Demo Data from EDBT 2026 / reviewers in the wild / expert
Gordon D. Love
dblp:173/5393
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0001-5137-9434ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Rendering · 50% Virtual and augmented reality · 50% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Virtual and augmented reality › immersive display
head-mounted display |
0.3 | 1 | 2017 | Chromablur: rendering chromatic eye aberration improves accommodation and realism · ACM Trans. Graph. 2017 |
Rendering
perceptual rendering |
0.3 | 1 | 2017 | Chromablur: rendering chromatic eye aberration improves accommodation and realism · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
gaze tracking · 0.3focus-adjustable lenses · 0.3chromablur · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Chromablur: rendering chromatic eye aberration improves accommodation and realismabstractComputer-graphics engineers and vision scientists want to generate images that reproduce realistic depth-dependent blur. Current rendering algorithms take into account scene geometry, aperture size, and focal distance, and they produce photorealistic imagery as with a high-quality camera. But to create immersive experiences, rendering algorithms should aim instead for perceptual realism. In so doing, they should take into account the significant optical aberrations of the human eye. We developed a method that, by incorporating some of those aberrations, yields displayed images that produce retinal images much closer to the ones that occur in natural viewing. In particular, we create displayed images taking the eye's chromatic aberration into account. This produces different chromatic effects in the retinal image for objects farther or nearer than current focus. We call the method ChromaBlur. We conducted two experiments that illustrate the benefits of ChromaBlur. One showed that accommodation (eye focusing) is driven quite effectively when ChromaBlur is used and that accommodation is not driven at all when conventional methods are used. The second showed that perceived depth and realism are greater with imagery created by ChromaBlur than in imagery created conventionally. ChromaBlur can be coupled with focus-adjustable lenses and gaze tracking to reproduce the natural relationship between accommodation and blur in HMDs and other immersive devices. It may thereby minimize the adverse effects of vergence-accommodation conflicts. Steven A. Cholewiak, Gordon D. Love, Pratul P. Srinivasan, Ren Ng, Martin S. Banks |
ACM Trans. Graph. | 2 |