchronized with the ETLs and the projector. We also develop a novel compensation technique to deal with the "lens breathing" artifact that varies the retinal size of the virtual image through focal length modulation. Further, using a proof-of-concept prototype, we demonstrate that our technique can present the virtual image of a target 3D CG object at the correct depth. Finally, we validate the advantage provided by our technique by comparing it with conventional stereoscopic PM using a user study on a depth-matching task. Sorashi Kimura, Daisuke Iwai, Parinya Punpongsanon, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Directionally Decomposing Structured Light for Projector CalibrationabstractIntrinsic projector calibration is essential in projection mapping (PM) applications, especially in dynamic PM. However, due to the shallow depth-of-field (DOF) of a projector, more work is needed to ensure accurate calibration. We aim to estimate the intrinsic parameters of a projector while avoiding the limitation of shallow DOF. As the core of our technique, we present a practical calibration device that requires a minimal working volume directly in front of the projector lens regardless of the projector's focusing distance and aperture size. The device consists of a flat-bed scanner and pinhole-array masks. For calibration, a projector projects a series of structured light patterns in the device. The pinholes directionally decompose the structured light, and only the projected rays that pass through the pinholes hit the scanner plane. For each pinhole, we extract a ray passing through the optical center of the projector. Consequently, we regard the projector as a pinhole projector that projects the extracted rays only, and we calibrate the projector by applying the standard camera calibration technique, which assumes a pinhole camera model. Using a proof-of-concept prototype, we demonstrate that our technique can calibrate projectors with different focusing distances and aperture sizes at the same accuracy as a conventional method. Finally, we confirm that our technique can provide intrinsic parameters accurate enough for a dynamic PM application, even when a projector is placed too far from a projection target for a conventional method to calibrate the projector using a fiducial object of reasonable size. Masatoki Sugimoto, Daisuke Iwai, Koki Ishida, Parinya Punpongsanon, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | FoodFab: Creating Food Perception Illusions using Food 3D PrintingabstractPersonalization of eating such that everyone consumes only what they need allows improving our management of food waste. In this paper, we explore the use of food 3D printing to create perceptual illusions for controlling the level of perceived satiety given a defined amount of calories. We present FoodFab, a system that allows users to control their food intake through modifying a food's internal structure via two 3D printing parameters: infill pattern and infill density. In two experiments with a total of 30 participants, we studied the effect of these parameters on users' chewing time that is known to affect people's feeling of satiety. Our results show that we can indeed modify the chewing time by varying infill pattern and density, and thus control perceived satiety. Based on the results, we propose two computational models and integrate them into a user interface that simplifies the creation of personalized food structures. Ying-Ju Lin, Parinya Punpongsanon, Xin Wen 0025, Daisuke Iwai, Kosuke Sato, Marianna Obrist, Stefanie Mueller 0001 |
CHI | 4 |
| 2020 | FleXeen: Visually Manipulating Perceived Fabric Bending Stiffness in Spatial Augmented RealityabstractThe appearance of fabric motion is suggested to affect the human perception of bending stiffness. This study presents a novel spatial augmented reality, or projection mapping, approach that can visually manipulate the perceived bending stiffness of a fabric. Particularly, we proposed a flow enhancement method that can change the apparent fabric motion by using a simple optical flow analysis technique rather than complex physical simulations for interactive applications. Through a psychophysical experiment, we investigated the relationship between the magnification factor of our flow enhancement and the perceived bending stiffness of a fabric. Furthermore, we constructed a prototype application system that allows users to control the stiffness of a fabric without changing the actual physical fabric. By evaluating the prototype, we confirmed that the proposed technique can manipulate the perceived stiffness of various materials (i.e., cotton, polyester, and mixed cotton and linen) at an average accuracy of 90.3 percent. Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | FibAR: Embedding Optical Fibers in 3D Printed Objects for Active Markers in Dynamic Projection MappingabstractThis paper presents a novel active marker for dynamic projection mapping (PM) that emits a temporal blinking pattern of infrared (IR) light representing its ID. We used a multi-material three dimensional (3D) printer to fabricate a projection object with optical fibers that can guide IR light from LEDs attached on the bottom of the object. The aperture of an optical fiber is typically very small; thus, it is unnoticeable to human observers under projection and can be placed on a strongly curved part of a projection surface. In addition, the working range of our system can be larger than previous marker-based methods as the blinking patterns can theoretically be recognized by a camera placed at a wide range of distances from markers. We propose an automatic marker placement algorithm to spread multiple active markers over the surface of a projection object such that its pose can be robustly estimated using captured images from arbitrary directions. We also propose an optimization framework for determining the routes of the optical fibers in such a way that collisions of the fibers can be avoided while minimizing the loss of light intensity in the fibers. Through experiments conducted using three fabricated objects containing strongly curved surfaces, we confirmed that the proposed method can achieve accurate dynamic PMs in a significantly wide working range. Daiki Tone, Daisuke Iwai, Shinsaku Hiura, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | Illuminated Focus: Vision Augmentation using Spatial Defocusing via Focal Sweep Eyeglasses and High-Speed ProjectorabstractAiming at realizing novel vision augmentation experiences, this paper proposes the IlluminatedFocus technique, which spatially defocuses real-world appearances regardless of the distance from the user's eyes to observed real objects. With the proposed technique, a part of a real object in an image appears blurred, while the fine details of the other part at the same distance remain visible. We apply Electrically Focus-Tunable Lenses (ETL) as eyeglasses and a synchronized high-speed projector as illumination for a real scene. We periodically modulate the focal lengths of the glasses (focal sweep) at more than 