EDBT 2026 Demo / reviewers in the wild / expert
Ali Özgür Yöntem
dblp:244/8452
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2024
0000-0002-9560-2332ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 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
4 papers |
Virtual and augmented reality · 87% Computational photography and imaging · 13% | |
| Human-computer interaction and pervasive computing
2 papers |
Wearable and physiological sensing · 84% Immersive interaction · 16% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Wearable and physiological sensing
eye tracking |
0.8 | 1 | 2024 | Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays · ISMAR 2024 |
Virtual and augmented reality
visual realism |
0.7 | 2 | 2022 | Reproducing reality with a high-dynamic-range multi-focal stereo display · ACM Trans. Graph. 2021 Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Computational photography and imaging › depth of field
depth-of-field rendering |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality
depth perception |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality › depth perception
focus cues |
0.6 | 1 | 2022 | Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022 |
Virtual and augmented reality › augmented reality display
augmented reality head-up display |
0.5 | 1 | 2021 | Perception of perspective in augmented reality head-up displays · Int. J. Hum. Comput. Stud. 2021 |
Virtual and augmented reality
near-eye display |
0.5 | 1 | 2021 | Reproducing reality with a high-dynamic-range multi-focal stereo display · ACM Trans. Graph. 2021 |
Virtual and augmented reality › depth perception
depth cues |
0.1 | 1 | 2021 | Reproducing reality with a high-dynamic-range multi-focal stereo display · ACM Trans. Graph. 2021 |
Immersive interaction
depth perception |
0.1 | 1 | 2021 | Perception of perspective in augmented reality head-up displays · Int. J. Hum. Comput. Stud. 2021 |
Methods — techniques the papers use, named apart from their topics
pupil and corneal reflection tracking · 1.5NIR camera imaging · 1.5eye models · 0.8eye model · 0.8stereo image presentation · 0.6multi-focal display · 0.5binocular presentation · 0.5HDR imaging · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Tracking Eye Position and Gaze Direction in Near-Eye Volumetric DisplaysabstractNear-eye volumetric displays, showing multiple focal planes, require knowledge of the accurate position of the nodal point of the eye to correctly render a 3D scene. This is because pixels seen through multiple planes must be accurately aligned with the eye’s visual axis to ensure consistency across focal planes. While most eye-tracking methods focus on determining a gaze position within a designated target space, this work aims to track both the eye position and the corresponding gaze direction expressed in coordinates relative to the physical location of the volumetric display planes. To achieve this, we rely on a near-infra-red (NIR) camera image of the pupil and corneal reflections (glints). The existing eye model is used to establish the relationship between the pupil and glint positions in a NIR image and the eye position and rotation in a 3D space. We address the key challenge of robust tracking of the glints in a system that introduces multiple reflections. We also demonstrate that the system reduces the need for recalibration on subsequent uses. Our experiments on a multiple-focal plane display demonstrate that the method can maintain an accurate projection point for volumetric displays. Marek Wernikowski, Joseph March, Radoslaw Mantiuk, Ali Özgür Yöntem, Rafal Mantiuk |
ISMAR | 4 |
| 2022 | Impact of correct and simulated focus cues on perceived realismabstractThe natural accommodation of the human eye to different distances results in focus cues, which contribute to depth perception and appearance. Since focus cues are very difficult to reproduce in an electronic display, it is desirable to know how much they contribute to realistic image appearance. In this work we quantify the potential benefit of focus cues in terms of increased realism compared to regular stereo image presentation. As a secondary goal, we evaluate whether three depth-of-field rendering techniques, which reproduce defocus blur at three different degrees of accuracy, can reintroduce the benefits of focus cues. Our findings confirm the importance of focus cues for realistic image appearance, and also show that they cannot easily be substituted by depth-of-field rendering. Joseph March, Anantha Krishnan, Simon J. Watt, Marek Wernikowski, Hongyun Gao 0001, Ali Özgür Yöntem, Rafal Mantiuk |
SIGGRAPH Asia | 6 |
| 2021 | Perception of perspective in augmented reality head-up displays
Alexandra Bremers, Ali Özgür Yöntem, Daping Chu, Valerian Meijering, Christian P. Janssen |
Int. J. Hum. Comput. Stud. | 2 |
| 2021 | Reproducing reality with a high-dynamic-range multi-focal stereo displayabstractWith well-established methods for producing photo-realistic results, the next big challenge of graphics and display technologies is to achieve perceptual realism --- producing imagery indistinguishable from real-world 3D scenes. To deliver all necessary visual cues for perceptual realism, we built a High-Dynamic-Range Multi-Focal Stereo Display that achieves high resolution, accurate color, a wide dynamic range, and most depth cues, including binocular presentation and a range of focal depth. The display and associated imaging system have been designed to capture and reproduce a small near-eye three-dimensional object and to allow for a direct comparison between virtual and real scenes. To assess our reproduction of realism and demonstrate the capability of the display and imaging system, we conducted an experiment in which the participants were asked to discriminate between a virtual object and its physical counterpart. Our results indicate that the participants can only detect the discrepancy with a probability of 0.44. With such a level of perceptual realism, our display apparatus can facilitate a range of visual experiments that require the highest fidelity of reproduction while allowing for the full control of the displayed stimuli. Fangcheng Zhong, Akshay Jindal, Ali Özgür Yöntem, Param Hanji, Simon J. Watt, Rafal Mantiuk |
ACM Trans. Graph. | 3 |