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Matthew Regan

dblp:34/1048 · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · unresolved

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

Applied, interdisciplinary, general and emerging computing · 3Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Virtual and augmented reality · 50% Rendering · 50%

Topics — the 1 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › immersive rendering
head-mounted display rendering
0.011994
Priority rendering with a virtual reality address recalculation pipeline · SIGGRAPH 1994

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

viewport mapping · 0.0priority rendering · 0.0
YearPublicationVenuePosition
2005 Region warping in a virtual reality system with priority rendering
Yang-Wai Chow, Ronald Pose, Matthew Regan
IADIS AC3
2005 A networked virtual environment communications model using priority updating
Yang-Wai Chow, Ronald Pose, Matthew Regan
IADIS AC3
2005 Design issues in human visual perception experiments on region warping
Yang-Wai Chow, Ronald Pose, Matthew Regan
IADIS AC3
1994 Priority rendering with a virtual reality address recalculation pipeline
abstract
Virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. An address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. As a result the user perceived latency to head rotations is minimal.
Matthew Regan, Ronald Pose
SIGGRAPH1