60 Hz so that a wearer cannot perceive the modulation. A part of the scene to appear focused is illuminated by the projector when it is in focus of the user's eyes, while another part to appear blurred is illuminated when it is out of the focus. As the basis of our spatial focus control, we build mathematical models to predict the range of distance from the ETL within which real objects become blurred on the retina of a user. Based on the blur range, we discuss a design guideline for effective illumination timing and focal sweep range. We also model the apparent size of a real scene altered by the focal length modulation. This leads to an undesirable visible seam between focused and blurred areas. We solve this unique problem by gradually blending the two areas. Finally, we demonstrate the feasibility of our proposal by implementing various vision augmentation applications. Tatsuyuki Ueda, Daisuke Iwai, Takefumi Hiraki, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Augmented Environment Mapping for Appearance Editing of Glossy SurfacesabstractWe propose a novel spatial augmented reality (SAR) framework to edit the appearance of physical glossy surfaces. The key idea is utilizing the specular reflection, which was a major distractor in conventional SAR systems. Namely, we spatially manipulate the appearance of an environmental surface, which is observed through the specular reflection. We use a stereoscopic display to present two appearances with disparity on the environmental surface, by which the depth of the specularly reflected visual information corresponds to the glossy surface. We refer to this method as augmented environment mapping (AEM). The paper describes its principle, followed by three different implementation approaches inspired by typical virtual and augmented reality approaches. We confirmed the feasibility of AEM through both quantitative and qualitative experiments using prototype systems. Takumi Kaminokado, Daisuke Iwai, Kosuke Sato |
ISMAR | 2 |
| 2019 | Odor Modulation by Warming/Cooling Nose Based on Cross-modal EffectabstractPresentation of odors is considered to be important as a means for giving a sense of presence. However, the basic odors have not been established to generate any kinds of odors by combining them, like the three primary colors in vision, the basic tastes in gustation. In order to present various kinds of odors, in general, it is necessary to prepare each corresponding odorant. In this research, an odor modulation method is proposed based on a cross-modal effect between olfaction and thermal sensation, which might be able to decrease the number of odorants used to generate odors presented to the user. The experimental results are reported to show that sensation of odors can be modulated by presenting warm/cool air with the odors even if the same odors are presented to the subjects. Yuichi Fujino, Haruka Matsukura, Daisuke Iwai, Kosuke Sato |
VR | 3 |
| 2019 | Shadowless Projector: Suppressing Shadows in Projection Mapping with Micro Mirror Array PlateabstractShadowless Projector is projection mapping system in which a shadow (more specifically, umbra) does not suffer the projected result. A typical shadow removal technique used a multiple overlapping projection system. In this paper, we propose a shadow-less projection method with single projector. Inspired by a surgical light system that does not cast shadows on patients' bodies in clinical practice, we apply a special optical system that consists of methodically positioned vertical mirrors. This optical system works as a large aperture lens, it is impossible to block all projected ray by a small object such as a hand. Consequently, only penumbra is caused, which leads to a shadow-less projection. Kosuke Hiratani, Daisuke Iwai, Parinya Punpongsanon, Kosuke Sato |
VR | 2 |
| 2019 | Material Surface Reproduction and Perceptual Deformation with Projection Mapping for Car Interior DesignabstractCar interior design, such as dashboard, broadly consists of two parts. One is shape design, where the processes of 2D drawing, 3D modeling and evaluation with full-scale mockups are iterated, which takes a massive amount of time and cost. The other is material design such as surface property tuning, where designers compare material samples. This way, however, has a limitation on the number of material samples to compare and does not allow applying of the samples of interest to the whole mockups in early phases. In this paper, we apply projection mapping technique to boost the design process by altering the appearance of the surface of projected objects and enabling various shape and material evaluations in early phases. Our proposed system uses multiple projectors, one of which is 4K projector to reproduce fine leather surface. Utilizing physiological and psychological depth cues, the system allows the user to perceive the projected mockup as deformed. Psychological experiments confirm that users perceive deformation and have controlled impression on leather reproduced with certain parameters. In addition, we discuss the usability of the proposed system as a support system of car interior design. Takuro Takezawa, Daisuke Iwai, Kosuke Sato, Toshihiro Hara, Yusaku Takeda, Kenji Murase |
VR | 2 |
| 2019 | fARFEEL: Providing Haptic Sensation of Touched Objects Using Visuo-Haptic FeedbackabstractWe present fARFEEL, a remote communication system that provides visuo-haptic feedback allows a local user to feel touching distant objects. The system allows the local and remote users to communicate by using the projected virtual hand (VH) for the agency of his/her own hands. The necessary haptic information is provided to the non-manipulating hand of the local user that does not bother the manipulation of the projected VH. We also introduce the possible visual stimulus that could potentially provide the sense of the body ownership over the projected VH. Naruki Tanabe, Yushi Sato, Kohei Morita, Parinya Punpongsanon, Haruka Matsukura, Michiya Inagaki, Daisuke Iwai, Yuichi Fujino, Kosuke Sato |
VR | 7 |
| 2019 | Which is the Better Inpainted Image?Training Data Generation Without Any Manual OperationsabstractThis paper proposes a learning-based quality evaluation framework for inpainted results that does not require any subjectively annotated training data. Image inpainting, which removes and restores unwanted regions in images, is widely acknowledged as a task whose results are quite difficult to evaluate objectively. Thus, existing learning-based image quality assessment (IQA) methods for inpainting require subjectively annotated data for training. However, subjective annotation requires huge cost and subjects’ judgment occasionally differs from person to person in accordance with the judgment criteria. To overcome these difficulties, the proposed framework generates and uses simulated failure results of inpainted images whose subjective qualities are controlled as the training data. We also propose a masking method for generating training data towards fully automated training data generation. These approaches make it possible to successfully estimate better inpainted images, even though the task is quite subjective. To demonstrate the effectiveness of our approach, we test our algorithm with various datasets and show it outperforms existing IQA methods for inpainting. Mariko Isogawa, Dan Mikami, Kosuke Takahashi, Daisuke Iwai, Kosuke Sato, Hideaki Kimata |
