Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Oliver Bimber

dblp:b/OliverBimber · DBLP profile ↗
← Back
47ranked-venue papers
20as first author
3since 2021 · last 2024
0000-0001-9009-7827ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 38 · 19 first-authorHuman-computer interaction and ubiquitous computing · 15 · 9 first-authorApplied, interdisciplinary, general and emerging computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1

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
21 papers
Computational photography and imaging · 52% Virtual and augmented reality · 22% Visual content generation and editing · 13%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 30 heaviest of 36, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing
image retargeting
0.522017
Nonuniform spatial deformation of light fields by locally linear transformations · ACM Trans. Graph. 2017
Nonuniform Spatial Deformation of Light Fields by Locally Linear Transformations · ACM Trans. Graph. 2016
Computational photography and imaging › light field imaging
light field processing
0.522017
Nonuniform spatial deformation of light fields by locally linear transformations · ACM Trans. Graph. 2017
Nonuniform Spatial Deformation of Light Fields by Locally Linear Transformations · ACM Trans. Graph. 2016
Computational photography and imaging › light field imaging
light field warping
0.522017
Nonuniform spatial deformation of light fields by locally linear transformations · ACM Trans. Graph. 2017
Nonuniform Spatial Deformation of Light Fields by Locally Linear Transformations · ACM Trans. Graph. 2016
Computational photography and imaging
projector-camera systems
0.572010
Coded aperture projection · ACM Trans. Graph. 2010
Real-Time Adaptive Radiometric Compensation · IEEE Trans. Vis. Comput. Graph. 2008
VirtualStudio2Go: digital video composition for real environments · ACM Trans. Graph. 2008
Virtual and augmented reality
augmented reality
0.372007
Dynamic Adaptation of Projected Imperceptible Codes · ISMAR 2007
Enabling View-Dependent Stereoscopic Projection in Real Environments · ISMAR 2005
Video See-Through AR on Consumer Cell-Phones · ISMAR 2004
Computational photography and imaging › computational optics
lensless imaging
0.312017
Toward a Flexible, Scalable, and Transparent Thin-Film Camera · Proc. IEEE 2017
Computational photography and imaging › projector-camera systems
radiometric compensation
0.232008
Real-Time Adaptive Radiometric Compensation · IEEE Trans. Vis. Comput. Graph. 2008
VirtualStudio2Go: digital video composition for real environments · ACM Trans. Graph. 2008
Enabling View-Dependent Stereoscopic Projection in Real Environments · ISMAR 2005
Image and video processing › image enhancement
contrast enhancement
0.112011
Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy · IEEE Trans. Vis. Comput. Graph. 2011
Image and video processing
image enhancement
0.112011
Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy · IEEE Trans. Vis. Comput. Graph. 2011
Virtual and augmented reality › augmented reality display
optical see-through display
0.132003
Consistent Illumination within Optical See-Through Augmented Environments · ISMAR 2003
Occlusion Shadows: Using Projected Light to Generate Ralistic Occlusion Effects for View-Dependent Optical See-Through Approaches · ISMAR 2002
Occlusion Shadows: Using Projected Light to Generate Realistic Occlusion Effects for View-Dependent Optical See-Through Displays · ISMAR 2002
Rendering
real-time rendering
0.122008
Real-Time Adaptive Radiometric Compensation · IEEE Trans. Vis. Comput. Graph. 2008
Multi-Projector Techniques for Real-Time Visualizations in Everyday Environments · VR 2006
Virtual and augmented reality › immersive display
immersive projection display
0.132006
Multi-Projector Techniques for Real-Time Visualizations in Everyday Environments · VR 2006
Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays · VR 2006
Real Mirrors Reflecting Virtual Worlds · VR 2000
Computational photography and imaging
high dynamic range imaging
0.112008
Superimposing dynamic range · ACM Trans. Graph. 2008
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 › immersive display
multi-projector display
0.122006
Multi-Projector Techniques for Real-Time Visualizations in Everyday Environments · VR 2006
Spatial Augmented Reality · ISMAR 2004
Virtual and augmented reality › augmented reality › projection-based augmented reality
projector-based augmentation
0.112007
Laser Pointer Tracking in Projector-Augmented Architectural Environments · ISMAR 2007
Immersive interaction
augmented reality interaction
0.112007
