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Sebastian Knödel

dblp:66/108 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2014
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 69% Geometric modeling and processing · 19% Computational photography and imaging · 12%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.222014
Markerless augmented reality solution for industrial manufacturing · ISMAR 2014
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003
Geometric modeling and processing › computer-aided design
CAD model processing
0.212014
Markerless augmented reality solution for industrial manufacturing · ISMAR 2014
Virtual and augmented reality › augmented reality › augmented reality applications
industrial augmented reality
0.212014
Markerless augmented reality solution for industrial manufacturing · ISMAR 2014
Virtual and augmented reality › immersive interaction
3d interaction
0.112009
Navidget for 3D interaction: Camera positioning and further uses · Int. J. Hum. Comput. Stud. 2009
Computational photography and imaging
camera localization
0.112009
Navidget for 3D interaction: Camera positioning and further uses · Int. J. Hum. Comput. Stud. 2009
Virtual and augmented reality › visual realism
illumination consistency
0.122003
Consistent illumination within optical see-through augmented environments · SIGGRAPH 2003
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003
Virtual and augmented reality › augmented reality
optical see-through augmented reality
0.012003
Consistent illumination within optical see-through augmented environments · SIGGRAPH 2003
Virtual and augmented reality › augmented reality display
optical see-through display
0.012003
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003
Virtual and augmented reality
augmented environments
0.012003
Consistent illumination within optical see-through augmented environments · SIGGRAPH 2003
Computational photography and imaging
projector-camera systems
0.012003
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003
Computational photography and imaging
reflectance acquisition
0.012003
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003

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

markerless tracking · 0.2CAD overlay · 0.23d user interface · 0.1radiometric compensation · 0.0image-based lighting · 0.0illumination modeling · 0.0
YearPublicationVenuePosition
2014 Markerless augmented reality solution for industrial manufacturing
abstract
We present a comprehensive augmented reality solution to efficiently perform different verification pocedures during industrial assembly-line manufacturing using CAD data from product lifecycle management (PLM) systems. The demonstration focuses on a variety of industrial use-cases that have to go through different control processes, assisted by augmented reality tools. Thus, the experience has to be precise, robust to natural movements and easy to realise for an assembly-line technician.
Boris Meden, Sebastian Knödel, Steve Bourgeois
ISMAR2
2009 Navidget for 3D interaction: Camera positioning and further uses
Martin Hachet, Fabrice Decle, Sebastian Knödel, Pascal Guitton
Int. J. Hum. Comput. Stud.3
2008 Visualization and interaction with mobile technology
abstract
Our research in Mobile HCI concerns the exploration of new interaction and visualization techniques for 3D data on mobile devices. Furthermore, we want to examine new forms of collaboration supporting groups of people, who interact together with diverse data using heterogeneous hardware, from small mobile devices to large projection screens. Hence, in our investigations we propose adapted visual representations and efficient interaction techniques that take in account the human factor, as well as technical terms of mobile technology.
Sebastian Knödel
Mobile HCI1
2008 Navidget for immersive virtual environments
abstract
We present a novel interaction technique called Immersive Navidget for navigation in immersive virtual environments (VE), see Figure 1. This technique, based on Navidget, allows fast and easy 3D camera positioning from simple controls. In this paper, we focus on the technical issues that are induced by the VR setups and we propose solutions to adapt Navidget to the immersive context. We show that this new approach has many advantages for navigation in immersive VEs.
Sebastian Knödel, Martin Hachet, Pascal Guitton
VRST1
2003 Consistent Illumination within Optical See-Through Augmented Environments
abstract
We present techniques which create a consistent illumination between real and virtual objects inside an application specific optical see-through display: the virtual showcase. We use projectors and cameras to capture reflectance information from diffuse real objects and to illuminate them under new synthetic lighting conditions. Matching direct and indirect lighting effects, such as shading, shadows, reflections and color bleeding can be approximated at interactive rates in such a controlled mixed environment.
Oliver Bimber, Anselm Grundhöfer, Gordon Wetzstein, Sebastian Knödel
ISMAR4
2003 Consistent illumination within optical see-through augmented environments
abstract
No abstract available.
Oliver Bimber, Anselm Grundhöfer, Gordon Wetzstein, Sebastian Knödel
SIGGRAPH4