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George Ash

dblp:240/7072 · DBLP profile ↗
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1ranked-venue papers
0as 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 · 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 · 44% Virtual and augmented reality · 44% Image and video coding · 13%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
real-time rendering
0.412019
Temporal Resolution Multiplexing: Exploiting the limitations of spatio-temporal vision for more efficient VR rendering · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality › immersive rendering
VR rendering
0.412019
Temporal Resolution Multiplexing: Exploiting the limitations of spatio-temporal vision for more efficient VR rendering · IEEE Trans. Vis. Comput. Graph. 2019

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

spatio-temporal vision modeling · 0.4photometric temporal response modeling · 0.4
YearPublicationVenuePosition
2019 Temporal Resolution Multiplexing: Exploiting the limitations of spatio-temporal vision for more efficient VR rendering
abstract
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requirements and transmission bandwidth can be reduced using a conceptually simple technique that integrates well with existing rendering pipelines. Every even-numbered frame is rendered at a lower resolution, and every odd-numbered frame is kept at high resolution but is modified in order to compensate for the previous loss of high spatial frequencies. When the frames are seen at a high frame rate, they are fused and perceived as high-resolution and high-frame-rate animation. The technique relies on the limited ability of the visual system to perceive high spatio-temporal frequencies. Despite its conceptual simplicity, correct execution of the technique requires a number of non-trivial steps: display photometric temporal response must be modeled, flicker and motion artifacts must be avoided, and the generated signal must not exceed the dynamic range of the display. Our experiments, performed on a high-frame-rate LCD monitor and OLED-based VR headsets, explore the parameter space of the proposed technique and demonstrate that its perceived quality is indistinguishable from full-resolution rendering. The technique is an attractive alternative to reprojection and resolution reduction of all frames.
Gyorgy Denes, Kuba Maruszczyk, George Ash, Rafal Mantiuk
IEEE Trans. Vis. Comput. Graph.3