Eric Penner

dblp:14/9396 · DBLP profile ↗
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5ranked-venue papers
2as first author
4since 2021 · last 2026
0009-0003-1010-1585ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 68% Computational photography and imaging · 23% Rendering · 9%
Artificial intelligence
1 paper
3D vision · 67% Video understanding and tracking · 33%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 77% Usability and user experience research · 23%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
depth estimation
0.712023
Temporally Consistent Online Depth Estimation Using Point-Based Fusion · CVPR 2023
Computer vision › Video understanding and tracking › temporal modeling
temporal consistency
0.712023
Temporally Consistent Online Depth Estimation Using Point-Based Fusion · CVPR 2023
Computer vision › 3D vision › depth estimation
video depth estimation
0.712023
Temporally Consistent Online Depth Estimation Using Point-Based Fusion · CVPR 2023
Virtual and augmented reality
augmented reality display
0.712023
Perceptual Requirements for World-Locked Rendering in AR and VR · SIGGRAPH Asia 2023
Computational photography and imaging
tone mapping
0.712023
Perceptually Adaptive Real-Time Tone Mapping · SIGGRAPH Asia 2023
Virtual and augmented reality › immersive display
virtual reality display
0.712023
Perceptually Adaptive Real-Time Tone Mapping · SIGGRAPH Asia 2023
Usability and user experience research
perceptual studies
0.312026
A Two-Millisecond Passthrough Headset for Perceptual Studies · ACM Trans. Graph. 2026
Rendering
novel view synthesis
0.312017
Soft 3D reconstruction for view synthesis · ACM Trans. Graph. 2017
Virtual and augmented reality
cybersickness
0.212023
Perceptual Requirements for World-Locked Rendering in AR and VR · SIGGRAPH Asia 2023
Computational photography and imaging
light field imaging
0.112017
Soft 3D reconstruction for view synthesis · ACM Trans. Graph. 2017

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

psychophysical threshold measurement · 1.0catadioptric passthrough · 1.0point cloud fusion · 0.7perceptual contrast matching · 0.7learned fusion · 0.7analytic modeling · 0.7o(1) filters · 0.3depth uncertainty propagation · 0.3
YearPublicationVenuePosition
2026 A Two-Millisecond Passthrough Headset for Perceptual Studies
abstract
End-to-end (e2e) latency in head-mounted displays (HMD) is the time delay between a physical change in the world (e.g., a user's head movement) and the moment the display updates to reflect that change. Tracking, rendering, and other computation in real systems invariably introduce some amount of e2e latency to all HMDs. In modern devices this latency is usually in the range of 12-60 milliseconds which is partially addressed through pose prediction and late stage reprojection which means that perceptual studies and user experience evaluations cannot explore latencies below these values. Here, we introduce a video passthrough HMD, called Camsicle, which is capable of 2-millisecond e2e latency and, additionally, uses a catadioptric design to achieve perspective-correct passthrough without reprojection. This platform enables naturalistic user studies to interrogate the impacts of latency on user experience, preference, and performance. Across two user studies and 57 participants we find that 2 and 14.3 millisecond latencies are preferred over 23 and 29 milliseconds when attempting to catch a ball. Additionally, we compare individual latency preferences in this naturalistic ball-catching task to psychophysical thresholds for latency detection in a reference-grade system with zero latency to investigate how psychophysical thresholds may relate to subjective evaluations in naturalistic scenarios.
Eric Penner, Josephine D'Angelo, Clinton Smith, Nathan Matsuda, Navaneethan Siva, Phillip Guan
ACM Trans. Graph.1
2023 Temporally Consistent Online Depth Estimation Using Point-Based Fusion
abstract
Depth estimation is an important step in many computer vision problems such as 3D reconstruction, novel view synthesis, and computational photography. Most existing work focuses on depth estimation from single frames. When applied to videos, the result lacks temporal consistency, showing flickering and swimming artifacts. In this paper we aim to estimate temporally consistent depth maps of video streams in an online setting. This is a difficult problem as future frames are not available and the method must choose between enforcing consistency and correcting errors from previous estimations. The presence of dynamic objects further complicates the problem. We propose to address these challenges by using a global point cloud that is dynamically updated each frame, along with a learned fusion approach in image space. Our approach encourages consistency while simultaneously allowing updates to handle errors and dynamic objects. Qualitative and quantitative results show that our method achieves state-of-the-art quality for consistent video depth estimation.
Numair Khan, Eric Penner, Douglas Lanman, Lei Xiao 0014
CVPR2
2023 Perceptual Requirements for World-Locked Rendering in AR and VR
abstract
Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in the rendered content resulting in reduced immersion and, potentially, visually-induced motion sickness. Precise requirements to achieve perceptually stable world-locked rendering (WLR) are unknown due to the challenge of constructing a wide field of view, distortion-free display with highly accurate head and eye tracking. We present a system capable of rendering virtual objects over real-world references without perceivable drift under such constraints. This platform is used to study acceptable errors in render camera position for WLR in augmented and virtual reality scenarios, where we find an order of magnitude difference in perceptual sensitivity. We conclude with an analytic model which examines changes to apparent depth and visual direction in response to camera displacement errors.
Phillip Guan, Eric Penner, Joel Hegland, Benjamin Letham, Douglas Lanman
SIGGRAPH Asia2
2023 Perceptually Adaptive Real-Time Tone Mapping
abstract
Tone mapping operators aim to remap content to a display’s dynamic range. Virtual reality is a popular new display modality that has significant differences from other media, making the use of traditional tone mapping techniques difficult. Moreover, real-time adaptive estimation of tone curves that faithfully maintain appearance remains a significant challenge. In this work, we propose a real-time perceptual contrast-matching framework, that allows us to optimally remap scenes for target displays. Our framework is optimized for efficiency and runs on a mobile Quest 2 headset in under 1ms per frame. A subjective study on an HDR-VR prototype demonstrates our method’s effectiveness across a wide range of display luminances, producing imagery that is preferred to alternatives tone mapped at peak luminances an order of magnitude higher. This result highlights the importance of good tone mapping for visual quality in VR.
Taimoor Tariq, Nathan Matsuda, Eric Penner, Jerry Jia, Douglas Lanman, Ajit Ninan, Alexandre Chapiro
SIGGRAPH Asia3
2017 Soft 3D reconstruction for view synthesis
abstract
We present a novel algorithm for view synthesis that utilizes a soft 3D reconstruction to improve quality, continuity and robustness. Our main contribution is the formulation of a soft 3D representation that preserves depth uncertainty through each stage of 3D reconstruction and rendering. We show that this representation is beneficial throughout the view synthesis pipeline. During view synthesis, it provides a soft model of scene geometry that provides continuity across synthesized views and robustness to depth uncertainty. During 3D reconstruction, the same robust estimates of scene visibility can be applied iteratively to improve depth estimation around object edges. Our algorithm is based entirely on O(1) filters, making it conducive to acceleration and it works with structured or unstructured sets of input views. We compare with recent classical and learning-based algorithms on plenoptic lightfields, wide baseline captures, and lightfield videos produced from camera arrays.
Eric Penner
ACM Trans. Graph.1