EDBT 2026 Demo / reviewers in the wild / expert
Denis Kalkofen
dblp:27/2571
· DBLP profile ↗
60ranked-venue papers
4as first author
22since 2021 · last 2026
0000-0002-0359-206XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 52 · 4 first-author · 21 since 2021Human-computer interaction and ubiquitous computing · 35 · 3 first-author · 8 since 2021Applied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | OUGS: Active View Selection via Object-aware Uncertainty Estimation in 3DGSabstractAbstract Recent advances in 3D Gaussian Splatting (3DGS) have achieved state‐of‐the‐art results for novel view synthesis. However, efficiently capturing high‐fidelity reconstructions of specific objects within complex scenes remains a significant challenge. A key limitation of existing active reconstruction methods is their reliance on scene‐level uncertainty metrics, which are often biased by irrelevant background clutter and lead to inefficient view selection for object‐centric tasks. We present OUGS, a novel framework that addresses this challenge with a more principled, physically‐grounded uncertainty formulation for 3DGS. Our core innovation is to derive uncertainty directly from the explicit physical parameters of the 3D Gaussian primitives (e.g., position, scale, rotation). By propagating the covariance of these parameters through the rendering Jacobian, we establish a highly interpretable uncertainty model. This foundation allows us to then seamlessly integrate semantic segmentation masks to produce a targeted, object‐aware uncertainty score that effectively disentangles the object from its environment. This allows for a more effective active view selection strategy that prioritizes views critical to improving object fidelity. Experimental evaluations on public datasets demonstrate that our approach significantly improves the efficiency of the 3DGS reconstruction process and achieves higher quality for targeted objects compared to existing state‐of‐the‐art methods, while also serving as a robust uncertainty estimator for the global scene. Haiyi Li, Qi Chen 0014, Denis Kalkofen, Hsiang-Ting Chen |
Comput. Graph. Forum | 3 |
| 2026 | HandLight: Light Estimation from Hand Interaction in Mixed RealityabstractCorrectly estimating the surrounding illumination is essential for creating visually coherent Mixed Reality (MR) experiences. The most accurate results can be achieved by utilizing a light probe, a dedicated object with known reflectance parameters that is placed into the scene. However, the need for a dedicated object placed in the area where the illumination is estimated presents a severe limitation. Building on the increasing popularity of gestural interaction in MR, we present HandLight, an approach to estimating the illumination from the user's hands during interaction. Contrary to static light probes, HandLight does not require preparation of the environment and generates an atlas of light probes while the user moves in the world, thus reflecting variable illumination. Our system utilizes a neural network that learns the environment lighting from images of the hand. We train the network on a dataset depicting three common gestures (pinch, fist, bloom) under varying light conditions. We show that our approach can provide believable illumination estimations for a variety of illuminations on a dataset of real hand images. David Mandl, Denis Kalkofen, Peter Mohr, Dieter Schmalstieg, Alexander Plopski |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | See what I Mean? Mobile Eye-Perspective Rendering for Optical See-Through Head-Mounted DisplaysabstractImage-based scene understanding allows Augmented Reality (AR) systems to provide contextual visual guidance in unprepared, real-world environments. While effective on video see-through (VST) head-mounted displays (HMDs), such methods suffer on optical see-through (OST) HMDs due to misregistration between the world-facing camera and the user's eye perspective. To approximate the user's true eye view, we implement and evaluate three software-based eye-perspective rendering (EPR) techniques on a commercially available, untethered OST HMD (Microsoft HoloLens 2): (1) Plane-Proxy EPR, projecting onto a fixed-distance plane; (2) Mesh-Proxy EPR, using SLAM-based reconstruction for projection; and (3) Gaze-Proxy EPR, a novel eye-tracking-based method that aligns the projection with the user's gaze depth. A user study on real-world tasks underscores the importance of accurate EPR and demonstrates gaze-proxy as a lightweight alternative to geometry-based methods. We release our EPR framework as open source. Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2024 | DeepDR: Deep Structure-Aware RGB-D Inpainting for Diminished RealityabstractDiminished reality (DR) refers to the removal of real objects from the environment by virtually replacing them with their background. Modern DR frameworks use inpainting to hallucinate unobserved regions. While recent deep learning-based inpainting is promising, the DR use case is complicated by the need to generate coherent structure and 3D geometry (i.e., depth), in particular for advanced applications, such as 3D scene editing. In this paper, we propose Deep DR, a first RGB-D inpainting framework fulfilling all requirements of DR: Plausible image and geometry inpainting with coherent structure, running at real-time frame rates, with minimal temporal artifacts. Our structure-aware generative network allows us to explicitly condition color and depth outputs on the scene semantics, overcoming the difficulty of reconstructing sharp and consistent boundaries in regions with complex backgrounds. Experimental results show that the proposed framework can outperform related work qualitatively and quantitatively. Christina Schwarz-Gsaxner, Shohei Mori, Dieter Schmalstieg, Jan Egger, Gerhard Paar, Werner Bailer, Denis Kalkofen |
3DV | 7 |
| 2024 | Error Management for Augmented Reality Assembly InstructionsabstractAugmented reality (AR) lends itself to presenting visual instructions on how to assemble or disassemble an object. Splitting the assembly procedure into shorter steps and presenting the corresponding instructions in AR supports their comprehension. However, one can still misinterpret instructions and make errors while manipulating the object. While previous work supports detecting the occurrence of errors, we investigate handling such errors. This requires knowledge of the error at runtime of the application. Starting from a categorization of the errors, we investigate how to automatically derive common error states to generate training data. We introduce an extension to a state-of-the-art deep-learning-based object detector for supporting the detection of assembly states at real-time update rates, based on contrastive learning. We evaluated the proposed detector, showing that it outperforms the state-of-the-art, and we demonstrate our work with an AR application that alerts the user if errors occur and provides visual help to correct the error. Ana Stanescu 0003, Peter Mohr, Franz Thaler, Mateusz Kozinski, Lucchas Ribeiro Skreinig, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 7 |
| 2024 | XR Prototyping of Mixed Reality Visualizations: Compensating Interaction Latency for a Medical Imaging RobotabstractResearching novel user experiences in medicine is challenging due to limited access to equipment and strict ethical protocols. Extended Reality (XR) simulation technologies offer a cost-and time-efficient solution for developing interactive systems. Recent work has shown Extended Reality Prototyping (XRP)’s potential, but its applicability to specific domains like controlling complex machinery needs further exploration. This paper explores the benefits and limitations of XRP in controlling a mobile medical imaging robot. We compare two XR visualization techniques to reduce perceived latency between user input and robot activation. Our XRP validation study demonstrates its potential for comparative studies, but identifies a gap in modeling human behavior in the analytic XRP validation framework. Jan Hendrik Plümer, Ulrich Eck, Denis Kalkofen, Philipp Steininger, Nassir Navab, Markus Tatzgern |
