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Nancy P. Y. Yuen

dblp:59/2436 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2008
—ORCID · none

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

Graphics, 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 · 44% Rendering · 44% Image and video processing · 6%

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

TopicWeightPapersLastEvidence papers
Rendering
GPU rendering
0.112008
Inexpensive Immersive Projection · VR 2008
Virtual and augmented reality
immersive interaction
0.112008
Inexpensive Immersive Projection · VR 2008
Virtual and augmented reality › immersive display
immersive projection display
0.112008
Inexpensive Immersive Projection · VR 2008
Rendering
real-time rendering
0.112008
Inexpensive Immersive Projection · VR 2008
Image and video processing
geometric correction
0.012008
Inexpensive Immersive Projection · VR 2008
Computational photography and imaging › projector-camera systems
projector calibration
0.012008
Inexpensive Immersive Projection · VR 2008

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

single-pass rendering · 0.1camera-based calibration · 0.1
YearPublicationVenuePosition
2008 Inexpensive Immersive Projection
abstract
Most projector-based immersive displays have numerous problems relating to complexity, space, and cost. We present a technique for rendering perspectively correct images using a casual arrangement of a projector, a mirror and a display surface. Our technique renders an arbitrarily wide field of view using an efficient GPU-based single-pass rendering algorithm. The rendering algorithm is preceded by a one-time camera-based geometric correction calibration step. As we will describe, this technique can be implemented with inexpensive, commodity hardware and using readily available display surfaces. Thus, this technique enables immersive projection systems to be used in casual locations, such as a classroom or even in the home.
Nancy P. Y. Yuen, William C. Thibault
VR1