Simon J. Watt

dblp:46/1182 · DBLP profile ↗
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6ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0001-7883-4767ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 since 2021Human-computer interaction and ubiquitous computing · 3 · 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
3 papers
Virtual and augmented reality · 82% Computational photography and imaging · 18%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Virtual and augmented reality › depth perception
focus cues
0.622022
Impact of correct and simulated focus cues on perceived realism · SIGGRAPH Asia 2022
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004
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
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
Virtual and augmented reality › 3d display
stereoscopic display
0.012004
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004
Virtual and augmented reality › 3d display
volumetric display
0.012004
A stereo display prototype with multiple focal distances · ACM Trans. Graph. 2004

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

stereo image presentation · 0.6multi-focal display · 0.5binocular presentation · 0.5HDR imaging · 0.5fixed-viewpoint volumetric display · 0.01-d texture mapping · 0.0
YearPublicationVenuePosition
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 Asia3
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.5
2014 Depth from HDR: depth induction or increased realism?
abstract
Many people who first see a high dynamic range (HDR) display get the impression that it is a 3D display, even though it does not produce any binocular depth cues. Possible explanations of this effect include contrast-based depth induction and the increased realism due to the high brightness and contrast that makes an HDR display "like looking through a window". In this paper we test both of these hypotheses by comparing the HDR depth illusion to real binocular depth cues using a carefully calibrated HDR stereoscope. We confirm that contrast-based depth induction exists, but it is a vanishingly weak depth cue compared to binocular depth cues. We also demonstrate that for some observers, the increased contrast of HDR displays indeed increases the realism. However, it is highly observer-dependent whether reduced, physically correct, or exaggerated contrast is perceived as most realistic, even in the presence of the real-world reference scene. Similarly, observers differ in whether reduced, physically correct, or exaggerated stereo 3D is perceived as more realistic. To accommodate the binocular depth perception and realism concept of most observers, display technologies must offer both HDR contrast and stereo personalization.
Peter Vangorp, Rafal Mantiuk, Bartosz Bazyluk, Karol Myszkowski, Radoslaw Mantiuk, Simon J. Watt, Hans-Peter Seidel
SAP6
2013 Investigation of a Virtual Environment for Rugby Skills Training
abstract
We have designed and developed a virtual environment to train rugby ball passing skills. Seeking to validate the system's ability to correctly aid training, an initial experiment was performed to examine the effect of stereoscopic technology and the physical screen's setup on the user's ability to perceive virtual distances correctly. Four participants with at least 10 years' experience of playing local-level rugby took part in the experiment to compare the combinations of different user positions compared to the physical screen, the use of stereoscopic presentation and the use of a floor screen to extend the field of view of the virtual scene. Conversely to what was expected, the participants did not respond well to perceived distance and these variables had little effect on the distance thrown.
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John, Vincent Perrot, Pierre Mallet, Daniel Mestre
CW3
2012 A review of virtual environments for training in ball sports
Helen C. Miles, Serban R. Pop, Simon J. Watt, Gavin P. Lawrence, Nigel W. John
Comput. Graph.3
2004 A stereo display prototype with multiple focal distances
abstract
Typical stereo displays provide incorrect focus cues because the light comes from a single surface. We describe a prototype stereo display comprising two independent fixed-viewpoint volumetric displays. Like autostereoscopic volumetric displays, fixed-viewpoint volumetric displays generate near-correct focus cues without tracking eye position, because light comes from sources at the correct focal distances. (In our prototype, from three image planes at different physical distances.) Unlike autostereoscopic volumetric displays, however, fixed-viewpoint volumetric displays retain the qualities of modern projective graphics: view-dependent lighting effects such as occlusion, specularity, and reflection are correctly depicted; modern graphics processor and 2-D display technology can be utilized; and realistic fields of view and depths of field can be implemented. While not a practical solution for general-purpose viewing, our prototype display is a proof of concept and a platform for ongoing vision research. The design, implementation, and verification of this stereo display are described, including a novel technique of filtering along visual lines using 1-D texture mapping.
Kurt Akeley, Simon J. Watt, Ahna Reza Girshick, Martin S. Banks
ACM Trans. Graph.2