ISMAR | 4 |
| 2024 | Immersive Authoring by Demonstration of Industrial ProceduresabstractThis work presents an authoring tool for supporting the creation of immersive instructions for industrial processes. Our system simplifies the creation of instructional content by providing an immersive virtual reality environment that enables expert operators to interact directly with virtual replicas of industrial devices. Hand movements, tool usage, gaze, spoken comments, and machine part movement are recorded using a head-mounted display. Editing of instructions in virtual reality is aided by automatic segmentation of recorded data into individual steps and visualizations of regions with intensive activity. A qualitative evaluation of our system by industrial experts shows that it is a viable alternative to current practices in authoring instructions for assembly and maintenance. Lucchas Ribeiro Skreinig, Peter Mohr, Blanca Berger, Markus Tatzgern, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 6 |
| 2024 | Neural Bokeh: Learning Lens Blur for Computational Videography and Out-of-Focus Mixed RealityabstractWe present Neural Bokeh, a deep learning approach for synthesizing convincing out-of-focus effects with applications in Mixed Reality (MR) image and video compositing. Unlike existing approaches that solely learn the amount of blur for out-of-focus areas, our approach captures the overall characteristic of the bokeh to enable the seamless integration of rendered scene content into real images, ensuring a consistent lens blur over the resulting MR composition. Our method learns spatially varying blur shapes, i.e., bokeh, from a dataset of real images acquired using the physical camera that is used to capture the photograph or video of the MR composition. Accordingly, those learned blur shapes mimic the characteristics of the physical lens. As the run-time and the resulting quality of Neural Bokeh increase with the resolution of input images, we employ low-resolution images for the MR view finding at runtime and high-resolution renderings for compositing with high-resolution photographs or videos in an offline process. We envision a variety of applications, including visual enhancement of image and video compositing containing creative utilization of out-of-focus effects. David Mandl, Shohei Mori, Peter Mohr, Yifan Peng 0001, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen |
VR | 7 |
| 2024 | Gaze-Contingent Layered Optical See-Through Displays with a Confidence-Driven View VolumeabstractThe vergence-accommodation conflict (VAC) presents a major perceptual challenge for head-mounted displays with a fixed image plane. Varifocal and layered display designs can mitigate the VAC. However, the image quality of varifocal displays is affected by imprecise eye tracking, whereas layered displays suffer from reduced image contrast as the distance between layers increases. Combined designs support a larger workspace and tolerate some eye-tracking error. However, any layered design with a fixed layer spacing restricts the amount of error compensation and limits the in-focus contrast. We extend previous hybrid designs by introducing confidence-driven volume control, which adjusts the size of the view volume at runtime. We use the eye tracker's confidence to control the spacing of display layers and optimize the trade-off between the display's view volume and the amount of eye tracking error the display can compensate. In the case of high-quality focus point estimation, our approach provides high in-focus contrast, whereas low-quality eye tracking increases the view volume to tolerate the error. We describe our design, present its implementation as an optical-see head-mounted display using a multiplicative layer combination, and present an evaluation comparing our design with previous approaches. Christoph Ebner, Alexander Plopski, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2023 | Eye-Perspective View Management for Optical See-Through Head-Mounted DisplaysabstractOptical see-through (OST) head-mounted displays (HMDs) enable users to experience Augmented Reality (AR) support in the form of helpful real-world annotations. Unfortunately, the blend of the environment with virtual augmentations due to semitransparent OST displays often deteriorates the contrast and legibility of annotations. View management algorithms adapt the annotations’ layout to improve legibility based on real-world information, typically captured by built-in HMD cameras. However, the camera views are different from the user’s view through the OST display which decreases the final layout quality. We present eye-perspective view management that synthesizes high-fidelity renderings of the user’s view to optimize annotation placement. Our method significantly improves over traditional camera-based view management in terms of annotation placement and legibility. Eye-perspective optimizations open up opportunities for further research on use cases relying on the user’s true view through OST HMDs. Gerlinde Emsenhuber, Tobias Langlotz, Denis Kalkofen, Jonathan Sutton, Markus Tatzgern |
CHI | 3 |
| 2023 | Message from the ISMAR 2023 General ChairsabstractIt is our great pleasure to welcome you to the 22nd IEEE International Symposium on Mixed and Augmented Reality (ISMAR), held from 16 to 20 October 2023 in Sydney, Australia. ISMAR stands as the foremost international academic conference in the fields of Augmented Reality (AR), Mixed Reality (MR) and Virtual Reality (VR). Over the years, it has continually expanded its horizon, delving into the latest developments in AR, MR, and VR within both commercial and research domains. The conference is organized and supported by IEEE, IEEE Computer Society, and IEEE VGTC. Barrett Ens, Denis Kalkofen, Gelareh Mohammadi, Frank Guan |
ISMAR | 2 |
| 2023 | State-Aware Configuration Detection for Augmented Reality Step-by-Step TutorialsabstractPresenting tutorials in augmented reality is a compelling application area, but previous attempts have been limited to objects with only a small numbers of parts. Scaling augmented reality tutorials to complex assemblies of a large number of parts is difficult, because it requires automatically discriminating many similar-looking object configurations, which poses a challenge for current object detection techniques. In this paper, we seek to lift this limitation. Our approach is inspired by the observation that, even though the number of assembly steps may be large, their order is typically highly restricted: Some actions can only be performed after others. To leverage this observation, we enhance a state-of-the-art object detector to predict the current assembly state by conditioning on the previous one, and to learn the constraints on consecutive states. This learned ‘consecutive state prior’ helps the detector disambiguate configurations that are otherwise too similar in terms of visual appearance to be reliably discriminated. Via the state prior, the detector is also able to improve the estimated probabilities that a state detection is correct. We experimentally demonstrate that our technique enhances the detection accuracy for assembly sequences with a large number of steps and on a variety of use cases, including furniture, Lego and origami. Additionally, we demonstrate the use of our algorithm in an interactive augmented reality application. Ana Stanescu 0003, Peter Mohr, Mateusz Kozinski, Shohei Mori, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 6 |