Int. J. Comput. Vis. | 4 |
| 2019 | Light Attenuation Display: Subtractive See-Through Near-Eye Display via Spatial Color FilteringabstractWe present a display for optical see-through near-eye displays based on light attenuation, a new paradigm that forms images by spatially subtracting colors of light. Existing optical see-through head-mounted displays (OST-HMDs) form virtual images in an additive manner-they optically combine the light from an embedded light source such as a microdisplay into the users' field of view (FoV). Instead, our light attenuation display filters the color of the real background light pixel-wise in the users' see-through view, resulting in an image as a spatial color filter. Our image formation is complementary to existing light-additive OST-HMDs. The core optical component in our system is a phase-only spatial light modulator (PSLM), a liquid crystal module that can control the phase of the light in each pixel. By combining PSLMs with polarization optics, our system realizes a spatially programmable color filter. In this paper, we introduce our optics design, evaluate the spatial color filter, consider applications including image rendering and FoV color control, and discuss the limitations of the current prototype. Yuta Itoh 0001, Tobias Langlotz, Daisuke Iwai, Kiyoshi Kiyokawa, Toshiyuki Amano |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2019 | Non-Contact Thermo-Visual Augmentation by IR-RGB ProjectionabstractThis paper presents an approach for non-contact haptic augmentation with spatial augmented reality (SAR). We construct a thermo-visual projection system by combining a standard RGB projector and a fabricated infrared (IR) projector. The primary contribution of this paper is that we conduct thorough psychophysical experiments to investigate a design guideline for spatiotemporal projection patterns for both RGB and IR projectors to render a warm object with high presence. We develop application systems to evaluate the validity of the proposed system and design guideline. The evaluation results demonstrate that the proposed system can render warm objects with significantly higher presence than a standard SAR system. Daisuke Iwai, Mei Aoki, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2018 | Computational Augmented Reality DisplaysabstractInteractive surfaces and spaces (ISS) research has been advanced by augmented reality (AR) display technologies. Recent trends of computational displays overcome limitations of existing display technologies by optimizing both hardware and software while considering human perception. We plan to held a workshop on computational AR displays (CARD) to explore emerging ISS research issues by promoting communications and interactions between ISS and CARD communities. Daisuke Iwai, Yuta Itoh 0001, Parinya Punpongsanon |
ISS | 1 |
| 2018 | Recent Advances in Projection Mapping Algorithms, Hardware and ApplicationsabstractAbstract This State‐of‐the‐Art‐Report covers the recent advances in research fields related to projection mapping applications. We summarize the novel enhancements to simplify the 3D geometric calibration task, which can now be reliably carried out either interactively or automatically using self‐calibration methods. Furthermore, improvements regarding radiometric calibration and compensation as well as the neutralization of global illumination effects are summarized. We then introduce computational display approaches to overcome technical limitations of current projection hardware in terms of dynamic range, refresh rate, spatial resolution, depth‐of‐field, view dependency, and color space. These technologies contribute towards creating new application domains related to projection‐based spatial augmentations. We summarize these emerging applications, and discuss new directions for industries. Anselm Grundhöfer, Daisuke Iwai |
Comput. Graph. Forum | 2 |
| 2018 | Fabricating Diminishable Visual Markers for Geometric Registration in Projection MappingabstractWe propose a visual marker embedding method for the pose estimation of a projection surface to correctly map projected images onto the surface. Assuming that the surface is fabricated by a full-color or multi-material three-dimensional (3D) printer, we propose to automatically embed visual markers on the surface with mechanical accuracy. The appearance of the marker is designed such that the marker is detected by infrared cameras even when printed on a non-planar surface while its appearance can be diminished by the projection to be as imperceptible as possible to human observers. The marker placement is optimized using a genetic algorithm to maximize the number of valid viewpoints from which the pose of the object can be estimated correctly using a stereo camera system. We also propose a radiometric compensation technique to quickly diminish the marker appearance. Experimental results confirm that the pose of projection objects are correctly estimated while the appearance of the markers was diminished to an imperceptible level. At the same time, we confirmed the limitations of the current method; only one object can be handled, and pose estimation is not performed at interactive frame rates. Finally, we demonstrate the proposed technique to show that it works successfully for various surface shapes and target textures. Hirotaka Asayama, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2018 | HySAR: Hybrid Material Rendering by an Optical See-Through Head-Mounted Display with Spatial Augmented Reality ProjectionabstractSpatial augmented reality (SAR) pursues realism in rendering materials and objects. To advance this goal, we propose a hybrid SAR (HySAR) that combines a projector with optical see-through head-mounted displays (OST-HMD). In an ordinary SAR scenario with co-located viewers, the viewers perceive the same virtual material on physical surfaces. In general, the material consists of two components: a view-independent (VI) component such as diffuse reflection, and a view-dependent (VD) component such as specular reflection. The VI component is static over viewpoints, whereas the VD should change for each viewpoint even if a projector can simulate only one viewpoint at one time. In HySAR, a projector only renders the static VI components. In addition, the OST-HMD renders the dynamic VD components according to the viewer's current viewpoint. Unlike conventional SAR, the HySAR concept theoretically allows an unlimited number of co-located viewers to see the correct material over different viewpoints. Furthermore, the combination enhances the total dynamic range, the maximum intensity, and the resolution of perceived materials. With proof-of-concept systems, we demonstrate HySAR both qualitatively and quantitatively with real