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Robert Kooima

dblp:31/589 · DBLP profile ↗
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9ranked-venue papers
3as first author
0since 2021 · last 2014
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 4 · 1 first-authorSystems, architecture and hardware · 2

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
Virtual and augmented reality · 39% Rendering · 35% Computer animation and physical simulation · 18%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 10 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
particle-based simulation
0.212014
Particle dreams in spherical harmonics · VR 2014
Virtual and augmented reality › 3d display › stereoscopic display
autostereoscopic display
0.222008
Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System · IEEE Trans. Vis. Comput. Graph. 2008
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007
Rendering
GPU rendering
0.112009
Planetary-Scale Terrain Composition · IEEE Trans. Vis. Comput. Graph. 2009
Visualization and visual analytics › geospatial visualization
terrain visualization
0.112009
Planetary-Scale Terrain Composition · IEEE Trans. Vis. Comput. Graph. 2009
Virtual and augmented reality › immersive display
head-tracked display
0.112008
Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System · IEEE Trans. Vis. Comput. Graph. 2008
Virtual and augmented reality
immersive interaction
0.112008
Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System · IEEE Trans. Vis. Comput. Graph. 2008
Environmental and earth informatics › geoscience
geoscience visualization
0.012009
Planetary-Scale Terrain Composition · IEEE Trans. Vis. Comput. Graph. 2009
Rendering › multi-view rendering
stereoscopic rendering
0.012008
Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System · IEEE Trans. Vis. Comput. Graph. 2008
Virtual and augmented reality › virtual environment
immersive virtual environments
0.012007
A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality · VR 2007
Virtual and augmented reality › 3d display
stereoscopic display
0.012007
Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display · VR 2007