| 2023 | Off-Axis Layered Displays: Hybrid Direct-View/Near-Eye Mixed Reality with Focus CuesabstractThis work introduces off-axis layered displays, the first approach to stereoscopic direct-view displays with support for focus cues. Off-axis layered displays combine a head-mounted display with a traditional direct-view display for encoding a focal stack and thus, for providing focus cues. To explore the novel display architecture, we present a complete processing pipeline for the real-time computation and post-render warping of off-axis display patterns. In addition, we build two prototypes using a head-mounted display in combination with a stereoscopic direct-view display, and a more widely available monoscopic direct-view display. In addition we show how extending off-axis layered displays with an attenuation layer and with eye-tracking can improve image quality. We thoroughly analyze each component in a technical evaluation and present examples captured through our prototypes. Christoph Ebner, Peter Mohr, Tobias Langlotz, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2023 | Multi-Layer Scene Representation from Composed Focal StacksabstractMulti-layer images are a powerful scene representation for high-performance rendering in virtual/augmented reality (VR/AR). The major approach to generate such images is to use a deep neural network trained to encode colors and alpha values of depth certainty on each layer using registered multi-view images. A typical network is aimed at using a limited number of nearest views. Therefore, local noises in input images from a user-navigated camera deteriorate the final rendering quality and interfere with coherency over view transitions. We propose to use a focal stack composed of multi-view inputs to diminish such noises. We also provide theoretical analysis for ideal focal stacks to generate multi-layer images. Our results demonstrate the advantages of using focal stacks in coherent rendering, memory footprint, and AR-supported data capturing. We also show three applications of imaging for VR. Reina Ishikawa, Hideo Saito 0001, Denis Kalkofen, Shohei Mori |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Good Keyframes to InpaintabstractDiminished Reality (DR) propagates pixels from a keyframe to subsequent frames for real-time inpainting. Keyframe selection has a significant impact on the inpainting quality, but untrained users struggle to identify good keyframes. Automatic selection is not straightforward either, since no previous work has formalized or verified what determines a good keyframe. We propose a novel metric to select good keyframes to inpaint. We examine the heuristics adopted in existing DR inpainting approaches and derive multiple simple criteria measurable from SLAM. To combine these criteria, we empirically analyze their effect on the quality using a novel representative test dataset. Our results demonstrate that the combined metric selects RGBD keyframes leading to high-quality inpainting results more often than a baseline approach in both color and depth domains. Also, we confirmed that our approach has a better ranking ability of distinguishing good and bad keyframes. Compared to random selections, our metric selects keyframes that would lead to higher-quality and more stably converging inpainting results. We present three DR examples, automatic keyframe selection, user navigation, and marker hiding. Shohei Mori, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | Exemplar-Based Inpainting for 6DOF Virtual Reality PhotosabstractMulti-layer images are currently the most prominent scene representation for viewing natural scenes under full-motion parallax in virtual reality. Layers ordered in diopter space contain color and transparency so that a complete image is formed when the layers are composited in a view-dependent manner. Once baked, the same limitations apply to multi-layer images as to conventional single-layer photography, making it challenging to remove obstructive objects or otherwise edit the content. Object removal before baking can benefit from filling disoccluded layers with pixels from background layers. However, if no such background pixels have been observed, an inpainting algorithm must fill the empty spots with fitting synthetic content. We present and study a multi-layer inpainting approach that addresses this problem in two stages: First, a volumetric area of interest specified by the user is classified with respect to whether the background pixels have been observed or not. Second, the unobserved pixels are filled with multi-layer inpainting. We report on experiments using multiple variants of multi-layer inpainting and compare our solution to conventional inpainting methods that consider each layer individually. Shohei Mori, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2023 | guitARhero: Interactive Augmented Reality Guitar TutorialsabstractThis paper presents guitARhero, an Augmented Reality application for interactively teaching guitar playing to beginners through responsive visualizations overlaid on the guitar neck. We support two types of visual guidance, a highlighting of the frets that need to be pressed and a 3D hand overlay, as well as two display scenarios, one using a desktop magic mirror and one using a video see-through head-mounted display. We conducted a user study with 20 participants to evaluate how well users could follow instructions presented with different guidance and display combinations and compare these to a baseline where users had to follow video instructions. Our study highlights the trade-off between the provided information and visual clarity affecting the user's ability to interpret and follow instructions for fine-grained tasks. We show that the perceived usefulness of instruction integration into an HMD view highly depends on the hardware capabilities and instruction details. Lucchas Ribeiro Skreinig, Denis Kalkofen, Ana Stanescu 0003, Peter Mohr, Frank Heyen, Shohei Mori, Michael Sedlmair, Dieter Schmalstieg, Alexander Plopski |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2023 | Stabilization of spherical videos based on feature uncertaintyabstractAbstract Nowadays the trend is to acquire and share information in an immersive and natural way with new technologies such as Virtual Reality (VR) and 360 $$^{\circ }$$ ∘ video. However, the use of 360 $$^{\circ }$$ ∘ video, even more the use of VR head-mounted display, can generate general discomfort (“cybersickness”) and one factor is the video shaking. In this work, we developed a method to make the viewing of 360 $$^{\circ }$$ ∘ video smoother and more comfortable to watch. First, the rotations are obtained with an innovative technique using a Particle Swarm Optimization algorithm considering the uncertainty estimation among features. In addition, a modified Chauvenet criterion is used to find and suppress outliers features from the algorithm. Afterward, a time-weighted color filter is applied to each frame in order to handle also videos with small translational jitter, rolling shutter wobble, parallax, and lens deformation. Thanks to our complete offline stabilization process, we achieved good-quality results in terms of video stabilization. Achieving better robustness compared to other works. The method was validated using virtual and real 360 $$^{\circ }$$ ∘ video data of a mine environment acquired by a drone. Finally, a user study based on a subjective and standard Simulator Sickness Questionnaire was submitted to quantify simulator sickness before and after the stabilization process. The questionnaire underlined alleviation of cybersickness using stabilized videos with our approach Alessandro Luchetti, Matteo Zanetti, Denis Kalkofen, Mariolino De Cecco |
Vis. Comput. | 3 |