Laser Pointer Tracking in Projector-Augmented Architectural Environments · ISMAR 2007
Rendering › lens and aperture model
defocus rendering
0.112006
Multifocal Projection: A Multiprojector Technique for Increasing Focal Depth · IEEE Trans. Vis. Comput. Graph. 2006
Rendering
global illumination
0.112006
Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays · VR 2006
Rendering › global illumination
radiosity
0.112006
Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays · VR 2006
Virtual and augmented reality › augmented reality
mobile augmented reality
0.012004
Video See-Through AR on Consumer Cell-Phones · ISMAR 2004
Virtual and augmented reality › augmented reality
optical see-through augmented reality
0.012003
Consistent illumination within optical see-through augmented environments · SIGGRAPH 2003
Visualization and visual analytics › biological data visualization
microscopy visualization
0.012011
Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy · IEEE Trans. Vis. Comput. Graph. 2011
Virtual and augmented reality
immersive interaction
0.012000
Real Mirrors Reflecting Virtual Worlds · VR 2000
Virtual and augmented reality › tracking
camera tracking
0.012008
VirtualStudio2Go: digital video composition for real environments · ACM Trans. Graph. 2008
Visual content generation and editing › video editing
video composition
0.012008
VirtualStudio2Go: digital video composition for real environments · ACM Trans. Graph. 2008
Virtual and augmented reality › tracking
optical tracking
0.012007
Dynamic Adaptation of Projected Imperceptible Codes · ISMAR 2007
Rendering › illumination
projector-based illumination
0.022002
Occlusion Shadows: Using Projected Light to Generate Ralistic Occlusion Effects for View-Dependent Optical See-Through Approaches · ISMAR 2002
Occlusion Shadows: Using Projected Light to Generate Realistic Occlusion Effects for View-Dependent Optical See-Through Displays · ISMAR 2002
Rendering
view-dependent rendering
0.022002
Occlusion Shadows: Using Projected Light to Generate Ralistic Occlusion Effects for View-Dependent Optical See-Through Approaches · ISMAR 2002
Occlusion Shadows: Using Projected Light to Generate Realistic Occlusion Effects for View-Dependent Optical See-Through Displays · ISMAR 2002
Computational photography and imaging
geometric warping
0.012005
Enabling View-Dependent Stereoscopic Projection in Real Environments · ISMAR 2005

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

locally linear transformations · 0.54d patch matching · 0.5radiometric correction · 0.1pan-tilt-zoom camera · 0.1fisheye camera · 0.1real-time modulation estimation · 0.1closed-loop illumination control · 0.1inverse filtering · 0.1adaptive aperture coding · 0.1radiometric scanning · 0.1projector-camera registration · 0.1environment matting · 0.1coded projection · 0.1
YearPublicationVenuePosition
2024 Reciprocal Visibility for Guided Occlusion Removal With Drones
abstract
In this letter, a guidance strategy is proposed to optimize synthetic aperture sampling for occlusion removal with drones based on point-cloud representation of occluders. Prerecorded light detecting and ranging (LiDAR) scans are utilized to compute the visibility of fixed inspection regions on the ground that are intended for recurrent monitoring from the air. By utilizing Helmholtz reciprocity, the drone-collected LiDAR scans are used to computationally obtain a reciprocal visibility (RV) of potential drone positions in the air from points of interest on the ground. This visibility forms a basis for a novel navigation strategy. This strategy was shown to drive drones to optimal aerial monitoring positions, thus reducing occlusion and, consequently, the sampling time. Compared with previous unguided sampling, we achieve a 5%–20% higher visibility with 9–17 times less samples in our experiments.
Rakesh John Amala Arokia Nathan, Sigrid Strand, Dmitriy Shutin, Oliver Bimber
IEEE Geosci. Remote. Sens. Lett.4
2022 Pose Error Reduction for Focus Enhancement in Thermal Synthetic Aperture Visualization
abstract
Airborne optical sectioning, an effective aerial synthetic aperture imaging technique for revealing artifacts occluded by forests, requires precise measurements of drone poses. In this letter, we present a new approach for reducing pose estimation errors beyond the possibilities of conventional Perspective-n-Point solutions by considering the underlying optimization as a focusing problem. We present an efficient image integration technique, which also reduces the parameter search space to achieve realistic processing times, and improves the quality of resulting synthetic integral images.