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

dual-stacked LCD · 0.2tessellation · 0.2render-to-vertex-buffer · 0.2GPGPU · 0.2spherical harmonics · 0.2particle system · 0.2CUDA · 0.2head tracking · 0.1dynamic parallax barrier · 0.1GPU vertex and fragment pipelines · 0.1
YearPublicationVenuePosition
2014 Particle dreams in spherical harmonics
abstract
Summary form only given. In this virtual-reality art installation - a mathematical play space - the viewer-participant creates an immersive visual and sonic experience. It is based on the mathematical and physical simulation of over one million particles with momentum and elastic reflection in an environment with gravity. The final scene has a realistic rendering of water with reflections and lighting based on spherical harmonics. Sound components are triggered and modified by the user and particle interaction. The application was originally developed using a CUDA particle system running within Thumb, a virtual-reality framework developed by Robert Kooima. It is now being ported to CalVR, developed by researchers at the California Institute for Telecommunications and Information Technology (Calit2) Qualcomm Institute at University of California, San Diego.
Dan Sandin, Robert Kooima, Laurie Spiegel, Thomas A. DeFanti
VR2
2010 Cartouche: conventions for tangibles bridging diverse interactive systems
abstract
We describe an approach for a class of tangible interaction elements that are applicable across a broad variety of interactive systems. These tangibles share certain physical, visual, tagging, and software conventions, while fostering diversity in many aspects of design and function. Building on related techniques using paper and graspable artifacts as interactive embodiments of digital information, we propose several fixed and free parameters, present illustrative examples and applications, and discuss the resulting design space.
Brygg Ullmer, Zachary Dever, Rajesh Sankaran, Cornelius Toole, Chase Freeman, Brooke Cassady, Cole Wiley, Mohamed Diabi, Alvin Wallace Jr., Michael DeLatin, Blake Tregre, Kexi Liu, Srikanth Jandhyala, Robert Kooima, Christopher W. Branton, Rod Parker
TEI14
2010 A multi-viewer tiled autostereoscopic virtual reality display
abstract
Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays.
Robert Kooima, Andrew Prudhomme, Jürgen P. Schulze, Dan Sandin, Thomas A. DeFanti
VRST1
2009 Planetary-Scale Terrain Composition
abstract
Many interrelated planetary height map and surface image map data sets exist, and more data are collected each day. Broad communities of scientists require tools to compose these data interactively and explore them via real-time visualization. While related, these data sets are often unregistered with one another, having different projection, resolution, format, and type. We present a GPU-centric approach to the real-time composition and display of unregistered-but-related planetary-scale data. This approach employs a GPGPU process to tessellate spherical height fields. It uses a render-to-vertex-buffer technique to operate upon polygonal surface meshes in image space, allowing geometry processes to be expressed in terms of image processing. With height and surface map data processing unified in this fashion, a number of powerful composition operations may be uniformly applied to both. Examples include adaptation to nonuniform sampling due to projection, seamless blending of data of disparate resolution or transformation regardless of boundary, and the smooth interpolation of levels of detail in both geometry and imagery. Issues of scalability and precision are addressed, giving out-of-core access to giga-pixel data sources, and correct rendering at scales approaching one meter.
Robert Kooima, Jason Leigh, Andrew E. Johnson 0001, Doug Roberts, Mark Subbarao, Thomas A. DeFanti
IEEE Trans. Vis. Comput. Graph.1
2008 Advances in the Dynallax Solid-State Dynamic Parallax Barrier Autostereoscopic Visualization Display System
abstract
A solid-state dynamic parallax barrier autostereoscopic display mitigates some of the restrictions present in static barrier systems, such as fixed view-distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system, and the display can switch between 3D and 2D modes by disabling the barrier on a per-pixel basis. Moreover, Dynallax can output four independent eye channels when two viewers are present, and both head-tracked viewers receive an independent pair of left-eye and right-eye perspective views based on their position in 3D space. The display device is constructed by using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and a modulated virtual environment composed of two or four channels is rendered on the rear display. Dynallax was recently demonstrated in a small-scale head-tracked prototype system. This paper summarizes the concepts presented earlier, extends the discussion of various topics, and presents recent improvements to the system.
Tom Peterka, Robert Kooima, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Thomas A. DeFanti
IEEE Trans. Vis. Comput. Graph.2
2007 A GPU Sub-pixel Algorithm for Autostereoscopic Virtual Reality
abstract
Autostereoscopic displays enable unencumbered immersive virtual reality, but at a significant computational expense. This expense impacts the feasibility of autostereo displays in high-performance real-time interactive applications. A new autostereo rendering algorithm named autostereo combiner addresses this problem using the programmable vertex and fragment pipelines of modern graphics processing units (GPUs). This algorithm is applied to the Varrier, a large-scale, head-tracked, parallax barrier autostereo virtual reality platform. In this capacity, the Combiner algorithm has shown performance gains of 4x over traditional parallax barrier rendering algorithms. It has enabled high-performance rendering at sub-pixel scales, affording a 2x increase in resolution and showing a 1.4x improvement in visual acuity
Robert Kooima, Tom Peterka, Javier Girado, Jinghua Ge, Dan Sandin, Thomas A. DeFanti
VR1
2007 Dynallax: Solid State Dynamic Parallax Barrier Autostereoscopic VR Display
abstract
A novel barrier strip autostereoscopic (AS) display is demonstrated using a solid-state dynamic parallax barrier. A dynamic barrier mitigates restrictions inherent in static barrier systems such as fixed view distance range, slow response to head movements, and fixed stereo operating mode. By dynamically varying barrier parameters in real time, viewers may move closer to the display and move faster laterally than with a static barrier system. Furthermore, users can switch between 3D and 2D modes by disabling the barrier. Dynallax is head-tracked, directing view channels to positions in space reported by a tracking system in real time. Such head-tracked parallax barrier systems have traditionally supported only a single viewer, but by varying the barrier period to eliminate conflicts between viewers, Dynallax presents four independent eye channels when two viewers are present. Each viewer receives an independent pair of left and right eye perspective views based on their position in 3D space. The display device is constructed using a dual-stacked LCD monitor where a dynamic barrier is rendered on the front display and the rear display produces a modulated VR scene composed of two or four channels. A small-scale head-tracked prototype VR system is demonstrated.
Tom Peterka, Robert Kooima, Javier Girado, Jinghua Ge, Dan Sandin, Andrew E. Johnson 0001, Jason Leigh, Jürgen P. Schulze, Thomas A. DeFanti
VR2
2006 The global lambda visualization facility: An international ultra-high-definition wide-area visualization collaboratory
Jason Leigh, Luc Renambot, Andrew E. Johnson 0001, Byungil Jeong, Ratko Jagodic, Nicholas Schwarz, Dmitry Svistula, Rajvikram Singh, Julieta Aguilera, Venkatram Vishwanath, Brenda Lopez, Dan Sandin, Tom Peterka, Javier Girado, Robert Kooima, Jinghua Ge, Lance Long, Alan Verlo, Thomas A. DeFanti, Maxine D. Brown, Donna J. Cox, Robert Patterson, Patrick Dorn, Paul Wefel, Stuart Levy, Jonas Talandis, Joe Reitzer, Tom Prudhomme, Tom Coffin, Paul Wielinga, Bram Stolk, Gee Bum Koo, Jaeyoun Kim, Sangwoo Han, Jongwon Kim 0001, Brian Corrie II, Todd Zimmerman, Pierre Boulanger, Manuel Garcia
Future Gener. Comput. Syst.16
2006 Personal Varrier: Autostereoscopic virtual reality display for distributed scientific visualization
Tom Peterka, Dan Sandin, Jinghua Ge, Javier Girado, Robert Kooima, Jason Leigh, Andrew E. Johnson 0001, Marcus Thiébaux, Thomas A. DeFanti
Future Gener. Comput. Syst.5