| 2022 | Model-Free Authoring by Demonstration of Assembly Instructions in Augmented RealityabstractAmong the most compelling applications of Augmented Reality are spatially registered tutorials. The effort of creating such instructions remains one of the obstacles precluding a wider use. We propose a system that is capable of extracting 3D instructions in a completely model-free manner from demonstrations, based on volumetric changes. The instructions are visualised later in an interactive Augmented Reality guidance application, on a mobile head-mounted display. We enable a technology that can be used by anyone in an ad-hoc tabletop setup for assemblies with rigid components. Ana Stanescu 0003, Peter Mohr, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2022 | Video See-Through Mixed Reality with Focus CuesabstractThis work introduces the first approach to video see-through mixed reality with full support for focus cues. By combining the flexibility to adjust the focus distance found in varifocal designs with the robustness to eye-tracking error found in multifocal designs, our novel display architecture reliably delivers focus cues over a large workspace. In particular, we introduce gaze-contingent layered displays and mixed reality focal stacks, an efficient representation of mixed reality content that lends itself to fast processing for driving layered displays in real time. We thoroughly evaluate this approach by building a complete end-to-end pipeline for capture, render, and display of focus cues in video see-through displays that uses only off-the-shelf hardware and compute components. Christoph Ebner, Shohei Mori, Peter Mohr, Yifan Peng 0001, Dieter Schmalstieg, Gordon Wetzstein, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2021 | Neural Cameras: Learning Camera Characteristics for Coherent Mixed Reality RenderingabstractCoherent rendering is important for generating plausible Mixed Reality presentations of virtual objects within a user’s real-world environment. Besides photo-realistic rendering and correct lighting, visual coherence requires simulating the imaging system that is used to capture the real environment. While existing approaches either focus on a specific camera or a specific component of the imaging system, we introduce Neural Cameras, the first approach that jointly simulates all major components of an arbitrary modern camera using neural networks. Our system allows for adding new cameras to the framework by learning the visual properties from a database of images that has been captured using the physical camera. We present qualitative and quantitative results and discuss future direction for research that emerge from using Neural Cameras. David Mandl, Peter M. Roth, Tobias Langlotz, Christoph Ebner, Shohei Mori, Stefanie Zollmann, Peter Mohr, Denis Kalkofen |
ISMAR | 8 |
| 2021 | Message from the ISMAR 2021 Science and Technology Journal Program Chairs and TVCG Guest Editors
Daisuke Iwai, Guillaume Moreau, Denis Kalkofen, Tabitha C. Peck |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2020 | Mixed Reality Light Fields for Interactive Remote AssistanceabstractRemote assistance represents an important use case for mixed reality. With the rise of handheld and wearable devices, remote assistance has become practical in the wild. However, spontaneous provisioning of remote assistance requires an easy, fast and robust approach for capturing and sharing of unprepared environments. In this work, we make a case for utilizing interactive light fields for remote assistance. We demonstrate the advantages of object representation using light fields over conventional geometric reconstruction. Moreover, we introduce an interaction method for quickly annotating light fields in 3D space without requiring surface geometry to anchor annotations. We present results from a user study demonstrating the effectiveness of our interaction techniques, and we provide feedback on the usability of our overall system. Peter Mohr, Shohei Mori, Tobias Langlotz, Bruce H. Thomas, Dieter Schmalstieg, Denis Kalkofen |
CHI | 6 |
| 2020 | Message from the ISMAR 2020 Science and Technology Program Chairs
Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann |
ISMAR | 2 |
| 2020 | Message from the ISMAR 2020 Science and Technology Program Chairs and TVCG Guest EditorsabstractIn this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present the TVCG papers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world. Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann |
ISMAR | 2 |
| 2020 | Perspective Matters: Design Implications for Motion Guidance in Mixed RealityabstractWe investigate how Mixed Reality (MR) can be used to guide human body motions, such as in physiotherapy, dancing, or workout applications. While first MR prototypes have shown promising results, many dimensions of the design space behind such applications remain largely unexplored. To better understand this design space, we approach the topic from different angles by contributing three user studies. In particular, we take a closer look at the influence of the perspective, the characteristics of motions, and visual guidance on different user performance measures. Our results indicate that a first-person perspective performs best for all visible motions, whereas the type of visual instruction plays a minor role. From our results we compile a set of considerations that can guide future work on the design of instructions, evaluations, and the technical setup of MR motion guidance systems. Xingyao Yu, Katrin Angerbauer, Peter Mohr, Denis Kalkofen, Michael Sedlmair |
ISMAR | 4 |
| 2020 | Video-Annotated Augmented Reality Assembly TutorialsabstractWe present a system for generating and visualizing interactive 3D Augmented Reality tutorials based on 2D video input, which allows viewpoint control at runtime. Inspired by assembly planning, we analyze the input video using a 3D CAD model of the object to determine an assembly graph that encodes blocking relationships between parts. Using an assembly graph enables us to detect assembly steps that are otherwise difficult to extract from the video, and generally improves object detection and tracking by providing prior knowledge about movable parts. To avoid information loss, we combine the 3D animation with relevant parts of the 2D video so that we can show detailed manipulations and tool usage that cannot be easily extracted from the video. To further support user orientation, we visually align the 3D animation with the real-world object by using texture information from the input video. We developed a presentation system that uses commonly available hardware to make our results accessible for home use and demonstrate the effectiveness of our approach by comparing it to traditional video tutorials. Masahiro Yamaguchi 0002, Shohei Mori, Peter Mohr, Markus Tatzgern, Ana Stanescu 0003, Hideo Saito 0001, Denis Kalkofen |
UIST | 7 |
| 2020 | Message from the ISMAR 2020 Science and Technology Program Chairs and TVCG Guest EditorsabstractIn this special issue ofIEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present theTVCGpapers from the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020), which had been originally planned to hold in Recife/Porto de Galinhas, Brazil. In order to preserve the safety and well-being of all participants under the global pandemic of COVID-19, ISMAR 2020 will be held as a virtual conference between November 9 and 13, 2020. ISMAR continues the over twenty year long tradition of IWAR, ISMR, and ISAR, and is undoubtedly the premier conference for Mixed and Augmented Reality in the world. Shi-Min Hu 0001, Denis Kalkofen, Jonathan Ventura, Stefanie Zollmann |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2020 | InpaintFusion: Incremental RGB-D Inpainting for 3D ScenesabstractState-of-the-art methods for diminished reality propagate pixel information from a keyframe to subsequent frames for real-time inpainting. However, these approaches produce artifacts, if the scene geometry is not sufficiently planar. In this article, we present InpaintFusion, a new real-time method that extends inpainting to non-planar scenes by considering both color and depth information in the inpainting process. We use an RGB-D sensor for simultaneous localization and mapping, in order to both track the camera and obtain a surfel map in addition to RGB images. We use the RGB-D information in a cost function for both the color and the geometric appearance to derive a global optimization for simultaneous inpainting of color and depth. The inpainted depth is merged in a global map by depth fusion. For the final rendering, we project the map model into image space, where we can use it for effects such as relighting and stereo rendering of otherwise hidden structures. We demonstrate the capabilities of our method by comparing it to inpainting results with methods using planar geometric proxies. Shohei Mori, Okan Erat, Wolfgang Broll, Hideo Saito 0001, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 6 |
