EDBT 2026 Demo / reviewers in the wild / expert
Okan Tarhan Tursun
dblp:158/0503
· DBLP profile ↗
8ranked-venue papers
3as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 1Human-computer interaction and ubiquitous computing · 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
6 papers |
Rendering · 43% Virtual and augmented reality · 29% Computational photography and imaging · 12% | |
| Artificial intelligence
1 paper |
Representation and self-supervised learning · 100% |
Topics — the 12 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › perceptual rendering
foveated rendering |
0.9 | 2 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019 |
Rendering › perceptual rendering
gaze-contingent rendering |
0.8 | 2 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 Saccade landing position prediction for gaze-contingent rendering · ACM Trans. Graph. 2017 |
Virtual and augmented reality
augmented reality |
0.6 | 2 | 2021 | Stimulating the Human Visual System Beyond Real World Performance in Future Augmented Reality Displays · ISMAR 2020 Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Rendering › physically based rendering › wave optics rendering
computer-generated holography |
0.5 | 1 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality › near-eye display
holographic display |
0.5 | 1 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Rendering
perceptual rendering |
0.5 | 1 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Image and video processing › image restoration › image denoising
speckle reduction |
0.5 | 1 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality
near-eye display |
0.4 | 1 | 2020 | Stimulating the Human Visual System Beyond Real World Performance in Future Augmented Reality Displays · ISMAR 2020 |
Computational photography and imaging
light field display |
0.4 | 1 | 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019 |
Computational photography and imaging › light field imaging
light field factorization |
0.4 | 1 | 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019 |
Virtual and augmented reality › augmented reality display
head-up display |
0.1 | 1 | 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic Displays · IEEE Trans. Vis. Comput. Graph. 2021 |
Virtual and augmented reality › immersive rendering
head-mounted display rendering |
0.1 | 1 | 2019 | Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019 |
Methods — techniques the papers use, named apart from their topics
user experiment · 1.1deep feature analysis · 0.9perception-based hybrid decomposition · 0.8linear blending · 0.8retinal point spread function · 0.5phase hologram optimization · 0.5perceptual experiment · 0.4oculomotor response optimization · 0.4luminance contrast analysis · 0.4gaze-contingent rendering · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Gaze-Contingent Retinal Speckle Suppression for Perceptually-Matched Foveated Holographic DisplaysabstractComputer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such displays is the presence of speckle noise inherent to holography, that compromises its quality by introducing perceptible artifacts. Although speckle noise suppression has been an active research area, the previous works have not considered the perceptual characteristics of the Human Visual System (HVS), which receives the final displayed imagery. However, it is well studied that the sensitivity of the HVS is not uniform across the visual field, which has led to gaze-contingent rendering schemes for maximizing the perceptual quality in various computer-generated imagery. Inspired by this, we present the first method that reduces the "perceived speckle noise" by integrating foveal and peripheral vision characteristics of the HVS, along with the retinal point spread function, into the phase hologram computation. Specifically, we introduce the anatomical and statistical retinal receptor distribution into our computational hologram optimization, which places a higher priority on reducing the perceived foveal speckle noise while being adaptable to any individual's optical aberration on the retina. Our method demonstrates superior perceptual quality on our emulated holographic display. Our evaluations with objective measurements and subjective studies demonstrate a significant reduction of the human perceived noise. Praneeth Chakravarthula, Zhan Zhang 0009, Okan Tarhan Tursun, Piotr Didyk, Qi Sun 0003, Henry Fuchs |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Why Are Deep Representations Good Perceptual Quality Features?
Taimoor Tariq, Okan Tarhan Tursun, Munchurl Kim, Piotr Didyk |
ECCV (22) | 2 |
| 2020 | Stimulating the Human Visual System Beyond Real World Performance in Future Augmented Reality DisplaysabstractNew augmented-reality near-eye displays provide capabilities for enriching real-world visual experiences with digital content. Most current research focuses on improving both hardware and software to provide digital content that seamlessly blends with the real world. This is believed to not only contribute to the visual experience but also increase human task performance. In this work, we take a step further and ask the question of whether the capabilities of current and future display designs combined with efficient perception-inspired content optimizations can be used to improve human task performance beyond the human capabilities in the natural world. Based on an in-depth analysis of previous literature, we hypothesize here that such enhancements can be achieved when the human visual system is provided with content that optimizes the oculomotor responses. To further investigate possible gains, we present a series of perceptual experiments that built upon this idea. More specifically, we focus on speeding up accommodation response, which significantly contributes to the eye-adaptation when a new stimulus is shown. Through our experiments, we demonstrate that such speedups canbe achieved, and more importantly, they can lead to significant improvements in human task performance. While not all of our results give definite answers, we believe that they reveal plentiful opportunities for further enhancing the human experience and task performance when using new augmented-reality displays. David Dunn, Okan Tarhan Tursun, Hyeonseung Yu, Piotr Didyk, Karol Myszkowski, Henry Fuchs |
ISMAR | 2 |
