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Rachel A. Albert

dblp:165/9729 · DBLP profile ↗
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6ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 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 · 61% Computational photography and imaging · 16% Computational fabrication · 14%

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

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › near-eye display
foveated display
0.822020
Toward Standardized Classification of Foveated Displays · IEEE Trans. Vis. Comput. Graph. 2020
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality › immersive display
head-mounted display
0.412020
Toward Standardized Classification of Foveated Displays · IEEE Trans. Vis. Comput. Graph. 2020
Virtual and augmented reality
augmented reality display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Computational photography and imaging › image display › computational display
gaze-contingent display
0.412019
Foveated AR: dynamically-foveated augmented reality display · ACM Trans. Graph. 2019
Virtual and augmented reality
near-eye display
0.412019
Manufacturing Application-Driven Foveated Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2019
Computational fabrication
optical fabrication
0.412019
Manufacturing Application-Driven Foveated Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2019
Rendering › lens and aperture model
defocus rendering
0.212015
Optimal presentation of imagery with focus cues on multi-plane displays · ACM Trans. Graph. 2015
Virtual and augmented reality › depth perception
focus cues
0.212015
Optimal presentation of imagery with focus cues on multi-plane displays · ACM Trans. Graph. 2015
Computational photography and imaging › image display › computational display
multi-planar display
0.212015
Optimal presentation of imagery with focus cues on multi-plane displays · ACM Trans. Graph. 2015
Computational fabrication
computational design
0.112019
Manufacturing Application-Driven Foveated Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2019
Geometric modeling and processing › computer-aided design › computer-aided geometric design
freeform surface design
0.112019
Manufacturing Application-Driven Foveated Near-Eye Displays · IEEE Trans. Vis. Comput. Graph. 2019

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

acuity distribution function modeling · 0.4ray tracing · 0.4maxwellian-view display · 0.4machine learning · 0.4holographic optical element · 0.4gaze tracking · 0.43d printing · 0.4optimization · 0.2
YearPublicationVenuePosition
2020 Toward Standardized Classification of Foveated Displays
abstract
Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner.
Josef B. Spjut, Ben Boudaoud, Jonghyun Kim 0006, Trey Greer, Rachel A. Albert, Michael Stengel, Kaan Aksit, David P. Luebke
IEEE Trans. Vis. Comput. Graph.5
2019 Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering
abstract
Gaze-contingent rendering and display could help meet the increasing resolution and frame rate demands of modern displays while reducing the required latency, bandwidth, and power. However, it is still unclear how degradation of the peripheral image impacts behavior, particularly for the important task of reading. We examined changes in reading speed with different levels of peripheral degradation, varying the size of the text, foveal region, and sub-sampling kernel. We found a wide spread of responses across subjects, with the average change in reading speed ranging from -123 words per minute (WPM) to +67 WPM. We did not find significant effects across types of peripheral degradation, but the change in reading speed was significantly inversely correlated with baseline reading speed (r=-0.513, n=17, p=0.0352), indicating that faster readers were more negatively impacted.
Rachel A. Albert, Angelica Godinez, David P. Luebke
SAP1
2019 Foveated AR: dynamically-foveated augmented reality display
abstract
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal point is translated to follow the viewer's pupil during eye movements using a traveling holographic optical element. The same optics relay an image of the eye to an infrared camera used for gaze tracking, which in turn drives the foveal display location and peripheral nodal point. Our display supports accommodation cues by varying the focal depth of the microdisplay in the foveal region, and by rendering simulated defocus on the "always in focus" scanning laser projector used for peripheral display. The resulting family of displays significantly improves on the field-of-view, resolution, and form-factor tradeoff present in previous augmented reality designs. We show prototypes supporting 30, 40 and 60 cpd foveal resolution at a net 85° × 78° field of view per eye.
Jonghyun Kim 0006, Youngmo Jeong, Michael Stengel, Kaan Aksit, Rachel A. Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Alexander Majercik, Peter Shirley, Josef B. Spjut, Morgan McGuire, David P. Luebke
ACM Trans. Graph.5
2019 Manufacturing Application-Driven Foveated Near-Eye Displays
abstract
Traditional optical manufacturing poses a great challenge to near-eye display designers due to large lead times in the order of multiple weeks, limiting the abilities of optical designers to iterate fast and explore beyond conventional designs. We present a complete near-eye display manufacturing pipeline with a day lead time using commodity hardware. Our novel manufacturing pipeline consists of several innovations including a rapid production technique to improve surface of a 3D printed component to optical quality suitable for near-eye display application, a computational design methodology using machine learning and ray tracing to create freeform static projection screen surfaces for near-eye displays that can represent arbitrary focal surfaces, and a custom projection lens design that distributes pixels non-uniformly for a foveated near-eye display hardware design candidate. We have demonstrated untethered augmented reality near-eye display prototypes to assess success of our technique, and show that a ski-goggles form factor, a large monocular field of view$(30^{o}\times 55^{o})$, and a resolution of 12 cycles per degree can be achieved.
Kaan Aksit, Praneeth Chakravarthula, Kishore Rathinavel, Youngmo Jeong, Rachel A. Albert, Henry Fuchs, David P. Luebke
IEEE Trans. Vis. Comput. Graph.5
2017 Latency Requirements for Foveated Rendering in Virtual Reality
abstract
Foveated rendering is a performance optimization based on the well-known degradation of peripheral visual acuity. It reduces computational costs by showing a high-quality image in the user’s central (foveal) vision and a lower quality image in the periphery. Foveated rendering is a promising optimization for Virtual Reality (VR) graphics, and generally requires accurate and low-latency eye tracking to ensure correctness even when a user makes large, fast eye movements such as saccades. However, due to the phenomenon of saccadic omission, it is possible that these requirements may be relaxed. In this article, we explore the effect of latency for foveated rendering in VR applications. We evaluated the detectability of visual artifacts for three techniques capable of generating foveated images and for three different radii of the high-quality foveal region. Our results show that larger foveal regions allow for more aggressive foveation, but this effect is more pronounced for temporally stable foveation techniques. Added eye tracking latency of 80--150ms causes a significant reduction in acceptable amount of foveation, but a similar decrease in acceptable foveation was not found for shorter eye-tracking latencies of 20--40ms, suggesting that a total system latency of 50--70ms could be tolerated.
Rachel A. Albert, Anjul Patney, David P. Luebke, Joohwan Kim
ACM Trans. Appl. Percept.1
2015 Optimal presentation of imagery with focus cues on multi-plane displays
abstract
We present a technique for displaying three-dimensional imagery of general scenes with nearly correct focus cues on multi-plane displays. These displays present an additive combination of images at a discrete set of optical distances, allowing the viewer to focus at different distances in the simulated scene. Our proposed technique extends the capabilities of multi-plane displays to general scenes with occlusions and non-Lambertian effects by using a model of defocus in the eye of the viewer. Requiring no explicit knowledge of the scene geometry, our technique uses an optimization algorithm to compute the images to be displayed on the presentation planes so that the retinal images when accommodating to different distances match the corresponding retinal images of the input scene as closely as possible. We demonstrate the utility of the technique using imagery acquired from both synthetic and real-world scenes, and analyze the system's characteristics including bounds on achievable resolution.
Rahul Narain, Rachel A. Albert, Abdullah Bulbul, Gregory J. Ward, Martin S. Banks, James F. O'Brien
ACM Trans. Graph.2