Indrajit Kurmi, David C. Schedl, Oliver Bimber
IEEE Geosci. Remote. Sens. Lett.3
2021 Fast Automatic Visibility Optimization for Thermal Synthetic Aperture Visualization
abstract
In this letter, we describe and validate the first fully automatic parameter optimization for thermal synthetic aperture visualization. It replaces previous manual exploration of the parameter space, which is time-consuming and error-prone. We prove that the visibility of targets in thermal integral images is proportional to the variance of the targets' image. Since this is invariant to occlusion, it represents a suitable objective function for optimization. Our findings have the potential to enable fully autonomous search and recuse operations with camera drones.
Indrajit Kurmi, David C. Schedl, Oliver Bimber
IEEE Geosci. Remote. Sens. Lett.3
2018 Optimized sampling for view interpolation in light fields using local dictionaries
David C. Schedl, Clemens Birklbauer, Oliver Bimber
Comput. Vis. Image Underst.3
2017 Toward a Flexible, Scalable, and Transparent Thin-Film Camera
abstract
This paper summarizes our progress toward a first fully transparent, flexible, and scalable thin-film image sensor and reviews lensless imaging approaches. Combining sensing and imaging in multiple layers has the potential to enable entire thin-film camera systems that make the capturing of images, light fields, and depth information possible.
Oliver Bimber, Alexander Koppelhuber
Proc. IEEE1
2017 Nonuniform spatial deformation of light fields by locally linear transformations
abstract
Light-field cameras offer new imaging possibilities compared to conventional digital cameras. However, the additional angular domain of light fields prohibits direct application of frequently used image processing algorithms, such as warping, retargeting, or stitching. We present a general and efficient framework for nonuniform light-field warping, which forms the basis for extending many of these image processing techniques to light fields. It propagates arbitrary spatial deformations defined in one light-field perspective consistently to all other perspectives by means of 4D patch matching instead of relying on explicit depth reconstruction. This allows processing light-field recordings of complex scenes with non-Lambertian properties such as transparency and refraction. We show application examples of our framework in panorama light-field imaging, light-field retargeting, and artistic manipulation of light fields.
Clemens Birklbauer, David C. Schedl, Oliver Bimber
ACM Trans. Graph.3
2016 Nonuniform Spatial Deformation of Light Fields by Locally Linear Transformations
abstract
Light-field cameras offer new imaging possibilities compared to conventional digital cameras. However, the additional angular domain of light fields prohibits direct application of frequently used image processing algorithms, such as warping, retargeting, or stitching. We present a general and efficient framework for nonuniform light-field warping, which forms the basis for extending many of these image processing techniques to light fields. It propagates arbitrary spatial deformations defined in one light-field perspective consistently to all other perspectives by means of 4D patch matching instead of relying on explicit depth reconstruction. This allows processing light-field recordings of complex scenes with non-Lambertian properties such as transparency and refraction. We show application examples of our framework in panorama light-field imaging, light-field retargeting, and artistic manipulation of light fields.
Clemens Birklbauer, David C. Schedl, Oliver Bimber
ACM Trans. Graph.3
2015 Directional Super-Resolution by Means of Coded Sampling and Guided Upsampling
abstract
We present a simple guided super-resolution technique for increasing directional resolution without reliance on depth estimation or image correspondences. Rather, it searches for best-matching multidimensional (4D or 3D) patches within the entire captured data set to compose new directional images that are consistent in both the spatial and the directional domains. We describe algorithms for guided upsampling, iterative guided upsampling, and sampling code estimation. Our experimental results reveal that the outcomes of existing light-field camera arrays and lightstage systems can be improved without additional hardware requirements or recording effort simply by realignment of cameras or light sources to change their sampling patterns.