| 2019 | TrackCap: Enabling Smartphones for 3D Interaction on Mobile Head-Mounted DisplaysabstractThe latest generation of consumer market Head-mounted displays (HMD) now include self-contained inside-out tracking of head motions, which makes them suitable for mobile applications. However, 3D tracking of input devices is either not included at all or requires to keep the device in sight, so that it can be observed from a sensor mounted on the HMD. Both approaches make natural interactions cumbersome in mobile applications. TrackCap, a novel approach for 3D tracking of input devices, turns a conventional smartphone into a precise 6DOF input device for an HMD user. The device can be conveniently operated both inside and outside the HMD's field of view, while it provides additional 2D input and output capabilities. Peter Mohr, Markus Tatzgern, Tobias Langlotz, Dieter Schmalstieg, Denis Kalkofen |
CHI | 6 |
| 2018 | Drone-Augmented Human Vision: Exocentric Control for Drones Exploring Hidden AreasabstractDrones allow exploring dangerous or impassable areas safely from a distant point of view. However, flight control from an egocentric view in narrow or constrained environments can be challenging. Arguably, an exocentric view would afford a better overview and, thus, more intuitive flight control of the drone. Unfortunately, such an exocentric view is unavailable when exploring indoor environments. This paper investigates the potential of drone-augmented human vision, i.e., of exploring the environment and controlling the drone indirectly from an exocentric viewpoint. If used with a see-through display, this approach can simulate X-ray vision to provide a natural view into an otherwise occluded environment. The user's view is synthesized from a three-dimensional reconstruction of the indoor environment using image-based rendering. This user interface is designed to reduce the cognitive load of the drone's flight control. The user can concentrate on the exploration of the inaccessible space, while flight control is largely delegated to the drone's autopilot system. We assess our system with a first experiment showing how drone-augmented human vision supports spatial understanding and improves natural interaction with the drone. Okan Erat, Werner Alexander Isop, Denis Kalkofen, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2017 | Retargeting Video Tutorials Showing Tools With Surface Contact to Augmented RealityabstractA video tutorial effectively conveys complex motions, but may be hard to follow precisely because of its restriction to a predetermined viewpoint. Augmented reality (AR) tutorials have been demonstrated to be more effective. We bring the advantages of both together by interactively retargeting conventional, two-dimensional videos into three-dimensional AR tutorials. Unlike previous work, we do not simply overlay video, but synthesize 3D-registered motion from the video. Since the information in the resulting AR tutorial is registered to 3D objects, the user can freely change the viewpoint without degrading the experience. This approach applies to many styles of video tutorials. In this work, we concentrate on a class of tutorials which alter the surface of an object. Peter Mohr, David Mandl, Markus Tatzgern, Eduardo E. Veas, Dieter Schmalstieg, Denis Kalkofen |
CHI | 6 |
| 2017 | Learning Lightprobes for Mixed Reality IlluminationabstractThis paper presents the first photometric registration pipeline for Mixed Reality based on high quality illumination estimation using convolutional neural networks (CNNs). For easy adaptation and deployment of the system, we train the CNNs using purely synthetic images and apply them to real image data. To keep the pipeline accurate and efficient, we propose to fuse the light estimation results from multiple CNN instances and show an approach for caching estimates over time. For optimal performance, we furthermore explore multiple strategies for the CNN training. Experimental results show that the proposed method yields highly accurate estimates for photo-realistic augmentations. David Mandl, Kwang Moo Yi, Peter Mohr, Peter M. Roth, Pascal Fua, Vincent Lepetit, Dieter Schmalstieg, Denis Kalkofen |
ISMAR | 8 |
| 2016 | Instant Mixed Reality Lighting from Casual ScanningabstractWe present a method for recovering both incident lighting and surface materials from casually scanned geometry. By casual, we mean a rapid and potentially noisy scanning procedure of unmodified and uninstrumented scenes with a commodity RGB-D sensor. In other words, unlike reconstruction procedures which require careful preparations in a laboratory environment, our method works with input that can be obtained by consumer users. To ensure a robust procedure, we segment the reconstructed geometry into surfaces with homogeneous material properties and compute the radiance transfer on these segments. With this input, we solve the inverse rendering problem of factorization into lighting and material properties using an iterative optimization in spherical harmonics form. This allows us to account for self-shadowing and recover specular properties. The resulting data can be used to generate a wide range of mixed reality applications, including the rendering of synthetic objects with matching lighting into a given scene, but also re-rendering the scene (or a part of it) with new lighting. We show the robustness of our approach with real and synthetic examples under a variety of lighting conditions and compare them with ground truth data. Thomas Richter-Trummer, Denis Kalkofen, Dieter Schmalstieg |
ISMAR | 2 |
| 2016 | Adaptive information density for augmented reality displaysabstractAugmented Reality (AR) browsers show geo-referenced data in the current view of a user. When the amount of data grows too large, the display quickly becomes cluttered. Clustering items by spatial and semantic attributes can temporarily alleviate the issue, but is not effective against an increasing amount of data. We present an adaptive information density display for AR that balances the amount of presented information against the potential clutter created by placing items on the screen. We use hierarchical clustering to create a level-of-detail structure, in which nodes closer to the root encompass groups of items, while the leaf nodes contain single items. Our method selects items and groups from different levels of this hierarchy based on user-defined preferences and on the amount of visual clutter caused by placing these items. The number of presented items is adapted during user interaction to avoid clutter. We compare our interface to a conventional AR browser interface in a qualitative user study. Users clearly preferred our interface, because it provided a better overview of the data and allowed for easier comparison. In a second study, we evaluated the effect of different degrees of clustering on search and recall tasks. Users generally made fewer errors, when using our interface for a search task, which indicates that the reduced clutter allowed them to stay focused on finding the relevant items. Markus Tatzgern, Valeria Orso, Denis Kalkofen, Giulio Jacucci, Luciano Gamberini, Dieter Schmalstieg |
VR | 3 |