objects. First, we demonstrate HySAR by rendering synthetic material properties on a real object from different viewpoints. Our quantitative evaluation shows that our system increases the dynamic range by 2.24 times and the maximum intensity by 2.12 times compared to an ordinary SAR system. Second, we replicate the material properties of a real object by SAR and HySAR, and show that HySAR outperforms SAR in rendering VD specular components. Takumi Hamasaki, Yuta Itoh 0001, Yuichi Hiroi, Daisuke Iwai, Maki Sugimoto |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2018 | Seamless Multi-Projection RevisitedabstractThis paper introduces a novel photometric compensation technique for inter-projector luminance and chrominance variations. Although it sounds as a classical technical issue, to the best of our knowledge there is no existing solution to alleviate the spatial non-uniformity among strongly heterogeneous projectors at perceptually acceptable quality. Primary goal of our method is increasing the perceived seamlessness of the projection system by automatically generating an improved and consistent visual quality. It builds upon the existing research of multi-projection systems, but instead of working with perceptually non-uniform color spaces such as CIEXYZ, the overall computation is carried out using the RLab [10, pp. 243-254] color appearance model which models the color processing in an adaptive, perceptual manner. Besides, we propose an adaptive color gamut acquisition, spatially varying gamut mapping, and optimization framework for edge blending. The paper describes the overall workflow and detailed algorithm of each component, followed by an evaluation validating the proposed method. The experimental results both qualitatively and quantitatively show the proposed method significant improved the visual quality of projected results of a multi-projection display with projectors with severely heterogeneous color processing. Petar Pjanic, Simon Willi, Daisuke Iwai, Anselm Grundhöfer |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | HySAR: Hybrid material rendering by an optical see-through head-mounted display with spatial augmented reality projectionabstractWe propose a hybrid SAR concept combining a projector and Optical See-Through Head-Mounted Displays (OST-HMD). Our proposed hybrid SAR system utilizes OST-HMD as an extra rendering layer to render a view-dependent property in OST-HMDs according to the viewer's viewpoint. Combined with view-independent components created by a static projector, the viewer can see richer material contents. Unlike conventional SAR systems, our system theoretically allows unlimited number of viewers seeing enhanced contents in the same space while keeping the existing SAR experiences. Furthermore, the system enhances the total dynamic range, the maximum intensity, and the resolution of perceived materials. With a proof-of-concept system that consists of a projector and an OST-HMD, we qualitatively demonstrate that our system successfully creates hybrid rendering on a hemisphere object from five horizontal viewpoints. Our quantitative evaluation also shows that our system increases the dynamic range by 2.1 times and the maximum intensity by 1.9 times compared to an ordinary SAR system. Yuichi Hiroi, Yuta Itoh 0001, Takumi Hamasaki, Daisuke Iwai, Maki Sugimoto |
VR | 4 |
| 2017 | Makeup Lamps: Live Augmentation of Human Faces via ProjectionabstractWe propose the first system for live dynamic augmentation of human faces. Using projector-based illumination, we alter the appearance of human performers during novel performances. The key challenge of live augmentation is latency — an image is generated according to a specific pose, but is displayed on a different facial configuration by the time it is projected. Therefore, our system aims at reducing latency during every step of the process, from capture, through processing, to projection. Using infrared illumination, an optically and computationally aligned high-speed camera detects facial orientation as well as expression. The estimated expression blendshapes are mapped onto a lower dimensional space, and the facial motion and non-rigid deformation are estimated, smoothed and predicted through adaptive Kalman filtering. Finally, the desired appearance is generated interpolating precomputed offset textures according to time, global position, and expression. We have evaluated our system through an optimized CPU and GPU prototype, and demonstrated successful low latency augmentation for different performers and performances with varying facial play and motion speed. In contrast to existing methods, the presented system is the first method which fully supports dynamic facial projection mapping without the requirement of any physical tracking markers and incorporates facial expressions. Amit Bermano, Markus Billeter, Daisuke Iwai, Anselm Grundhöfer |
Comput. Graph. Forum | 3 |
| 2017 | Distributed Optimization Framework for Shadow Removal in Multi-Projection SystemsabstractAbstract This paper proposes a novel shadow removal technique for cooperative projection system based on spatiotemporal prediction. In our previous work, we proposed a distributed feedback algorithm, which is implementable in cooperative projection environments subject to data transfer constraints between components. A weakness of this scheme is that the compensation is conducted in each pixel independently. As a result, spatiotemporal information of the environmental change cannot be utilized even if it is available. In view of this, we specifically investigate the situation where some of the projectors are occluded by a moving object whose one‐frame‐ahead behaviour is predictable. In order to remove the resulting shadow, we propose a novel error propagating scheme that is still implementable in a distributed manner and enables us to incorporate the prediction information of the obstacle. It is demonstrated theoretically and experimentally that the proposed method significantly improves the shadow removal performance in comparison to the previous work. Jun Tsukamoto, Daisuke Iwai, Kenji Kashima |
Comput. Graph. Forum | 2 |