David C. Schedl, Clemens Birklbauer, Oliver Bimber
ICCP3
2015 An image sensor based on optical Radon transform
Oliver Bimber
Comput. Graph.1
2015 Active guidance for light-field photography on smartphones
Clemens Birklbauer, Oliver Bimber
Comput. Graph.2
2014 Panorama light-field imaging
abstract
Abstract We present a novel approach to recording and computing panorama light fields. In contrast to previous methods that estimate panorama light fields from focal stacks or naive multi‐perspective image stitching, our approach is the first that processes ray entries directly and does not require depth reconstruction or matching of image features. Arbitrarily complex scenes can therefore be captured while preserving correct occlusion boundaries, anisotropic reflections, refractions, and other light effects that go beyond diffuse reflections of Lambertian surfaces.
Clemens Birklbauer, Oliver Bimber
Comput. Graph. Forum2
2014 Coded exposure HDR light-field video recording
abstract
Abstract Capturing exposure sequences to compute high dynamic range (HDR) images causes motion blur in cases of camera movement. This also applies to light‐field cameras: frames rendered from multiple blurred HDR light‐field perspectives are also blurred. While the recording times of exposure sequences cannot be reduced for a single‐sensor camera, we demonstrate how this can be achieved for a camera array. Thus, we decrease capturing time and reduce motion blur for HDR light‐field video recording. Applying a spatio‐temporal exposure pattern while capturing frames with a camera array reduces the overall recording time and enables the estimation of camera movement within one light‐field video frame. By estimating depth maps and local point spread functions (PSFs) from multiple perspectives with the same exposure, regional motion deblurring can be supported. Missing exposures at various perspectives are then interpolated.
David C. Schedl, Clemens Birklbauer, Oliver Bimber
Comput. Graph. Forum3
2013 Rendering Gigaray Light Fields
abstract
Abstract We present a caching framework with a novel probability‐based prefetching and eviction strategy applied to atomic cache units that enables interactive rendering of gigaray light fields. Further, we describe two new use cases that are supported by our framework: panoramic light fields, including a robust imaging technique and an appropriate parameterization scheme for real‐time rendering and caching; and light‐field‐cached volume rendering, which supports interactive exploration of large volumetric datasets using light‐field rendering. We consider applications such as light‐field photography and the visualization of large image stacks from modern scanning microscopes.
Clemens Birklbauer, Simon Opelt, Oliver Bimber
Comput. Graph. Forum3
2012 Light-Field Retargeting
abstract
Abstract We present a first approach to light‐field retargeting using z‐stack seam carving, which allows light‐field compression and extension while retaining angular consistency. Our algorithm first converts an input light field into a set of perspective‐sheared focal stacks. It then applies 3D deconvolution to convert the focal stacks into z‐stacks, and seam‐carves the z‐stack of the center perspective. The computed seams of the center perspective are sheared and applied to the z‐stacks of all off‐center perspectives. Finally, the carved z‐stacks are converted back into the perspective images of the output light field. To our knowledge, this is the first approach to light‐field retargeting. Unlike existing stereo‐pair retargeting or 3D retargeting techniques, it does not require depth information.
Clemens Birklbauer, Oliver Bimber
Comput. Graph. Forum2
2011 Closed-Loop Feedback Illumination for Optical Inverse Tone-Mapping in Light Microscopy
abstract
In this paper, we show that optical inverse tone-mapping (OITM) in light microscopy can improve the visibility of specimens, both when observed directly through the oculars and when imaged with a camera. In contrast to previous microscopy techniques, we premodulate the illumination based on the local modulation properties of the specimen itself. We explain how the modulation of uniform white light by a specimen can be estimated in real time, even though the specimen is continuously but not uniformly illuminated. This information is processed and back-projected constantly, allowing the illumination to be adjusted on the fly if the specimen is moved or the focus or magnification of the microscope is changed. The contrast of the specimen's optical image can be enhanced, and high-intensity highlights can be suppressed. A formal pilot study with users indicates that this optimizes the visibility of spatial structures when observed through the oculars. We also demonstrate that the signal-to-noise (S/N) ratio in digital images of the specimen is higher if captured under an optimized rather than a uniform illumination. In contrast to advanced scanning techniques that maximize the S/N ratio using multiple measurements, our approach is fast because it requires only two images. This can improve image analysis in digital microscopy applications with real-time capturing requirements.