| 2016 | Temporal Coherence Strategies for Augmented Reality LabelingabstractTemporal coherence of annotations is an important factor in augmented reality user interfaces and for information visualization. In this paper, we empirically evaluate four different techniques for annotation. Based on these findings, we follow up with subjective evaluations in a second experiment. Results show that presenting annotations in object space or image space leads to a significant difference in task performance. Furthermore, there is a significant interaction between rendering space and update frequency of annotations. Participants improve significantly in locating annotations, when annotations are presented in object space, and view management update rate is limited. In a follow-up experiment, participants appear to be more satisfied with limited update rate in comparison to a continuous update rate of the view management system. Jacob B. Madsen, Markus Tatzgern, Claus B. Madsen, Dieter Schmalstieg, Denis Kalkofen |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2015 | Retargeting Technical Documentation to Augmented RealityabstractWe present a system which automatically transfers printed technical documentation, such as handbooks, to three-dimensional Augmented Reality. Our system identifies the most frequent forms of instructions found in printed documentation, such as image sequences, explosion diagrams, textual annotations and arrows indicating motion. The analysis of the printed documentation works automatically, with minimal user input. The system only requires the documentation itself and a CAD model or 3D scan of the object described in the documentation. The output is a fully interactive Augmented Reality application, presenting the information from the printed documentation in 3D, registered to the real object. Peter Mohr, Bernhard Kerbl, Michael Donoser, Dieter Schmalstieg, Denis Kalkofen |
CHI | 5 |
| 2015 | Design Guidelines for Generating Augmented Reality InstructionsabstractMost work about instructions in Augmented Reality (AR) does not follow established patterns or design rules -- each approach defines its own method on how to convey instructions. This work describes our initial results and experiences towards defining design guidelines for AR instructions. The guidelines were derived from a survey of the most common visualization techniques and instruction types applied in AR. We studied about how 2D and 3D instructions can be applied in the AR context. Cledja Rolim, Dieter Schmalstieg, Denis Kalkofen, Veronica Teichrieb |
ISMAR | 3 |
| 2015 | Interactive Disassembly Planning for Complex ObjectsabstractAbstract We present an approach for the automatic generation, interactive exploration and real‐time modification of disassembly procedures for complex, multipartite CAD data sets. In order to lift the performance barriers prohibiting interactive disassembly planning, we run a detailed analysis on the input model to identify recurring part constellations and efficiently determine blocked part motions in parallel on the GPU. Building on the extracted information, we present an interface for computing and editing extensive disassembly sequences in real‐time while considering user‐defined constraints and avoiding unstable configurations. To evaluate the performance of our C++/CUDA implementation, we use a variety of openly available CAD data sets, ranging from simple to highly complex. In contrast to previous approaches, our work enables interactive disassembly planning for objects which consist of several thousand parts and require cascaded translations during part removal. Bernhard Kerbl, Denis Kalkofen, Markus Steinberger, Dieter Schmalstieg |
Comput. Graph. Forum | 2 |
| 2015 | Exploring real world points of interest: Design and evaluation of object-centric exploration techniques for augmented reality
Markus Tatzgern, Raphaël Grasset, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg |
Pervasive Mob. Comput. | 4 |
| 2014 | Transitional Augmented Reality navigation for live captured scenesabstractAugmented Reality (AR) applications require knowledge about the real world environment in which they are used. This knowledge is often gathered while developing the AR application and stored for future uses of the application. Consequently, changes to the real world lead to a mismatch between the previously recorded data and the real world. New capturing techniques based on dense Simultaneous Localization and Mapping (SLAM) not only allow users to capture real world scenes at run-time, but also enables them to capture changes of the world. However, instead of using previously recorded and prepared scenes, users must interact with an unprepared environment. In this paper, we present a set of new interaction techniques that support users in handling captured real world environments. The techniques present virtual viewpoints of the scene based on a scene analysis and provide natural transitions between the AR view and virtual viewpoints. We demonstrate our approach with a SLAM based prototype that allows us to capture a real world scene and describe example applications of our system. Markus Tatzgern, Raphaël Grasset, Denis Kalkofen, Dieter Schmalstieg |
VR | 3 |
| 2014 | Hedgehog labeling: View management techniques for external labels in 3D spaceabstractAnnotations of objects in 3D environments are commonly controlled using view management techniques. State-of-the-art view management strategies for external labels operate in 2D image space. This creates problems, because the 2D view of a 3D scene changes over time, and temporal behavior of elements in a 3D scene is not obvious in 2D image space. We propose managing the placement of external labels in 3D object space instead. We use 3D geometric constraints to achieve label placement that fulfills the desired objectives (e.g., avoiding overlapping labels), but also behaves consistently over time as the viewpoint changes. We propose two geometric constraints: a 3D pole constraint, where labels move along a 3D pole sticking out from the annotated object, and a plane constraint, where labels move in a dominant plane in the world. This formulation is compatible with standard optimization approaches for labeling, but overcomes the lack of temporal coherence. Markus Tatzgern, Denis Kalkofen, Raphaël Grasset, Dieter Schmalstieg |
VR | 2 |
| 2013 | Adaptive ghosted views for Augmented RealityabstractIn Augmented Reality (AR), ghosted views allow a viewer to explore hidden structure within the real-world environment. A body of previous work has explored which features are suitable to support the structural interplay between occluding and occluded elements. However, the dynamics of AR environments pose serious challenges to the presentation of ghosted views. While a model of the real world may help determine distinctive structural features, changes in appearance or illumination detriment the composition of occluding and occluded structure. In this paper, we present an approach that considers the information value of the scene before and after generating the ghosted view. Hereby, a contrast adjustment of preserved occluding features is calculated, which adaptively varies their visual saliency within the ghosted view visualization. This allows us to not only preserve important features, but to also support their prominence after revealing occluded structure, thus achieving a positive effect on the perception of ghosted views. Denis Kalkofen, Eduardo E. Veas, Stefanie Zollmann, Markus Steinberger, Dieter Schmalstieg |
ISMAR | 1 |
| 2013 | Workshop chairsabstractIt is our pleasure to present the workshops associated with ISMAR 2013. These events provide a chance to thoroughly examine specific research areas in the exciting field of Mixed and Augmented Reality. Hartmut Seichter, Denis Kalkofen |
ISMAR | 2 |
| 2013 | Dynamic compact visualizations for augmented realityabstractIn Augmented Reality (AR), careless augmentations can easily lead to information overflow. Especially on small screen devices, only a limited amount of information can be displayed comprehensively. Compact visualization filters data by reducing redundancies and creating a layout of the remaining information. Previously, this approach was applied to create static compact explosion diagrams. In this paper, we extend the approach to annotations, which are a major source of information in AR, and create compact layouts of annotations and annotated explosion diagrams. We present methods to transfer compact visualizations to dynamic AR settings and achieve interactive frame rates even on limited-resource hardware, such as mobile phones. Moreover, we create temporally coherent and scene-aware layouts. Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg |
VR | 2 |
| 2013 | enRoute: dynamic path extraction from biological pathway maps for exploring heterogeneous experimental datasetsabstractJointly analyzing biological pathway maps and experimental data is critical for understanding how biological processes work in different conditions and why different samples exhibit certain characteristics. This joint analysis, however, poses a significant challenge for visualization. Current techniques are either well suited to visualize large amounts of pathway node attributes, or to represent the topology of the pathway well, but do not accomplish both at the same time. To address this we introduce enRoute, a technique that enables analysts to specify a path of interest in a pathway, extract this path into a separate, linked view, and show detailed experimental data associated with the nodes of this extracted path right next to it. This juxtaposition of the extracted path and the experimental data allows analysts to simultaneously investigate large amounts of potentially heterogeneous data, thereby solving the problem of joint analysis of topology and node attributes. As this approach does not modify the layout of pathway maps, it is compatible with arbitrary graph layouts, including those of hand-crafted, image-based pathway maps. We demonstrate the technique in context of pathways from the KEGG and the Wikipathways databases. We apply experimental data from two public databases, the Cancer Cell Line Encyclopedia (CCLE) and The Cancer Genome Atlas (TCGA) that both contain a wide variety of genomic datasets for a large number of samples. In addition, we make use of a smaller dataset of hepatocellular carcinoma and common xenograft models. To verify the utility of enRoute, domain experts conducted two case studies where they explore data from the CCLE and the hepatocellular carcinoma datasets in the context of relevant pathways. Christian Partl, Alexander Lex, Marc Streit, Denis Kalkofen, Karl Kashofer, Dieter Schmalstieg |
BMC Bioinform. | 4 |
| 2013 | Entourage: Visualizing Relationships between Biological Pathways using Contextual SubsetsabstractBiological pathway maps are highly relevant tools for many tasks in molecular biology. They reduce the complexity of the overall biological network by partitioning it into smaller manageable parts. While this reduction of complexity is their biggest strength, it is, at the same time, their biggest weakness. By removing what is deemed not important for the primary function of the pathway, biologists lose the ability to follow and understand cross-talks between pathways. Considering these cross-talks is, however, critical in many analysis scenarios, such as judging effects of drugs. In this paper we introduce Entourage, a novel visualization technique that provides contextual information lost due to the artificial partitioning of the biological network, but at the same time limits the presented information to what is relevant to the analyst's task. We use one pathway map as the focus of an analysis and allow a larger set of contextual pathways. For these context pathways we only show the contextual subsets, i.e., the parts of the graph that are relevant to a selection. Entourage suggests related pathways based on similarities and highlights parts of a pathway that are interesting in terms of mapped experimental data. We visualize interdependencies between pathways using stubs of visual links, which we found effective yet not obtrusive. By combining this approach with visualization of experimental data, we can provide domain experts with a highly valuable tool. We demonstrate the utility of Entourage with case studies conducted with a biochemist who researches the effects of drugs on pathways. We show that the technique is well suited to investigate interdependencies between pathways and to analyze, understand, and predict the effect that drugs have on different cell types. Alexander Lex, Christian Partl, Denis Kalkofen, Marc Streit, Samuel Gratzl, Anne Mai Wassermann, Dieter Schmalstieg, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2012 | Image-driven view management for augmented reality browsersabstractIn this paper, we introduce a novel view management technique for placing labels in Augmented Reality systems. A common issue in many Augmented Reality applications is the absence of knowledge of the real environment, limiting the efficient representation and optimal layout of the digital information augmented onto the real world. To overcome this problem, we introduce an image-based approach, which combines a visual saliency algorithm with edge analysis to identify potentially important image regions and geometric constraints for placing labels. Our proposed solution also includes adaptive rendering techniques that allow a designer to control the appearance of depth cues. We describe the results obtained from a user study considering different scenarios, which we performed for validating our approach. Our technique will provide special benefits to Augmented Reality browsers that usually lack scene knowledge, but also to many other applications in the domain of Augmented Reality such as cultural heritage and maintenance applications. Raphaël Grasset, Tobias Langlotz, Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg |
ISMAR | 3 |
| 2012 | Interactive 4D overview and detail visualization in augmented realityabstractIn this paper we present an approach for visualizing time-oriented data of dynamic scenes in an on-site AR view. Visualizations of time-oriented data have special challenges compared to the visualization of arbitrary virtual objects. Usually, the 4D data occludes a large part of the real scene. Additionally, the data sets from different points in time may occlude each other. Thus, it is important to design adequate visualization techniques that provide a comprehensible visualization. In this paper we introduce a visualization concept that uses overview and detail techniques to present 4D data in different detail levels. These levels provide at first an overview of the 4D scene, at second information about the 4D change of a single object and at third detailed information about object appearance and geometry for specific points in time. Combining the three levels of detail with interactive transitions such as magic lenses or distorted viewing techniques enables the user to understand the relationship between them. Finally we show how to apply this concept for construction site documentation and monitoring. Stefanie Zollmann, Denis Kalkofen, Christof Hoppe, Stefan Kluckner, Horst Bischof, Gerhard Reitmayr |
ISMAR | 2 |
| 2012 | OmniKinect: real-time dense volumetric data acquisition and applicationsabstractReal-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system. Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, Markus Steinberger, Raphaël Grasset, Lukas Gruber, Eduardo E. Veas, Denis Kalkofen, Hartmut Seichter, Dieter Schmalstieg |
VRST | 8 |
| 2012 | Ray prioritization using stylization and visual saliency
Markus Steinberger, Bernhard Kainz, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg |
Comput. Graph. | 5 |
| 2011 | Visualization in mixed reality environmentsabstractMixed and Augmented Reality displays extend the user's perception with computer generated information. This information is typically registered in three-dimensional space, and related to objects and places in the physical world. While individual annotation of objects has historically been a topic of MR research, visualization incorporating multiple related data points or models provides a variety of new research challenges in systems and techniques. For example, photorealistic augmented reality visualization presents data by adapting additionally presented imagery to the real world condition while illustrative visualization techniques aim at enhancing the understanding of augmented scenarios by carefully combining and mediating real and virtual data. Situated visualization techniques present virtual representations of data in relevant locations in the physical scene. A challenge in many of these techniques is the need to correctly communicate the relationships between physical imagery and virtual data. Sean White, Denis Kalkofen, Christian Sandor |
