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David R. Walton

dblp:207/7415 · also David Robert Walton · DBLP profile ↗
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7ranked-venue papers
5as first author
4since 2021 · last 2025
0000-0001-5879-9714ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 5 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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
5 papers
Rendering · 33% Computational photography and imaging · 26% Image and video processing · 24%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 63% User interface design and tools · 37%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing › image restoration › image inpainting
disocclusion filling
0.712023
Metameric Inpainting for Image Warping · IEEE Trans. Vis. Comput. Graph. 2023
Image and video processing
image warping
0.712023
Metameric Inpainting for Image Warping · IEEE Trans. Vis. Comput. Graph. 2023
Rendering › physically based rendering › wave optics rendering
computer-generated holography
0.612022
Metameric Varifocal Holograms · VR 2022
Computational photography and imaging › image display › computational display
gaze-contingent display
0.612022
Metameric Varifocal Holograms · VR 2022
Rendering › perceptual rendering
foveated rendering
0.512021
Beyond blur: real-time ventral metamers for foveated rendering · ACM Trans. Graph. 2021
Rendering › texture mapping
environment mapping
0.312017
Synthesis of Environment Maps for Mixed Reality · ISMAR 2017
Rendering › image-based rendering
depth-image-based rendering
0.212023
Metameric Inpainting for Image Warping · IEEE Trans. Vis. Comput. Graph. 2023
User interface design and tools › display technology
near-eye display
0.112021
Beyond blur: real-time ventral metamers for foveated rendering · ACM Trans. Graph. 2021
Immersive interaction
mixed reality
0.112017
Synthesis of Environment Maps for Mixed Reality · ISMAR 2017