Oliver Bimber, Daniel Klöck, Toshiyuki Amano, Anselm Grundhöfer, Daniel Kurz
IEEE Trans. Vis. Comput. Graph.1
2011 Guest Editors' Introduction: Special Section on the IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
abstract
The two papers in this special section are extended versions of papers originally presented at the International Symposium on Mixed and Augmented Reality (ISMAR) 2007. These two papers won awards at the symposium.
Gudrun Klinker, Tobias Höllerer, Hideo Saito 0001, Oliver Bimber
IEEE Trans. Vis. Comput. Graph.4
2010 Coded aperture projection
abstract
Coding a projector's aperture plane with adaptive patterns together with inverse filtering allow the depth-of-field of projected imagery to be increased. We present two prototypes and corresponding algorithms for static and programmable apertures. We also explain how these patterns can be computed at interactive rates, by taking into account the image content and limitations of the human visual system. Applications such as projector defocus compensation, high-quality projector depixelation, and increased temporal contrast of projected video sequences can be supported. Coded apertures are a step towards next-generation auto-iris projector lenses.
Max Grosse, Gordon Wetzstein, Anselm Grundhöfer, Oliver Bimber
ACM Trans. Graph.4
2010 Guest Editors' Introduction: Special Section on The International Symposium on Mixed and Augmented Reality (ISMAR)
abstract
The three papers in this special section are extended versions of papers presented at the International Symposium on Mixed and Augmented Reality (ISMAR).
Mark A. Livingston, Ronald T. Azuma, Oliver Bimber, Hideo Saito 0001
IEEE Trans. Vis. Comput. Graph.3
2010 Color invariant chroma keying and color spill neutralization for dynamic scenes and cameras
Anselm Grundhöfer, Daniel Kurz, Sebastian Thiele 0001, Oliver Bimber
Vis. Comput.4
2009 Subobject detection through spatial relationships on mobile phones
abstract
We present a novel image classification technique for detecting multiple objects (called subobjects) in a single image. In addition to image classifiers, we apply spatial relationships among the subobjects to verify and to predict the locations of detected and undetected subobjects, respectively. By continuously refining the spatial relationships throughout the detection process, even locations of completely occluded exhibits can be determined. This approach is applied in the context of PhoneGuide, an adaptive museum guidance system for camera-equipped mobile phones.
Benjamin Brombach, Erich Bruns, Oliver Bimber
IUI3
2009 Adaptive training of video sets for image recognition on mobile phones
Erich Bruns, Oliver Bimber
Pers. Ubiquitous Comput.2
2008 Phone-to-phone communication for adaptive image classification
abstract
In this paper, we present a novel technique for adapting local image classifiers that are applied for object recognition on mobile phones through ad-hoc network communication between the devices. By continuously accumulating and exchanging collected user feedback among mobile phones that are located within signal range, we show that our approach improves the overall classification rate and adapts to dynamic changes quickly. This technique is applied in the context of PhoneGuide -- an adaptive museum guidance system.
Erich Bruns, Oliver Bimber
MoMM2
2008 The Visual Computing of Projector-Camera Systems
abstract
Abstract 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. Forum1
2008 Superimposing dynamic range
abstract
We 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.1
2008 VirtualStudio2Go: digital video composition for real environments
abstract
We synchronize film cameras and LED lighting with off-the-shelf video projectors. Radiometric compensation allows displaying keying patterns and other spatial codes on arbitrary real world surfaces. A fast temporal multiplexing of coded projection and flash illumination enables professional keying, environment matting, displaying moderator information, scene reconstruction, and camera tracking for non-studio film sets without being limited to the constraints of a virtual studio. This makes digital video composition more flexible, since static studio equipment, such as blue screens, teleprompters, or tracking devices, is not required. Authentic film locations can be supported with our portable system without causing a lot of installation effort.
Anselm Grundhöfer, Oliver Bimber
ACM Trans. Graph.2
2008 Real-Time Adaptive Radiometric Compensation
abstract
Recent radiometric compensation techniques make it possible to project images onto colored and textured surfaces. This is realized with projector-camera systems by scanning the projection surface on a per-pixel basis. Using the captured information, a compensation image is calculated that neutralizes geometric distortions and color blending caused by the underlying surface. As a result, the brightness and the contrast of the input image is reduced compared to a conventional projection onto a white canvas. If the input image is not manipulated in its intensities, the compensation image can contain values that are outside the dynamic range of the projector. These will lead to clipping errors and to visible artifacts on the surface. In this article, we present an innovative algorithm that dynamically adjusts the content of the input images before radiometric compensation is carried out. This reduces the perceived visual artifacts while simultaneously preserving a maximum of luminance and contrast. The algorithm is implemented entirely on the GPU and is the first of its kind to run in real-time.