ISMAR | 2 |
| 2011 | Using perceptual features to prioritize ray-based image generationabstractA common challenge in interactive image generation is maintaining high interactivity of the applications that use computationally demanding rendering algorithms. This is usually achieved by sacrificing some of the image quality in order to decrease the rendering time. Most of such algorithms achieve interactive frame rates while trying to preserve as much image quality as possible by applying the reduction steps non-uniformly. However, high-end rendering systems, such as those presented by [Parker et al. 2010], aim to generate highly realistic images of very complex scenes. In such systems ordinary sampling approaches often give visually unacceptable results. In order to allow to optimize the ratio between the sampling rate of the scene and its resulting perceptual quality, we present a new sampling strategy which uses the information about object features that are known to support the comprehension of 3D shape [Cole et al. 2009]. We control the sampling density by exploiting line extraction techniques commonly used in Non-Photorealistic Renderings. Bernhard Kainz, Markus Steinberger, Stefan Hauswiesner, Rostislav Khlebnikov, Denis Kalkofen, Dieter Schmalstieg |
SI3D | 5 |
| 2011 | Multi-perspective compact explosion diagrams
Markus Tatzgern, Denis Kalkofen, Dieter Schmalstieg |
Comput. Graph. | 2 |
| 2010 | Color harmonization for Augmented RealityabstractIn this paper we discuss color harmonization for Augmented Reality. Color harmonization is a technique used to adjust the combination of colors in order to follow aesthetic guidelines. We implemented a system which is able to harmonize the combination of the colors in video based AR systems. The presented approach is able to re-color virtual and real-world items, achieving overall more visually pleasant results. In order to allow preservation of certain colors in an AR composition, we furthermore introduce the concept of constraint color harmonization. Lukas Gruber, Denis Kalkofen, Dieter Schmalstieg |
ISMAR | 2 |
| 2010 | Image-based ghostings for single layer occlusions in augmented realityabstractIn augmented reality displays, X-Ray visualization techniques make hidden objects visible through combining the physical view with an artificial rendering of the hidden information. An important step in X-Ray visualization is to decide which parts of the physical scene should be kept and which should be replaced by overlays. The combination should provide users with essential perceptual cues to understand the relationship of depth between hidden information and the physical scene. In this paper we present an approach that addresses this decision in unknown environments by analyzing camera images of the physical scene and using the extracted information for occlusion management. Pixels are grouped into perceptually coherent image regions and a set of parameters is determined for each region. The parameters change the X-Ray visualization for either preserving existing structures or generating synthetic structures. Finally, users can customize the overall opacity of foreground regions to adapt the visualization. Stefanie Zollmann, Denis Kalkofen, Erick Méndez, Gerhard Reitmayr |
ISMAR | 2 |
| 2009 | Explosion Diagrams in Augmented RealityabstractThis article introduces explosion diagrams to augmented reality (AR) applications. It presents algorithms to seamlessly integrate an object's explosion diagram into a real world environment, including the AR rendering of relocated objects textured with live video and the restoration of visual information which are hidden behind relocated objects. It demonstrates several types of visualizations for convincing AR explosion diagrams and it discusses visualizations of exploded parts as well as visual links conveying their relocation direction. Furthermore, we show the integration of our rendering and visualization techniques in an AR framework, which is able to automatically compute a diagram's layout and an animation of its corresponding explosion. Denis Kalkofen, Markus Tatzgern, Dieter Schmalstieg |
VR | 1 |
| 2009 | Comprehensible Visualization for Augmented RealityabstractThis article presents interactive visualizations to support the comprehension of spatial relationships between virtual and real world objects for Augmented Reality (AR) applications. To enhance the clarity of such relationships we discuss visualization techniques and their suitability for AR. We apply them on different AR applications with different goals, e.g. in X-Ray vision or in applications which draw a user's attention to an object of interest. We demonstrate how Focus and Context (F+C) visualizations are used to affect the user's perception of hidden or nearby objects by presenting contextual information in the area of augmentation. We discuss the organization and the possible sources of data for visualizations in Augmented Reality and present cascaded and multi level F+C visualizations to address complex, cluttered scenes that are inevitable in real environments. This article also shows filters and tools to interactively control the amount of augmentation. It compares the impact of real world context preserving to a pure virtual and uniform enhancement of these structures for augmentations of real world imagery. Finally this paper discusses the stylization of sparse object representations for AR to improve X-Ray vision. Denis Kalkofen, Erick Méndez, Dieter Schmalstieg |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2007 | Interactive Focus and Context Visualization for Augmented RealityabstractIn this article we present interactive focus and context (F+C) visualizations for augmented reality (AR) applications. We demonstrate how F+C visualizations are used to affect the user's perception of hidden objects by presenting contextual information in the area of augmentation. We carefully overlay synthetic data on top of the real world imagery by taking into account the information that is about to be occluded. Furthermore, we present operations to control the amount of augmented information. Additionally, we developed an interaction tool, based on the magic lens technique, which allows for interactive separation of focus from context. We integrated our work into a rendering framework developed on top of the Studierstube augmented reality system. We finally show examples to demonstrate how our work benefits AR. Denis Kalkofen, Erick Méndez, Dieter Schmalstieg |
ISMAR | 1 |
| 2006 | Interactive context-driven visualization tools for augmented realityabstractIn this article we present an interaction tool, based on the Magic Lenses technique, that allows a 3D scene to be affected dynamically given contextual information, for example, to support information filtering. We show how elements of a scene graph are grouped by context in addition to hierarchically, and, how this enables us to locally modify their rendering styles. This research has two major contributions, the use of context sensitivity with 3D Magic Lenses in a scene graph and the implementation of multiple volumetric 3D Magic Lenses for Augmented Reality setups. We have developed our tool for the Studierstube framework which allows us doing rapid prototyping of Virtual and Augmented Reality applications. Some application directions are shown throughout the paper. We compare our work with other methods, highlight strengths and weaknesses and finally discuss research directions for our work. Erick Méndez, Denis Kalkofen, Dieter Schmalstieg |
ISMAR | 2 |