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

Alex Blate

dblp:177/6279 · DBLP profile ↗
← Back
4ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-authorHuman-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
3 papers
Virtual and augmented reality · 86% Rendering · 14%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Reconfigurable computing and FPGAs · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.412019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › tracking
head tracking
0.412019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › augmented reality
optical see-through head-mounted display
0.412019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality
near-eye display
0.312018
An Extended Depth-at-Field Volumetric Near-Eye Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality › 3d display
volumetric display
0.312018
An Extended Depth-at-Field Volumetric Near-Eye Augmented Reality Display · IEEE Trans. Vis. Comput. Graph. 2018
Virtual and augmented reality
augmented reality display
0.212016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016
Virtual and augmented reality › augmented reality display
optical see-through display
0.212016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016
Virtual and augmented reality
motion-to-photon latency
0.112019
Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument · IEEE Trans. Vis. Comput. Graph. 2019
Rendering › real-time rendering
low-latency rendering
0.112016
From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality · IEEE Trans. Vis. Comput. Graph. 2016

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

post-rendering 2-d offsets · 0.5just-in-time tracking · 0.5binary pixel modulation · 0.5laser-pointer latency measurement · 0.4infrared optical triangulation · 0.4focus-tunable lens · 0.3binary image decomposition · 0.3
YearPublicationVenuePosition
2019 Implementation and Evaluation of a 50 kHz, $28μs Motion-to-Pose Latency Head Tracking Instrument
abstract
This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28μs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100μs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28μs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.
Alex Blate, Mary C. Whitton, Montek Singh, Greg Welch, Andrei State, Turner Whitted, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.1
2018 An Extended Depth-at-Field Volumetric Near-Eye Augmented Reality Display
abstract
We introduce an optical design and a rendering pipeline for a full-color volumetric near-eye display which simultaneously presents imagery with near-accurate per-pixel focus across an extended volume ranging from 15cm (6.7 diopters) to 4M (0.25 diopters), allowing the viewer to accommodate freely across this entire depth range. This is achieved using a focus-tunable lens that continuously sweeps a sequence of 280 synchronized binary images from a high-speed, Digital Micromirror Device (DMD) projector and a high-speed, high dynamic range (HDR) light source that illuminates the DMD images with a distinct color and brightness at each binary frame. Our rendering pipeline converts 3-D scene information into a 2-D surface of color voxels, which are decomposed into 280 binary images in a voxel-oriented manner, such that 280 distinct depth positions for full-color voxels can be displayed.
Kishore Rathinavel, Hanpeng Wang, Alex Blate, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.3
2017 Scene-adaptive high dynamic range display for low latency augmented reality
abstract
For generalized augmented reality to be feasible, the augmenting elements must be visible in varied environments and under rapidly changing, high dynamic range lighting, from bright sunlight to deep shadows. We present a high dynamic range, optical see-through, augmented reality display that dynamically adjusts the brightness of the virtual imagery to match the current brightness of the real scene. Critical components include the spatial brightness sensor array and the positional brightness image intensity matcher. The color, scene-adaptive HDR display system is based on a high-rate (15 kHz) DMD projector using a high-speed RGB LED illuminator, each color with independent 16 bit intensity control for each binary DMD frame. The critical input to the intensity matching algorithm is the output of an array of high sensitivity light sensors. This paper discusses the implementation of the system and reports performance via still and video demonstrations under a variety of lighting conditions.
Peter Lincoln, Alex Blate, Montek Singh, Andrei State, Mary C. Whitton, Turner Whitted, Henry Fuchs
I3D2
2016 From Motion to Photons in 80 Microseconds: Towards Minimal Latency for Virtual and Augmented Reality
abstract
We describe an augmented reality, optical see-through display based on a DMD chip with an extremely fast (16 kHz) binary update rate. We combine the techniques of post-rendering 2-D offsets and just-in-time tracking updates with a novel modulation technique for turning binary pixels into perceived gray scale. These processing elements, implemented in an FPGA, are physically mounted along with the optical display elements in a head tracked rig through which users view synthetic imagery superimposed on their real environment. The combination of mechanical tracking at near-zero latency with reconfigurable display processing has given us a measured average of 80 µs of end-to-end latency (from head motion to change in photons from the display) and also a versatile test platform for extremely-low-latency display systems. We have used it to examine the trade-offs between image quality and cost (i.e. power and logical complexity) and have found that quality can be maintained with a fairly simple display modulation scheme.
Peter Lincoln, Alex Blate, Montek Singh, Turner Whitted, Andrei State, Anselmo Lastra, Henry Fuchs
IEEE Trans. Vis. Comput. Graph.2