Anselm Grundhöfer, Oliver Bimber
IEEE Trans. Vis. Comput. Graph.2
2007 Dynamic Adaptation of Projected Imperceptible Codes
abstract
In this paper we present an innovative adaptive imperceptible pattern projection technique that takes into account parameters of human visual perception. A coded image is temporally integrated into the projected image, which is invisible to the human eye but can be reconstructed by a synchronized camera. The embedded code is dynamically adjusted on the fly to guarantee its imperceptibility and to adapt it to the current camera pose. Linked with real-time flash keying, for instance, this enables in-shot optical tracking using a dynamic multi-resolution marker technique. A sample prototype has been realized that demonstrates the application of our method in the context of augmentations in television studios.
Anselm Grundhöfer, Manja Seeger, Ferry Hantsch, Oliver Bimber
ISMAR4
2007 Laser Pointer Tracking in Projector-Augmented Architectural Environments
abstract
We present a system that employs a custom-built pan-tilt-zoom camera for laser pointer tracking in arbitrary real environments. Once placed in a room, it carries out a fully automatic self-registration, registrations of projectors, and sampling of surface parameters, such as geometry and reflectivity. After these steps, it can be used for tracking a laser spot on the surface as well as an LED marker in 3D space, using inter-playing fish-eye context and controllable detail cameras. The captured surface information can be used for masking out areas that are problematic for laser pointer tracking, and for guiding geometric and radiometric image correction techniques that enable a projector-based augmentation on arbitrary surfaces. We describe a distributed software framework that couples laser pointer tracking for interaction, projector-based AR as well as video see-through AR for visualizations, with the domain specific functionality of existing desktop tools for architectural planning, simulation and building surveying.
Daniel Kurz, Ferry Hantsch, Max Grosse, Alexander Schiewe, Oliver Bimber
ISMAR5
2007 Radiometric Compensation through Inverse Light Transport
abstract
Radiometric compensation techniques allow seamless projections onto complex everyday surfaces. Implemented with projector-camera systems they support the presentation of visual content in situations where projection-optimized screens are not available or not desired - as in museums, historic sites, air-plane cabins, or stage performances. We propose a novel approach that employs the full light transport between projectors and a camera to account for many illumination aspects, such as interreflections, refractions, shadows, and defocus. Precomputing the inverse light transport in combination with an efficient implementation on the GPU makes the real-time compensation of captured local and global light modulations possible.
Gordon Wetzstein, Oliver Bimber
PG2
2006 Multi-Projector Techniques for Real-Time Visualizations in Everyday Environments
abstract
Immersive and semi-immersive projection displays, such as CAVEs, walls, workbenches, cylinders, and domes are being used to support virtual reality applications in many professional domains. The visualization of data with these displays, however, requires dedicated rooms for setting up non-mobile screens, and allows the interaction with purely synthetic information only. Current research activities investigate conceptual and technical possibilities for realizing such visualizations in real world environments. They strive for enabling immersive and semi-immersive virtual reality, as well as augmented reality experiences without the need for special display surfaces or permanent screen configurations. Enabling visualizations without projection-optimized screens but on complex everyday surfaces, however, leads to several difficulties: The projected images are geometrically warped, color-blended, and regionally defocused. Furthermore, the application of multiple projectors requires geometric registrations, as well as luminance and chrominance matching and intensity fading to display a single consistent image. Thus, projected images have to be corrected in real-time and on a pixel-precise basis. In addition, other surface properties, such as depth information and global illumination effects can be extracted and human perception factors can be taken into account for improving the final image quality as well as enabling new possibilities. Monoscopic and stereoscopic graphics make semi-immersive, immersive and augmented visualizations in everyday environments possible—without the need for special projection screens.
