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Ali Özgür Yöntem

dblp:244/8452 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
eye tracking
0.812024
Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays · ISMAR 2024
Virtual and augmented reality
visual realism
0.722022
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
0.612022
Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022
Virtual and augmented reality
depth perception
0.612022
Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022
Virtual and augmented reality › depth perception
focus cues
0.612022
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
0.512021
Perception of perspective in augmented reality head-up displays · Int. J. Hum. Comput. Stud. 2021
Virtual and augmented reality
near-eye display
0.512021
Reproducing reality with a high-dynamic-range multi-focal stereo display · ACM Trans. Graph. 2021
Virtual and augmented reality › depth perception
depth cues
0.112021
Reproducing reality with a high-dynamic-range multi-focal stereo display · ACM Trans. Graph. 2021
Immersive interaction
depth perception
0.112021
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
YearPublicationVenuePosition
2024 Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays
abstract
Near-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
ISMAR4
2022 Impact of correct and simulated focus cues on perceived realism
abstract
The 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 Asia6
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 display
abstract
With 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