Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data.

Stephan Beck 0001

dblp:59/4332-1 · DBLP profile ↗
← Back
12ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0001-5290-2151ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 7 · 2 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
11 papers
Virtual and augmented reality · 65% Computational photography and imaging · 16% Rendering · 12%
Human-computer interaction and pervasive computing
3 papers
Immersive interaction · 64% Collaborative and social computing · 22% Interaction techniques and input · 14%

Topics — the 23 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.632019
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Multi-Frame Rate Rendering and Display · VR 2007
Virtual and augmented reality › telepresence
immersive telepresence
0.612022
Output-Sensitive Avatar Representations for Immersive Telepresence · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › avatar
video avatars
0.612022
Output-Sensitive Avatar Representations for Immersive Telepresence · IEEE Trans. Vis. Comput. Graph. 2022
Computational photography and imaging
camera calibration
0.522017
Sweeping-based volumetric calibration and registration of multiple RGBD-sensors for 3D capturing systems · VR 2017
Volumetric calibration and registration of RGBD-sensors · VR 2015
Computational photography and imaging › camera calibration
RGBD sensor calibration
0.522017
Sweeping-based volumetric calibration and registration of multiple RGBD-sensors for 3D capturing systems · VR 2017
Volumetric calibration and registration of RGBD-sensors · VR 2015
Image and video processing
image warping
0.422017
Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering · IEEE Trans. Vis. Comput. Graph. 2017
An Image-Warping Architecture for VR: Low Latency versus Image Quality · VR 2009
Virtual and augmented reality › virtual reality
collaborative virtual reality
0.412019
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Rendering › multi-view rendering
stereoscopic rendering
0.322017
Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering · IEEE Trans. Vis. Comput. Graph. 2017
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality › immersive interaction
collaborative virtual environments
0.322014
Photoportals: shared references in space and time · CSCW 2014
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Virtual and augmented reality
virtual reality
0.312017
Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering · IEEE Trans. Vis. Comput. Graph. 2017
Rendering
level-of-detail rendering
0.212022
Output-Sensitive Avatar Representations for Immersive Telepresence · IEEE Trans. Vis. Comput. Graph. 2022
Virtual and augmented reality › virtual environment
immersive virtual environments
0.212013
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Immersive interaction
telepresence
0.212013
Immersive Group-to-Group Telepresence · IEEE Trans. Vis. Comput. Graph. 2013
Virtual and augmented reality › immersive interaction
co-located collaboration
0.112011
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Virtual and augmented reality › 3d display
stereoscopic display
0.112011
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Virtual and augmented reality
telepresence
0.112019
The Collaborative Virtual Reality Neurorobotics Lab · VR 2019
Virtual and augmented reality › immersive rendering
VR rendering
0.112009
An Image-Warping Architecture for VR: Low Latency versus Image Quality · VR 2009
Rendering › parallel rendering
multi-GPU rendering
0.112007
Multi-Frame Rate Rendering and Display · VR 2007
Rendering
parallel rendering
0.112007
Multi-Frame Rate Rendering and Display · VR 2007
Virtual and augmented reality
mixed reality
0.112014
Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space · VR 2014
Collaborative and social computing
remote collaboration
0.112014
Photoportals: shared references in space and time · CSCW 2014
Interaction techniques and input › spatial interaction › navigation
group navigation
0.012011
C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments · ACM Trans. Graph. 2011
Performance modeling and evaluation
latency measurement
0.012009
An Image-Warping Architecture for VR: Low Latency versus Image Quality · VR 2009