Oliver Bimber
VR1
2006 Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays
abstract
We present a real-time reverse radiosity method for compensating indirect scattering effects that occur with immersive and semi-immersive projection displays. It computes a numerical solution directly on the GPU and is implemented with pixel shading and multi-pass rendering which together realizes a Jacobi solver for sparse matrix linear equation systems. Our method is validated and evaluated based on a stereoscopic two-sided wall display. The images appear more brilliant and uniform when compensating the scattering contribution.
Oliver Bimber, Anselm Grundhöfer, Thomas Zeidler, Daniel Danch, Pedro Kapakos
VR1
2006 Multifocal Projection: A Multiprojector Technique for Increasing Focal Depth
abstract
In this paper, we describe a novel multifocal projection concept that applies conventional video projectors and camera feedback. Multiple projectors with differently adjusted focal planes, but overlapping image areas are used. They can be either differently positioned in the environment or can be integrated into a single projection unit. The defocus created on an arbitrary surface is estimated automatically for each projector pixel. If this is known, a final image with minimal defocus can be composed in real-time from individual pixel contributions of all projectors. Our technique is independent of the surfaces' geometry, color and texture, the environment light, as well as of the projectors' position, orientation, luminance, and chrominance.
Oliver Bimber, Andreas Emmerling
IEEE Trans. Vis. Comput. Graph.1
2005 Enabling View-Dependent Stereoscopic Projection in Real Environments
abstract
We show how view-dependent image-based and geometric warping, radiometric compensation, and multi-focal projection enable a view-dependent stereoscopic visualization on ordinary (geometrically complex, colored and textured) surfaces within everyday environments. Special display configurations for immersive or semi-immersive AR/VR applications that require permanent and artificial projection canvases might become unnecessary. We demonstrate several ad-hoc visualization examples in a real architectural and museum application context.
Oliver Bimber, Gordon Wetzstein, Andreas Emmerling, Christian Nitschke
ISMAR1
2005 PhoneGuide: museum guidance supported by on-device object recognition on mobile phones
abstract
We present PhoneGuide -- an enhanced museum guidance system that uses camera-equipped mobile phones and on-device object recognition.Our main technical achievement is a simple and light-weight object recognition approach that is realized with single-layer perceptron neuronal networks. In contrast to related systems which perform computationally intensive image processing tasks on remote servers, our intention is to carry out all computations directly on the phone. This ensures little or even no network traffic and consequently decreases cost for online times. Our laboratory experiments and field surveys have shown that photographed museum exhibits can be recognized with a probability of over 90%.We have evaluated different feature sets to optimize the recognition rate and performance. Our experiments revealed that normalized color features are most effective for our method. Choosing such a feature set allows recognizing an object below one second on up-to-date phones. The amount of data that is required for differentiating 50 objects from multiple perspectives is less than 6KBytes.
Paul Föckler, Thomas Zeidler, Benjamin Brombach, Erich Bruns, Oliver Bimber
MUM5
2004 Spatial Augmented Reality
Oliver Bimber
ISMAR1
2004 Video See-Through AR on Consumer Cell-Phones
abstract
We present a first running video see-through augmented reality system on a consumer cell-phone. It supports the detection and differentiation of different markers, and correct integration of rendered 3D graphics into the live video stream via a weak perspective projection camera model and an OpenGL rendering pipeline.
Mathias Möhring, Christian Lessig, Oliver Bimber
ISMAR3
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
ISMAR1
2003 Consistent illumination within optical see-through augmented environments
abstract
No abstract available.
Oliver Bimber, Anselm Grundhöfer, Gordon Wetzstein, Sebastian Knödel
SIGGRAPH1
2003 Real-time view-dependent image warping to correct non-linear distortion for curved Virtual Showcase displays
Oliver Bimber, Bernd Fröhlich 0001, Dieter Schmalstieg, L. Miguel Encarnação
Comput. Graph.1
2002 Occlusion Shadows: Using Projected Light to Generate Realistic Occlusion Effects for View-Dependent Optical See-Through Displays
abstract
This paper presents projector-based illumination techniques for creating correct occlusion effects for optical see-through setups. We project view-dependent occlusion shadows onto the real surfaces that are located behind virtual objects. This results in a perfect occlusion of real objects by virtual ones. We have implemented and tested our approach in the context of the Virtual Showcase display. We describe a hardware extension for projecting light into the showcase and present our rendering techniques for displaying occlusion shadows for single and multi-user environments as well as for single and multi-light-projector configurations. We also report on the limitations of our system for multi-user situations and describe our experiences with a first experimental prototype.
