Jinghua Ge

dblp:74/4892 · DBLP profile ↗
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5ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3Systems, architecture and hardware · 2Human-computer interaction and ubiquitous computing · 2

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
3 papers
Virtual and augmented reality · 77% Rendering · 23%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display
0.122007
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007
The VarrierTM autostereoscopic virtual reality display · ACM Trans. Graph. 2005
Virtual and augmented reality › immersive display
head-tracked display
0.112005
The VarrierTM autostereoscopic virtual reality display · ACM Trans. Graph. 2005
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012007
A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality · VR 2007
Virtual and augmented reality › 3d display
stereoscopic display
0.012007
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007
Virtual and augmented reality › 3d display
parallax barrier display
0.012005
The VarrierTM autostereoscopic virtual reality display · ACM Trans. Graph. 2005

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

head tracking · 0.1dual-stacked LCD · 0.1GPU vertex and fragment pipelines · 0.1interleaving algorithm · 0.1camera-based tracking · 0.1calibration · 0.1
YearPublicationVenuePosition
2007 A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality
abstract
Autostereoscopic displays enable unencumbered immersive virtual reality, but at a significant computational expense. This expense impacts the feasibility of autostereo displays in high-performance real-time interactive applications. A new autostereo rendering algorithm named autostereo combiner addresses this problem using the programmable vertex and fragment pipelines of modern graphics processing units (GPUs). This algorithm is applied to the Varrier, a large-scale, head-tracked, parallax barrier autostereo virtual reality platform. In this capacity, the Combiner algorithm has shown performance gains of 4x over traditional parallax barrier rendering algorithms. It has enabled high-performance rendering at sub-pixel scales, affording a 2x increase in resolution and showing a 1.4x improvement in visual acuity
Robert Kooima, Tom Peterka, Javier Girado, Jinghua Ge, Dan Sandin, Thomas A. DeFanti
VR4
2007 Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display
abstract
A novel barrier strip autostereoscopic (AS) display is demonstrated using a solid-state dynamic parallax barrier. A dynamic barrier mitigates restrictions inherent in static barrier systems such as fixed view distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system. Furthermore, users can switch between 3D and 2D modes by disabling the barrier. Dynallax is head-tracked, directing view channels to positions in space reported by a tracking system in real time. Such head-tracked parallax barrier systems have traditionally supported only a single viewer, but by varying the barrier period to eliminate conflicts between viewers, Dynallax presents four independent eye channels when two viewers are present. Each viewer receives an independent pair of left and right eye perspective views based on their position in 3D space. The display device is constructed using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and the rear display produces a modulated VR scene composed of two or four channels. A small-scale head-tracked prototype VR system is demonstrated.
Tom Peterka, Robert Kooima, Javier Girado, Jinghua Ge, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Jürgen P. Schulze, Thomas A. DeFanti
VR4
2006 The global lambda visualization facility: An international ultra-high-definition wide-area visualization collaboratory
Jason Leigh, Luc Renambot, Andrew E. Johnson 0001, Byungil Jeong, Ratko Jagodic, Nicholas Schwarz, Dmitry Svistula, Rajvikram Singh, Julieta Aguilera, Venkatram Vishwanath, Brenda Lopez, Dan Sandin, Tom Peterka, Javier Girado, Robert Kooima, Jinghua Ge, Lance Long, Alan Verlo, Thomas A. DeFanti, Maxine D. Brown, Donna J. Cox, Robert Patterson, Patrick Dorn, Paul Wefel, Stuart Levy, Jonas Talandis, Joe Reitzer, Tom Prudhomme, Tom Coffin, Paul Wielinga, Bram Stolk, Gee Bum Koo, Jaeyoun Kim, Sangwoo Han, Jongwon Kim 0001, Brian Corrie II, Todd Zimmerman, Pierre Boulanger, Manuel Garcia
Future Gener. Comput. Syst.17
2006 Personal Varrier: Autostereoscopic virtual reality display for distributed scientific visualization
Tom Peterka, Dan Sandin, Jinghua Ge, Javier Girado, Robert Kooima, Jason Leigh, Andrew E. Johnson 0001, Marcus Thiébaux, Thomas A. DeFanti
Future Gener. Comput. Syst.3
2005 The VarrierTM autostereoscopic virtual reality display
abstract
Virtual reality (VR) has long been hampered by the gear needed to make the experience possible; specifically, stereo glasses and tracking devices. Autostereoscopic display devices are gaining popularity by freeing the user from stereo glasses, however few qualify as VR displays. The Electronic Visualization Laboratory (EVL) at the University of Illinois at Chicago (UIC) has designed and produced a large scale, high resolution head-tracked barrier-strip autostereoscopic display system that produces a VR immersive experience without requiring the user to wear any encumbrances. The resulting system, called Varrier, is a passive parallax barrier 35-panel tiled display that produces a wide field of view, head-tracked VR experience. This paper presents background material related to parallax barrier autostereoscopy, provides system configuration and construction details, examines Varrier interleaving algorithms used to produce the stereo images, introduces calibration and testing, and discusses the camera-based tracking subsystem.
Dan Sandin, Todd Margolis, Jinghua Ge, Javier Girado, Tom Peterka, Thomas A. DeFanti
ACM Trans. Graph.3