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

visibility-aware reconstruction · 0.6RGB-D sensor · 0.6ray casting · 0.3hole filling · 0.3error minimization · 0.3coplanarity constraint · 0.3checkerboard tracking · 0.3adaptive grid generation · 0.3a-buffer · 0.3look-up table mapping · 0.2prototyping · 0.2design · 0.2depth camera capture · 0.23d reconstruction · 0.2user tracking · 0.1time-sequential image display · 0.1shutter glasses · 0.1polarization · 0.1
YearPublicationVenuePosition
2022 Output-Sensitive Avatar Representations for Immersive Telepresence
abstract
In this article, we propose a system design and implementation for output-sensitive reconstruction, transmission and rendering of 3D video avatars in distributed virtual environments. In our immersive telepresence system, users are captured by multiple RGBD sensors connected to a server that performs geometry reconstruction based on viewing feedback from remote telepresence parties. This feedback and reconstruction loop enables visibility-aware level-of-detail reconstruction of video avatars regarding geometry and texture data, and considers individual and groups of collocated users. Our evaluation reveals that our approach leads to a significant reduction of reconstruction times, network bandwidth requirements and round-trip times as well as rendering costs in many situations.
Adrian Kreskowski, Stephan Beck 0001, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.2
2019 The Collaborative Virtual Reality Neurorobotics Lab
abstract
We present the collaborative Virtual Reality Neurorobotics Lab, which allows multiple collocated and remote users to experience, discuss and participate in neurorobotic experiments in immersive virtual reality. We describe the coupling of the Neurorobotics Platform of the Human Brain Project with our collaborative virtual reality and 3D telepresence infrastructure and highlight future opportunities arising from our work for research on direct human interaction with simulated robots and brains.
Carl-Feofan Matthes, Tim Weißker, Emmanouil Angelidis, Alexander Kulik, Stephan Beck 0001, André Kunert, Anton Frolov 0003, Sandro Weber, Adrian Kreskowski, Bernd Fröhlich 0001
VR5
2017 Sweeping-based volumetric calibration and registration of multiple RGBD-sensors for 3D capturing systems
abstract
The accurate calibration and registration of a set of color and depth (RGBD) sensors into a shared coordinate system is an essential requirement for 3D surround capturing systems. We present a method to calibrate multiple unsynchronized RGBD-sensors with high accuracy in a matter of minutes by sweeping a tracked checkerboard through the desired capturing space in front of each sensor. Through the sweeping process, a large number of robust correspondences between the depth and the color image as well as the 3D world positions can be automatically established. In order to obtain temporally synchronized correspondences between an RGBD-sensor's data streams and the tracked target's positions we apply an off-line optimization process based on error minimization and a coplanarity constraint. The correspondences are entered into a 3D look-up table which is used during runtime to transform depth and color information into the application's world coordinate system. Our proposed method requires a manual effort of less than one minute per RGBD-sensor and achieves a high calibration accuracy with an average 3D error below 3.5 mm and an average texture reprojection error smaller than 1 pixel.
Stephan Beck 0001, Bernd Fröhlich 0001
VR1
2017 Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering
abstract
Modern virtual reality simulations require a constant high-frame rate from the rendering engine. They may also require very low latency and stereo images. Previous rendering engines for virtual reality applications have exploited spatial and temporal coherence by using image-warping to re-use previous frames or to render a stereo pair at lower cost than running the full render pipeline twice. However these previous approaches have shown artifacts or have not scaled well with image size. We present a new image-warping algorithm that has several novel contributions: an adaptive grid generation algorithm for proxy geometry for image warping; a low-pass hole-filling algorithm to address un-occlusion; and support for transparent surfaces by efficiently ray casting transparent fragments stored in per-pixel linked lists of an A-Buffer. We evaluate our algorithm with a variety of challenging test cases. The results show that it achieves better quality image-warping than state-of-the-art techniques and that it can support transparent surfaces effectively. Finally, we show that our algorithm can achieve image warping at rates suitable for practical use in a variety of applications on modern virtual reality equipment.
Andre Schollmeyer, Simon Schneegans, Stephan Beck 0001, Anthony Steed, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.3
2015 Volumetric calibration and registration of RGBD-sensors
abstract