| 2017 | Simultaneous Projection and Positioning of Laser Projector PixelsabstractThis paper presents a novel projected pixel localization principle for online geometric registration in dynamic projection mapping applications. We propose applying a time measurement of a laser projector raster-scanning beam using a photosensor to estimate its position while the projector displays meaningful visual information to human observers. Based on this principle, we develop two types of position estimation techniques. One estimates the position of a projected beam when it directly illuminates a photosensor. The other localizes a beam by measuring the reflection from a retro-reflective marker with the photosensor placed in the optical path of the projector. We conduct system evaluations using prototypes to validate this method as well as to confirm the applicability of our principle. In addition, we discuss the technical limitations of the prototypes based on the evaluation results. Finally, we build several dynamic projection mapping applications to demonstrate the feasibility of our principle. Yuki Kitajima, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2017 | Extended LazyNav: Virtual 3D Ground Navigation for Large Displays and Head-Mounted DisplaysabstractThis paper presents the extended work on LazyNav, a head-free, eyes-free and hands-free mid-air ground navigation control model presented at the IEEE 3D User Interfaces (3DUI) 2015, in particular with a new application to the head-mounted display (HMD). Our mid-air interaction metaphor makes use of only a single pair of the remaining tracked body elements to tailor the navigation. Therefore, the user can navigate in the scene while still being able to perform other interactions with her hands and head, e.g., carrying a bag, grasping a cup of coffee, or observing the content by moving her eyes and locally rotating her head. We design several body motions for navigation by considering the use of non-critical body parts and develop assumptions about ground navigation techniques. Through the user studies, we investigate the motions that are easy to discover, easy to control, socially acceptable, accurate and not tiring. Finally, we evaluate the desired ground navigation features with a prototype application in both a large display (LD) and a HMD navigation scenarios. We highlight several recommendations for designing a particular mid-air ground navigation technique for a LD and a HMD. Parinya Punpongsanon, Emilie Guy, Daisuke Iwai, Kosuke Sato, Tamy Boubekeur |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | International workshop on multimodal virtual and augmented reality (workshop summary)abstractVirtual reality (VR) and augmented reality (AR) are expected by many to become the next wave of computing with significant impacts on our daily lives. Motivated by this, we organized a workshop on “Multimodal Virtual and Augmented Reality (MVAR)” at the 18th ACM International Conference on Multimodal Interaction (ICMI 2016). While current VR and AR installations mostly focus on the visual domain, we expect multimodality to play a crucial role in future, next generation VR/AR systems. The submissions for this workshop reflect the potential of multimodality for VR and AR, illustrate interesting new directions, and pinpoint important issues. This paper gives a short motivation for the workshop and its aim, and summarizes the aforementioned trends and challenges identified from the submissions. Wolfgang Hürst, Daisuke Iwai, B. Prabhakaran 0001 |
ICMI | 2 |
| 2016 | Gaussian Light Field: Estimation of Viewpoint-Dependent Blur for Optical See-Through Head-Mounted DisplaysabstractWe propose a method to calibrate viewpoint-dependent, channel-wise image blur of near-eye displays, especially of Optical See-Through Head-Mounted Displays (OST-HMDs). Imperfections in HMD optics cause channel-wise image shift and blur that degrade the image quality of the display at a user's viewpoint. If we can estimate such characteristics perfectly, we could mitigate the effect by applying correction techniques from the computational photography in computer vision as analogous to cameras. Unfortunately, directly applying existing calibration techniques of cameras to OST-HMDs is not a straightforward task. Unlike ordinary imaging systems, image blur in OST-HMDs is viewpoint-dependent, i.e., the optical characteristic of a display dynamically changes depending on the current viewpoint of the user. This constraint makes the problem challenging since we must measure image blur of an HMD, ideally, over the entire 3D eyebox in which a user can see an image. To overcome this problem, we model the viewpoint-dependent blur as a Gaussian Light Field (GLF) that stores spatial information of the display screen as a (4D) light field with depth information and the blur as point-spread functions in the form of Gaussian kernels, respectively. We first describe both our GLF model and a calibration procedure to learn a GLF for a given OST-HMD. We then apply our calibration method to two HMDs that use different optics: a cubic prism or holographic gratings. The results show that our method achieves significantly better accuracy in Point-Spread Function (PSF) estimations with an accuracy about 2 to 7 dB in Peak SNR. Yuta Itoh 0001, Toshiyuki Amano, Daisuke Iwai, Gudrun Klinker |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2016 | Inter-reflection Compensation of Immersive Projection Display by Spatio-Temporal Screen Reflectance ModulationabstractWe propose a novel inter-reflection compensation technique for immersive projection displays wherein we spatially modulate the reflectance pattern on the screen to improve the compensation performance of conventional methods. As the luminance of light reflected on a projection surface is mathematically represented as the multiplication of the illuminance of incident light and the surface reflectance, we can reduce undesirable intensity elevation because of inter-reflections by decreasing surface reflectance. Based on this principle, we improve conventional inter-reflection compensation techniques by applying reflectance pattern modulation. We realize spatial reflectance modulation of a projection screen by painting it with a photochromic compound, which changes its color (i.e., the reflectance of the screen) when ultraviolet (UV) light is applied and by controlling UV irradiation with a UV LED array placed behind the screen. The main contribution of this paper is a computational model to optimize a reflectance pattern for the accurate reproduction of a target appearance by decreasing the intensity elevation caused by inter-reflection while maintaining the maximum intensity of the target appearance. Through simulation and physical experiments, we demonstrate the feasibility of the proposed model and confirm its advantage over conventional methods. Shoichi Takeda, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Tutorial 2: Computational Imaging and ProjectionabstractSummary form only given. In this tutorial, we will introduce emerging technologies on computational imaging and light field projection to AR/MR researchers.Light is the most important medium in AR/VR technologies to not only obtain information but also show and modify visual cue in the real scenes. Therefore in this area, latest techniques on optics, imaging and lighting have played an important role to make a next step toward the sophisticated experiences. Computational photography is one of the most influential technology in computer vision and optical engineering areas, and we think most techniques in computational imaging and projection can be applied to common problems in mixed reality, such as scene modeling, modification of the appearances of actual objects and user interactions. Shinsaku Hiura, Hajime Nagahara, Daisuke Iwai, Toshiyuki Amano |
ISMAR | 3 |
