Clinton Smith

dblp:326/9486 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0000-5886-2162ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
1 paper
Visualization and visual analytics · 50% Virtual and augmented reality · 25% Computational photography and imaging · 25%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 68% Usability and user experience research · 32%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › image display
high dynamic range display
0.612022
Realistic Luminance in VR · SIGGRAPH Asia 2022
Visualization and visual analytics › perception › visual perception
luminance perception
0.612022
Realistic Luminance in VR · SIGGRAPH Asia 2022
Visualization and visual analytics › perception
perception in visualization
0.612022
Realistic Luminance in VR · SIGGRAPH Asia 2022
Virtual and augmented reality › immersive display
virtual reality display
0.612022
Realistic Luminance in VR · SIGGRAPH Asia 2022
Usability and user experience research
perceptual studies
0.312026
A Two-Millisecond Passthrough Headset for Perceptual Studies · ACM Trans. Graph. 2026
Usability and user experience research › user study
user preference study
0.212022
Realistic Luminance in VR · SIGGRAPH Asia 2022

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

user study · 1.1psychophysical threshold measurement · 1.0catadioptric passthrough · 1.0
YearPublicationVenuePosition
2026 A Two-Millisecond Passthrough Headset for Perceptual Studies
abstract
End-to-end (e2e) latency in head-mounted displays (HMD) is the time delay between a physical change in the world (e.g., a user's head movement) and the moment the display updates to reflect that change. Tracking, rendering, and other computation in real systems invariably introduce some amount of e2e latency to all HMDs. In modern devices this latency is usually in the range of 12-60 milliseconds which is partially addressed through pose prediction and late stage reprojection which means that perceptual studies and user experience evaluations cannot explore latencies below these values. Here, we introduce a video passthrough HMD, called Camsicle, which is capable of 2-millisecond e2e latency and, additionally, uses a catadioptric design to achieve perspective-correct passthrough without reprojection. This platform enables naturalistic user studies to interrogate the impacts of latency on user experience, preference, and performance. Across two user studies and 57 participants we find that 2 and 14.3 millisecond latencies are preferred over 23 and 29 milliseconds when attempting to catch a ball. Additionally, we compare individual latency preferences in this naturalistic ball-catching task to psychophysical thresholds for latency detection in a reference-grade system with zero latency to investigate how psychophysical thresholds may relate to subjective evaluations in naturalistic scenarios.
Eric Penner, Josephine D'Angelo, Clinton Smith, Nathan Matsuda, Navaneethan Siva, Phillip Guan
ACM Trans. Graph.3
2022 Realistic Luminance in VR
abstract
As virtual reality (VR) headsets continue to achieve ever more immersive visuals along the axes of resolution, field of view, focal cues, distortion mitigation, and so on, the luminance and dynamic range of these devices falls far short of widely available consumer televisions. While work remains to be done on the display architecture side, power and weight limitations in head-mounted displays pose a challenge for designs aiming for high luminance. In this paper, we seek to gain a basic understanding of VR user preferences for display luminance values in relation to known, real-world luminances for immersive, natural scenes. To do so, we analyze the luminance characteristics of an existing high-dynamic-range (HDR) panoramic image dataset, build an HDR VR headset capable of reproducing over 20,000 nits peak luminance, and conduct a first-of-its-kind study on user brightness preferences in VR. We conclude that current commercial VR headsets do not meet user preferences for display luminance, even for indoor scenes.
Nathan Matsuda, Alexandre Chapiro, Yang Zhao 0030, Clinton Smith, Romain Bachy, Douglas Lanman
SIGGRAPH Asia4