| 2019 | Luminance-contrast-aware foveated renderingabstractCurrent rendering techniques struggle to fulfill quality and power efficiency requirements imposed by new display devices such as virtual reality headsets. A promising solution to overcome these problems is foveated rendering, which exploits gaze information to reduce rendering quality for the peripheral vision where the requirements of the human visual system are significantly lower. Most of the current solutions model the sensitivity as a function of eccentricity, neglecting the fact that it also is strongly influenced by the displayed content. In this work, we propose a new luminance-contrast-aware foveated rendering technique which demonstrates that the computational savings of foveated rendering can be significantly improved if local luminance contrast of the image is analyzed. To this end, we first study the resolution requirements at different eccentricities as a function of luminance patterns. We later use this information to derive a low-cost predictor of the foveated rendering parameters. Its main feature is the ability to predict the parameters using only a low-resolution version of the current frame, even though the prediction holds for high-resolution rendering. This property is essential for the estimation of required quality before the full-resolution image is rendered. We demonstrate that our predictor can efficiently drive the foveated rendering technique and analyze its benefits in a series of user experiments. Okan Tarhan Tursun, Elena Arabadzhiyska-Koleva, Marek Wernikowski, Radoslaw Mantiuk, Hans-Peter Seidel, Karol Myszkowski, Piotr Didyk |
ACM Trans. Graph. | 1 |
| 2019 | A Perception-driven Hybrid Decomposition for Multi-layer Accommodative DisplaysabstractMulti-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display. Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2017 | Saccade landing position prediction for gaze-contingent renderingabstractGaze-contingent rendering shows promise in improving perceived quality by providing a better match between image quality and the human visual system requirements. For example, information about fixation allows rendering quality to be reduced in peripheral vision, and the additional resources can be used to improve the quality in the foveal region. Gaze-contingent rendering can also be used to compensate for certain limitations of display devices, such as reduced dynamic range or lack of accommodation cues. Despite this potential and the recent drop in the prices of eye trackers, the adoption of such solutions is hampered by system latency which leads to a mismatch between image quality and the actual gaze location. This is especially apparent during fast saccadic movements when the information about gaze location is significantly delayed, and the quality mismatch can be noticed. To address this problem, we suggest a new way of updating images in gaze-contingent rendering during saccades. Instead of rendering according to the current gaze position, our technique predicts where the saccade is likely to end and provides an image for the new fixation location as soon as the prediction is available. While the quality mismatch during the saccade remains unnoticed due to saccadic suppression, a correct image for the new fixation is provided before the fixation is established. This paper describes the derivation of a model for predicting saccade landing positions and demonstrates how it can be used in the context of gaze-contingent rendering to reduce the influence of system latency on the perceived quality. The technique is validated in a series of experiments for various combinations of display frame rate and eye-tracker sampling rate. Elena Arabadzhiyska-Koleva, Okan Tarhan Tursun, Karol Myszkowski, Hans-Peter Seidel, Piotr Didyk |
ACM Trans. Graph. | 2 |
| 2016 | An Objective Deghosting Quality Metric for HDR ImagesabstractAbstract Reconstructing high dynamic range (HDR) images of a complex scene involving moving objects and dynamic backgrounds is prone to artifacts. A large number of methods have been proposed that attempt to alleviate these artifacts, known as HDR deghosting algorithms. Currently, the quality of these algorithms are judged by subjective evaluations, which are tedious to conduct and get quickly outdated as new algorithms are proposed on a rapid basis. In this paper, we propose an objective metric which aims to simplify this process. Our metric takes a stack of input exposures and the deghosting result and produces a set of artifact maps for different types of artifacts. These artifact maps can be combined to yield a single quality score. We performed a subjective experiment involving 52 subjects and 16 different scenes to validate the agreement of our quality scores with subjective judgements and observed a concordance of almost 80%. Our metric also enables a novel application that we call as hybrid deghosting, in which the output of different deghosting algorithms are combined to obtain a superior deghosting result. Okan Tarhan Tursun, Ahmet Oguz Akyüz, Aykut Erdem, Erkut Erdem |
Comput. Graph. Forum | 1 |
| 2015 | The State of the Art in HDR Deghosting: A Survey and EvaluationabstractAbstract Obtaining a high quality high dynamic range (HDR) image in the presence of camera and object movement has been a long‐standing challenge. Many methods, known as HDR deghosting algorithms, have been developed over the past ten years to undertake this challenge. Each of these algorithms approaches the deghosting problem from a different perspective, providing solutions with different degrees of complexity, solutions that range from rudimentary heuristics to advanced computer vision techniques. The proposed solutions generally differ in two ways: (1) how to detect ghost regions and (2) what to do to eliminate ghosts. Some algorithms choose to completely discard moving objects giving rise to HDR images which only contain the static regions. Some other algorithms try to find the best image to use for each dynamic region. Yet others try to register moving objects from different images in the spirit of maximizing dynamic range in dynamic regions. Furthermore, each algorithm may introduce different types of artifacts as they aim to eliminate ghosts. These artifacts may come in the form of noise, broken objects, under‐ and over‐exposed regions, and residual ghosting. Given the high volume of studies conducted in this field over the recent years, a comprehensive survey of the state of the art is required. Thus, the first goal of this paper is to provide this survey. Secondly, the large number of algorithms brings about the need to classify them. Thus the second goal of this paper is to propose a taxonomy of deghosting algorithms which can be used to group existing and future algorithms into meaningful classes. Thirdly, the existence of a large number of algorithms brings about the need to evaluate their effectiveness, as each new algorithm claims to outperform its precedents. Therefore, the last goal of this paper is to share the results of a subjective experiment which aims to evaluate various state‐of‐the‐art deghosting algorithms. Okan Tarhan Tursun, Ahmet Oguz Akyüz, Aykut Erdem, Erkut Erdem |
Comput. Graph. Forum | 1 |