| 2015 | Manipulating Haptic Shape Perception by Visual Surface Deformation and Finger Displacement in Spatial Augmented RealityabstractMany researchers are trying to realize a pseudo-haptic system which can visually manipulate a user's haptic shape perception when touching a physical object. In this paper, we focus on manipulating the perceived surface shape of a curved object when touching it with an index finger, by visually deforming it's surface shape and displacing the visual representation of the user's index finger as like s/he is touching the deformed surface, using spatial augmented reality. Experiments were conducted with a projection system to confirm the effect of the visual feedback for manipulating the perceived shape of curved surface. The results supported the proposed concept. Toshio Kanamori, Daisuke Iwai, Kosuke Sato |
ISMAR | 2 |
| 2015 | Reducing Motion Blur Artifact of Foveal Projection for a Dynamic Focus-Plus-Context DisplayabstractThis paper presents a novel technique to reduce the motion blur artifacts of foveal projection in a dynamic focus-plus-context (DF+C) display. The DF+C display is generally configured with multiple projectors and provides a nonuniform spatial resolution that consists of high-resolution (hi-res) regions (foveal projection) and low-resolution regions (peripheral projection). A serious problem of the DF+C display is motion blur, which inevitably occurs when a foveal projection is moved by a pan-tilt mirror or gantry. We propose a solution that reduces the motion blur artifacts, and evaluate how this solution improves the image quality using both qualitative and quantitative experiments. Our proposed method defines an error function to assess the displayed image quality as the difference between an original hi-res image and the displayed image by considering the nonuniform spatial property of human visual acuity. Then, it decides the set of positions and moving techniques of foveal projections so that the sum of errors during a video sequence is minimized. Through experiment, we confirmed that the proposed method can provide a better image quality and significantly improve the motion blur artifacts when compared with a conventional DF+C display. Daisuke Iwai, Kei Kodama, Kosuke Sato |
IEEE Trans. Circuits Syst. Video Technol. | 1 |
| 2015 | Robust, Error-Tolerant Photometric Projector CompensationabstractWe propose a novel error tolerant optimization approach to generate a high-quality photometric compensated projection. The application of a non-linear color mapping function does not require radiometric pre-calibration of cameras or projectors. This characteristic improves the compensation quality compared with related linear methods if this approach is used with devices that apply complex color processing, such as single-chip digital light processing projectors. Our approach consists of a sparse sampling of the projector's color gamut and non-linear scattered data interpolation to generate the per-pixel mapping from the projector to camera colors in real time. To avoid out-of-gamut artifacts, the input image's luminance is automatically adjusted locally in an optional offline optimization step that maximizes the achievable contrast while preserving smooth input gradients without significant clipping errors. To minimize the appearance of color artifacts at high-frequency reflectance changes of the surface due to usually unavoidable slight projector vibrations and movement (drift), we show that a drift measurement and analysis step, when combined with per-pixel compensation image optimization, significantly decreases the visibility of such artifacts. Anselm Grundhöfer, Daisuke Iwai |
IEEE Trans. Image Process. | 2 |
| 2015 | Extended Depth-of-Field Projector by Fast Focal Sweep ProjectionabstractA simple and cost-efficient method for extending a projector's depth-of-field (DOF) is proposed. By leveraging liquid lens technology, we can periodically modulate the focal length of a projector at a frequency that is higher than the critical flicker fusion (CFF) frequency. Fast periodic focal length modulation results in forward and backward sweeping of focusing distance. Fast focal sweep projection makes the point spread function (PSF) of each projected pixel integrated over a sweep period (IPSF; integrated PSF) nearly invariant to the distance from the projector to the projection surface as long as it is positioned within sweep range. This modulation is not perceivable by human observers. Once we compensate projection images for the IPSF, the projected results can be focused at any point within the range. Consequently, the proposed method requires only a single offline PSF measurement; thus, it is an open-loop process. We have proved the approximate invariance of the projector's IPSF both numerically and experimentally. Through experiments using a prototype system, we have confirmed that the image quality of the proposed method is superior to that of normal projection with fixed focal length. In addition, we demonstrate that a structured light pattern projection technique using the proposed method can measure the shape of an object with large depth variances more accurately than normal projection techniques. Daisuke Iwai, Shoichiro Mihara, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2015 | SoftAR: Visually Manipulating Haptic Softness Perception in Spatial Augmented RealityabstractWe present SoftAR, a novel spatial augmented reality (AR) technique based on a pseudo-haptics mechanism that visually manipulates the sense of softness perceived by a user pushing a soft physical object. Considering the limitations of projection-based approaches that change only the surface appearance of a physical object, we propose two projection visual effects, i.e., surface deformation effect (SDE) and body appearance effect (BAE), on the basis of the observations of humans pushing physical objects. The SDE visualizes a two-dimensional deformation of the object surface with a controlled softness parameter, and BAE changes the color of the pushing hand. Through psychophysical experiments, we confirm that the SDE can manipulate softness perception such that the participant perceives significantly greater softness than the actual softness. Furthermore, fBAE, in which BAE is applied only for the finger area, significantly enhances manipulation of the perception of softness. We create a computational model that estimates perceived softness when SDE+fBAE is applied. We construct a prototype SoftAR system in which two application frameworks are implemented. The softness adjustment allows a user to adjust the softness parameter of a physical object, and the softness transfer allows the user to replace the softness with that of another object. Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2015 | Radiometric Compensation for Cooperative Distributed Multi-Projection System Through 2-DOF Distributed ControlabstractThis paper proposes a novel radiometric compensation technique for cooperative projection system based-on distributed optimization. To achieve high scalability and robustness, we assume cooperative projection environments such that 1. each projector does not have information about other projectors as well as target images, 2. the camera does not have information about the projectors either, while having the target images, and 3. only a broadcast communication from the camera to the projectors is allowed to suppress the data transfer bandwidth. To this end, we first investigate a distributed optimization based feedback mechanism that is suitable for the required decentralized information processing environment. Next, we show that this mechanism works well for still image projection, however not necessary for moving images due to the lack of dynamic responsiveness. To overcome this issue, we propose to implement an additional feedforward mechanism. Such a 2 Degree Of Freedom (2-DOF) control structure is well-known in control engineering community as a typical method to enhance not only disturbance rejection but also reference tracking capability, simultaneously. We theoretically guarantee and experimentally demonstrate that this 2-DOF structure yields the moving image projection accuracy that is overwhelming the best achievable performance only by the distributed optimization mechanisms. Jun Tsukamoto, Daisuke Iwai, Kenji Kashima |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2014 | A preliminary study on altering surface softness perception using augmented color and deformationabstractChoosing the appropriate soft/hard material is important for designing a product such as sofa or bed, but typically limited by the number of physical materials that the designer owns. Pseudo-haptic feedback is an alternative way that enables designer to roughly simulate material properties (e.g., softness, hardness) by only generating the visual illusion. However, the current technique is limited within video see-through augmented reality, in which the user interact in a real space while looking at a virtual space. This paper explores the possibility to realize pseudo-haptic feedback for touching objects in spatial augmented reality. We investigate and compare effects of visually superimposing a projection graphics onto the surface of a touched object and the fingernail/finger for changing the surface tactile perception. The potential of our method is discussed through a preliminary user study. Parinya Punpongsanon, Daisuke Iwai, Kosuke Sato |
ISMAR | 2 |
| 2014 | Artifact Reduction in Radiometric Compensation of Projector-Camera Systems for Steep Reflectance VariationsabstractIn this paper, we propose a novel radiometric compensation method that applies a high-spatial-resolution camera to a projector-camera system to reduce the artifacts around the regions where the reflectance of the projection surface changes steeply. The proposed method measures the reflection in the region of a single projector pixel on a projection surface with multiple camera pixels. From the measurement, it computes multiple color-mixing matrices, each of which represents a color space conversion between each camera and the projector pixels. Using these matrices, we calculate the optimal projection color by applying the linear least squares method, so that the displayed color in the projector pixel region is as close as possible to the target appearance. Through projection experiments, we confirm that our proposed method reduces the artifacts around the regions where the reflectance changes steeply, when compared with other conventional compensation methods. Shoichiro Mihara, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Circuits Syst. Video Technol. | 2 |
| 2014 | Making Graphical Information Visible in Real Shadows on Interactive TabletopsabstractWe introduce a shadow-based interface for interactive tabletops. The proposed interface allows a user to browse graphical information by casting the shadow of his/her body, such as a hand, on a tabletop surface. Central to our technique is a new optical design that utilizes polarization in addition to the additive nature of light so that the desired graphical information is displayed only in a shadow area on a tabletop surface. In other words, our technique conceals the graphical information on surfaces other than the shadow area, such as the surface of the occluder and non-shadow areas on the tabletop surface. We combine the proposed shadow-based interface with a multi-touch detection technique to realize a novel interaction technique for interactive tabletops. We implemented a prototype system and conducted proof-of-concept experiments along with a quantitative evaluation to assess the feasibility of the proposed optical design. Finally, we showed implemented application systems of the proposed shadow-based interface. Mariko Isogawa, Daisuke Iwai, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2013 | Augmenting physical avatars using projector-based illuminationabstractAnimated animatronic figures are a unique way to give physical presence to a character. However, their movement and expressions are often limited due to mechanical constraints. In this paper, we propose a complete process for augmenting physical avatars using projector-based illumination, significantly increasing their expressiveness. Given an input animation, the system decomposes the motion into low-frequency motion that can be physically reproduced by the animatronic head and high-frequency details that are added using projected shading. At the core is a spatio-temporal optimization process that compresses the motion in gradient space, ensuring faithful motion replay while respecting the physical limitations of the system. We also propose a complete multi-camera and projection system, including a novel defocused projection and subsurface scattering compensation scheme. The result of our system is a highly expressive physical avatar that features facial details and motion otherwise unattainable due to physical constraints. Amit Bermano, Philipp Brüschweiler, Anselm Grundhöfer, Daisuke Iwai, Bernd Bickel, Markus Gross 0001 |
ACM Trans. Graph. | 4 |
| 2013 | View Management of Projected Labels on Nonplanar and Textured SurfacesabstractThis paper presents a new label layout technique for projection-based augmented reality (AR) that determines the placement of each label directly projected onto an associated physical object with a surface that is normally inappropriate for projection (i.e., nonplanar and textured). Central to our technique is a new legibility estimation method that evaluates how easily people can read projected characters from arbitrary viewpoints. The estimation method relies on the results of a psychophysical study that we conducted to investigate the legibility of projected characters on various types of surfaces that deform their shapes, decrease their contrasts, or cast shadows on them. Our technique computes a label layout by minimizing the energy function using a genetic algorithm (GA). The terms in the function quantitatively evaluate different aspects of the layout quality. Conventional label layout solvers evaluate anchor regions and leader lines. In addition to these evaluations, we design our energy function to deal with the following unique factors, which are inherent in projection-based AR applications: the estimated legibility value and the disconnection of the projected leader line. The results of our subjective experiment showed that the proposed technique could significantly improve the projected label layout. Daisuke Iwai, Tatsunori Yabiki, Kosuke Sato |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2011 | 3D high dynamic range display systemabstractThis paper introduces a new high dynamic range (HDR) display system that generates a physical 3D HDR image without using stereoscopic methods. To boost contrast beyond that obtained using either a hardcopy or a projector, we employ a multiprojection system to superimpose images onto a textured solid hardcopy that is output by a 3D printer or a rapid prototyping machine. We introduce two basic techniques for our 3D HDR display. The first technique computes an optimal placement of projectors so that projected images cover the hardcopy's entire surface while maximizing image quality. The second technique allows a user to place the projectors near the computed optimal position by projecting from each projector images that act as visual guides. Through proof-of-concept experiments, we were able to modulate luminance and chrominance with a registration error of less than 3 mm. The physical contrast ratio obtained using our method was approximately 5,000:1, while it was 5:1 in the case of viewing the 3D printout under environmental light and 1,000:1 in the case of using the projectors to project the image on regular screens. Saeko Shimazu, Daisuke Iwai, Kosuke Sato |
ISMAR | 2 |
| 2010 | Dynamic control of multiple focal-plane projections for eliminating defocus and occlusionabstractThis paper presents a novel dynamic control of multiple focal-plane projections. Our approach multiplexes the projectors' focal-planes so that all the displayed images are focused. The projectors are placed at various locations with various directions in the scene so that there is no occlusion of the projection light even for dynamically moving objects. Our approach compensates for defocus blur, oblique blur (loss of high-spatial-frequency components according to the incidence angle of the projection light), and cast shadows of projected images. This is achieved by selecting an optimal projector that can display the finest image for each point of the object surface by comparing the projectors' point spread functions (PSFs). The proposed approach requires geometric calibration to be performed only once in advance. Our approach can compute PSFs without any additional calibrations even when the surface moves if it is tracked by an external sensor. The method is particularly useful in interactive systems in which the object to be projected is tracked. Momoyo Nagase, Daisuke Iwai, Kosuke Sato |
VR | 2 |
| 2008 | The Visual Computing of Projector-Camera SystemsabstractAbstract This article focuses on real‐time image correction techniques that enable projector‐camera systems to display images onto screens that are not optimized for projections, such as geometrically complex, coloured and textured surfaces. It reviews hardware‐accelerated methods like pixel‐precise geometric warping, radiometric compensation, multi‐focal projection and the correction of general light modulation effects. Online and offline calibration as well as invisible coding methods are explained. Novel attempts in super‐resolution, high‐dynamic range and high‐speed projection are discussed. These techniques open a variety of new applications for projection displays. Some of them will also be presented in this report. Oliver Bimber, Daisuke Iwai, Gordon Wetzstein, Anselm Grundhöfer |
Comput. Graph. Forum | 2 |
| 2008 | Superimposing dynamic rangeabstractWe present a simple and cost-efficient way of extending contrast, perceived tonal resolution, and color space of reflective media, such as paper prints, hardcopy photographs, or electronic paper displays. A calibrated projector-camera system is applied for automatic registration, radiometric scanning and superimposition. A second modulation of the projected light on the surface of such media results in a high dynamic range visualization. This holds application potential for a variety of domains, such as radiology, astronomy, optical microscopy, conservation and restoration of historic art, modern art and entertainment installations. Oliver Bimber, Daisuke Iwai |
ACM Trans. Graph. | 2 |
| 2006 | Limpid Desk: Transparentizing Documents on Real Desk in Projection-Based Mixed RealityabstractSearching of spread documents on a real desk is an arduous task. The chaos on the desk makes users’ searching of the desired documents difficult. In this paper, we propose Limpid Desk which supports a document search on a desk by transparentizing the upper layer of a document stack in projection-based mixed reality environments. In the system, the special pattern light which is calculated to compensate the appearances of the upper layer documents as if they are transparent is projected to the stack, and as a result, users can visually access to the lower layer document. We propose a touch sensing method using a thermal image for the input interface of the system. The method realizes that users’ touch areas on real documents can be detected with no worn or hold devices. Hence, users can intuitively select the stack, which they would like to transparentize, by their simple touch gestures. We present three intuitive interaction techniques which allow users to figure out what the lower layer document is without physically removing its upper documents. Since the searching space, the manipulating space, and the display space are completely unified onto a real desk, users can directly access to the lower documents without PC monitor and interface. We claim that this kind of spatial consistency of the manipulation is the key for realizing the intuitive interaction. Daisuke Iwai, Sawako Hanatani, Chinatsu Horii, Kosuke Sato |
VR | 1 |
| 2006 | Limpid desk: see-through access to disorderly desktop in projection-based mixed realityabstractWe propose Limpid Desk which supports document search on a real desktop with virtual transparentizing of the upper layer of a document stack in projection-based mixed reality (MR)environments. In the system, users can visually access a lower layer document without physically removing the upper documents. This is accomplished by projecting a special pattern of light that is calculated to compensate the appearances of the upper layer documents as if they are transparent. In addition, we propose two types of visual effects for users to cognize the progress of the transparentizing of real documents and to recognize the layer number of the virtually exposing document, and excecute psychological tests to confirm the intuitiveness of these effects. This paper also presents an intuitive document search interaction in the proposed system. Daisuke Iwai, Kosuke Sato |
VRST | 1 |
| 2005 | Non-verbal Mapping Between Sound and Color-Mapping Derived from Colored Hearing Synesthetes and Its Applications
Noriko Nagata, Daisuke Iwai, Sanae H. Wake, Seiji Inokuchi |
ICEC | 2 |