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

stochastic gradient descent · 1.1metameric loss function · 1.1ventral metamer computation · 1.0steerable filter statistics · 1.0self-calibration · 0.9differentiable tuning · 0.9computer vision denoising · 0.9real-time synthesis · 0.7image feature statistics · 0.7fisheye camera · 0.6RGB-D camera · 0.3
YearPublicationVenuePosition
2025 Blind Augmentation: Calibration-Free Camera Distortion Model Estimation for Real-Time Mixed-Reality Consistency
abstract
Real camera footage is subject to noise, motion blur (MB) and depth of field (DoF). In some applications these might be considered distortions to be removed, but in others it is important to model them because it would be ineffective, or interfere with an aesthetic choice, to simply remove them. In augmented reality applications where virtual content is composed into a live video feed, we can model noise, MB and DoF to make the virtual content visually consistent with the video. Existing methods for this typically suffer two main limitations. First, they require a camera calibration step to relate a known calibration target to the specific cameras response. Second, existing work require methods that can be (differentiably) tuned to the calibration, such as slow and specialized neural networks. We propose a method which estimates parameters for noise, MB and DoF instantly, which allows using off-the-shelf real-time simulation methods from e.g., a game engine in compositing augmented content. Our main idea is to unlock both features by showing how to use modern computer vision methods that can remove noise, MB and DoF from the video stream, essentially providing self-calibration. This allows to auto-tune any black-box real-time nose+MB-DoF method to deliver fast and high-fidelity augmentation consistency.
Siddhant Prakash, David R. Walton, Rafael Kuffner dos Anjos, Anthony Steed, Tobias Ritschel 0001
IEEE Trans. Vis. Comput. Graph.2
2023 Metameric Inpainting for Image Warping
abstract
Image-warping, a per-pixel deformation of one image into another, is an essential component in immersive visual experiences such as virtual reality or augmented reality. The primary issue with image warping is disocclusions, where occluded (and hence unknown) parts of the input image would be required to compose the output image. We introduce a new image warping method, Metameric image inpainting - an approach for hole-filling in real-time with foundations in human visual perception. Our method estimates image feature statistics of disoccluded regions from their neighbours. These statistics are inpainted and used to synthesise visuals in real-time that are less noticeable to study participants, particularly in peripheral vision. Our method offers speed improvements over the standard structured image inpainting methods while improving realism over colour-based inpainting such as push-pull. Hence, our work paves the way towards future applications such as depth image-based rendering, 6-DoF 360 rendering, and remote render-streaming.
Rafael Kuffner dos Anjos, David R. Walton, Kaan Aksit, Sebastian Friston, David Swapp, Anthony Steed, Tobias Ritschel 0001
IEEE Trans. Vis. Comput. Graph.2
2022 Metameric Varifocal Holograms
abstract
Computer-Generated Holography (CGH) offers the potential for genuine, high-quality three-dimensional visuals. However, fulfilling this potential remains a practical challenge due to computational complexity and visual quality issues. We propose a new CGH method that exploits gaze-contingency and perceptual graphics to accelerate the development of practical holographic display systems. Firstly, our method infers the user’s focal depth and generates images only at their focus plane without using any moving parts. Second, the images displayed are metamers; in the user’s peripheral vision, they need only be statistically correct and blend with the fovea seamlessly. Unlike previous methods, our method prioritises and improves foveal visual quality without causing perceptually visible distortions at the periphery. To enable our method, we introduce a novel metameric loss function that robustly compares the statistics of two given images for a known gaze location. In parallel, we implement a model representing the relation between holograms and their image reconstructions. We couple our differentiable loss function and model to metameric varifocal holograms using a stochastic gradient descent solver. We evaluate our method with an actual proof-of-concept holographic display, and we show that our CGH method leads to practical and perceptually three-dimensional image reconstructions.
David R. Walton, Koray Kavakli, Rafael Kuffner dos Anjos, David Swapp, Tim Weyrich, Hakan Urey, Anthony Steed, Tobias Ritschel 0001, Kaan Aksit
VR1
2021 Beyond blur: real-time ventral metamers for foveated rendering
abstract
To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ventral metamers for foveated rendering where, in particular for near-eye displays, the largest part of the framebuffer maps to the periphery. This improves in quality over state-of-the-art foveation methods which blur the periphery. Work in Vision Science has established how peripheral stimuli are ventral metamers if their statistics are similar. Existing methods, however, require a costly optimization process to find such metamers. To this end, we propose a novel type of statistics particularly well-suited for practical real-time rendering: smooth moments of steerable filter responses. These can be extracted from images in time constant in the number of pixels and in parallel over all pixels using a GPU. Further, we show that they can be compressed effectively and transmitted at low bandwidth. Finally, computing realizations of those statistics can again be performed in constant time and in parallel. This enables a new level of quality for foveated applications such as such as remote rendering, level-of-detail and Monte-Carlo denoising. In a user study, we finally show how human task performance increases and foveation artifacts are less suspicious, when using our method compared to common blurring.
David R. Walton, Rafael Kuffner dos Anjos, Sebastian Friston, David Swapp, Kaan Aksit, Anthony Steed, Tobias Ritschel 0001
ACM Trans. Graph.1
2018 Dynamic HDR environment capture for mixed reality
abstract
Rendering accurate and convincing virtual content into mixed reality (MR) scenes requires detailed illumination information about the real environment. In existing MR systems, this information is often captured using light probes [1, 8, 9, 17, 19--21], or by reconstructing the real environment as a preprocess [31, 38, 54]. We present a method for capturing and updating a HDR radiance map of the real environment and tracking camera motion in real time using a self-contained camera system, without prior knowledge about the real scene. The method is capable of producing plausible results immediately and improving in quality as more of the scene is reconstructed. We demonstrate how this can be used to render convincing virtual objects whose illumination changes dynamically to reflect the changing real environment around them.
David R. Walton, Anthony Steed
VRST1
2017 Synthesis of Environment Maps for Mixed Reality
abstract
When rendering virtual objects in a mixed reality application, it is helpful to have access to an environment map that captures the appearance of the scene from the perspective of the virtual object. It is straightforward to render virtual objects into such maps, but capturing and correctly rendering the real components of the scene into the map is much more challenging. This information is often recovered from physical light probes, such as reflective spheres or fisheye cameras, placed at the location of the virtual object in the scene. For many application areas, however, real light probes would be intrusive or impractical. Ideally, all of the information necessary to produce detailed environment maps could be captured using a single device. We introduce a method using an RGBD camera and a small fisheye camera, contained in a single unit, to create environment maps at any location in an indoor scene. The method combines the output from both cameras to correct for their limited field of view and the displacement from the virtual object, producing complete environment maps suitable for rendering the virtual content in real time. Our method improves on previous probeless approaches by its ability to recover high-frequency environment maps. We demonstrate how this can be used to render virtual objects which shadow, reflect and refract their environment convincingly.
David R. Walton, Diego Thomas, Anthony Steed, Akihiro Sugimoto
ISMAR1
2017 Accurate real-time occlusion for mixed reality
abstract
Properly handling occlusion between real and virtual objects is an important property for any mixed reality (MR) system. Existing methods have typically required known geometry of the real objects in the scene, either specified manually, or reconstructed using a dense mapping algorithm. This limits the situations in which they can be applied. Modern RGBD cameras are cheap and widely available, but the depth information they provide is typically too noisy and incomplete to use directly to provide quality results.
David R. Walton, Anthony Steed
VRST1