Oliver Bimber, Bernd Fröhlich 0001
ISMAR1
2002 Occlusion Shadows: Using Projected Light to Generate Ralistic Occlusion Effects for View-Dependent Optical See-Through Approaches
Oliver Bimber, Bernd Fröhlich 0001
ISMAR1
2001 Mixed reality - beyond conventions
Oliver Bimber, L. Miguel Encarnação, André Stork
Comput. Graph.1
2000 Real Mirrors Reflecting Virtual Worlds
abstract
The paper introduces the idea of using real mirrors in combination with rear-projection systems for the purpose of interacting with and navigating through the displayed information. Subsequently, a derived application is described. For this, we use a hand-held planar mirror and address two fundamental problems of applying head tracking with rear-projection planes: the limited viewing volume of these environments and their incapability of simultaneously supporting multiple observers. Furthermore, we describe the possibility of combining a reflective pad with a transparent one, thus introducing a complementary tool for interaction and navigation.
Oliver Bimber, L. Miguel Encarnação, Dieter Schmalstieg
VR1
2000 A multi-layered architecture for sketch-based interaction within virtual environments
Oliver Bimber, L. Miguel Encarnação, André Stork
Comput. Graph.1
2000 Augmented Reality with Back-Projection Systems using Transflective Surfaces
abstract
In this paper, we introduce the concept of Extended VR (extending viewing space and interaction space of back-projection VR systems), by describing the use of a hand-held semi-transparent mirror to support augmented reality tasks with back-projection systems. This setup overcomes the problem of occlusion of virtual objects by real ones linked with such display systems. The presented approach allows an intuitive and effective application of immersive or semi-immersive virtual reality tasks and interaction techniques to an augmented surrounding space. Thereby, we use the tracked mirror as an interactive image-plane that merges the reflected graphics, which are displayed on the projection plane, with the transmitted image of the real environment. In our implementation, we also address traditional augmented reality problems, such as real-object registration and virtual-object occlusion. The presentation is complemented by a hypothesis of conceivable further setups that apply transflective surfaces to support an Extended VR environment.
Oliver Bimber, L. Miguel Encarnação, Dieter Schmalstieg
Comput. Graph. Forum1
1999 Rudiments for a 3D freehand sketch based human-computer interface for immersive virtual enviroments
abstract
This paper investigates the applicability of context-free grammars to recognize and interpret representative 3D freehand sketches in terms of creating objects, performing transformations, and controlling the design space with the information contained by the sketches. Dynamic gesture recognition is the foundation of a two-layered concept. The subsequent layer performs multiple gesture recognition by parsing a sequence of single gestures depending on a predefined grammar, and simultaneously extracts the required information on the fly.
Oliver Bimber
VRST1
1999 A Translucent Sketchpad for the Virtual Table Exploring Motion-based Gesture Recognition
abstract
The Virtual Table presents stereoscopic graphics to a user in a workbench‐like setting. For this device, a user interface and new interaction techniques have been developed based on transparent props ‐a tracked hand‐held pen and a pad. These props, particularly the pad, are augmented with 3D graphics from the Virtual Table’s display that can serve as a palette for tools and controls as well as a window‐like see‐through interface, a plane‐shaped and through‐the‐plane tool, supporting a variety of new interaction techniques. This paper reports on an extension of this user‐interface design space which uses gestural input to create and control solid geometries for CAD and conceptual design. The application of gestural interfaces is a common method for interacting with virtual environments on a habitual and natural basis. The motion‐based gesture recognition presented here uses Fuzzy Logic to support a predictable, flexible, and efficient learning process. This new interaction paradigm greatly increases the Virtual Table’s suitability for design tasks. Traditional CAD dialogue can be combined with intuitive rapid sketching of geometry on the pad. Additionally, the resulting events and objects can be associated with scene details below the translucent tablet.
L. Miguel Encarnação, Oliver Bimber, Dieter Schmalstieg, S. D. Chandler
Comput. Graph. Forum2