We present an integrated approach for the calibration and registration of color and depth (RGBD) sensors into a joint coordinate system without explicitly identifying intrinsic or extrinsic camera parameters. Our method employs a tracked checkerboard to establish a number of correspondences between positions in color and depth camera space and in world space. These correspondences are used to construct a single calibration and registration volume per RGBD sensor which directly maps raw depth sensor values into a joint coordinate system and to their associated color values. Our evaluation demonstrates an accuracy with an average 3D error below 3 mm and an average texture deviation smaller than 0.5 pixels for a space of about 1.5 m × 1.8 m × 1.5 m.
Stephan Beck 0001, Bernd Fröhlich 0001
VR1
2014 Photoportals: shared references in space and time
abstract
Photoportals build on digital photography as a unifying metaphor for reference-based interaction in 3D virtual environments. Virtual photos and videos serve as threedimensional references to objects, places, moments in time and activities of users. Our Photoportals also provide access to intermediate or alternative versions of a scenario and allow the review of recorded task sequences that include life-size representations of the captured users. We propose to exploit such references to structure collaborative activities of collocated and remote users. Photoportals offer additional access points for multiple users and encourage mutual support through the preparation and provision of references for manipulation and navigation tasks. They support the pattern of territoriality with configurable space representations that can be used for private interaction, as well as be shared and exchanged with others.
André Kunert, Alexander Kulik, Stephan Beck 0001, Bernd Fröhlich 0001
CSCW3
2014 Demonstration: VR-HYPERSPACE - The innovative use of virtual reality to increase comfort by changing the perception of self and space
abstract
Our vision is that regardless of future variations in the interior of airplane cabins, we can utilize ever-advancing state-of-the-art virtual and mixed reality technologies with the latest research in neuroscience and psychology to achieve high levels of comfort for passengers. Current surveys on passenger's experience during air travel reveal that they are least satisfied with the amount and effectiveness of their personal space, and their ability to work, sleep or rest. Moreover, considering current trends it is likely that the amount of available space is likely to decrease and therefore the passenger's physical comfort during a flight is likely to worsen significantly. Therefore, the main challenge is to enable the passengers to maintain a high level of comfort and satisfaction while being placed in a restricted physical space.
Mirabelle D'Cruz, Harshada Patel, Laura Lewis, Sue Cobb, Matthias Bues, Oliver Stefani, Tredeaux Grobler, Kaj Helin, Juhani Viitaniemi, Susanna Aromaa, Bernd Fröhlich 0001, Stephan Beck 0001, André Kunert, Alexander Kulik, Ioannis Karaseitanidis, Panagiotis Psonis, Nikos Frangakis, Mel Slater, Ilias Bergstrom, Konstantina Kilteni, Elena Kokkinara, Betty J. Mohler, Markus Leyrer, Florian Soyka, Enrico Gaia, Domenico Tedone, Michael Olbert, Mario Cappitelli
VR12
2013 Immersive Group-to-Group Telepresence
abstract
We present a novel immersive telepresence system that allows distributed groups of users to meet in a shared virtual 3D world. Our approach is based on two coupled projection-based multi-user setups, each providing multiple users with perspectively correct stereoscopic images. At each site the users and their local interaction space are continuously captured using a cluster of registered depth and color cameras. The captured 3D information is transferred to the respective other location, where the remote participants are virtually reconstructed. We explore the use of these virtual user representations in various interaction scenarios in which local and remote users are face-to-face, side-by-side or decoupled. Initial experiments with distributed user groups indicate the mutual understanding of pointing and tracing gestures independent of whether they were performed by local or remote participants. Our users were excited about the new possibilities of jointly exploring a virtual city, where they relied on a world-in-miniature metaphor for mutual awareness of their respective locations.
Stephan Beck 0001, André Kunert, Alexander Kulik, Bernd Fröhlich 0001
IEEE Trans. Vis. Comput. Graph.1
2011 C1x6: a stereoscopic six-user display for co-located collaboration in shared virtual environments
abstract
Stereoscopic multi-user systems provide multiple users with individual views of a virtual environment. We developed a new projection-based stereoscopic display for six users, which employs six customized DLP projectors for fast time-sequential image display in combination with polarization. Our intelligent high-speed shutter glasses can be programmed from the application to adapt to the situation. For instance, it does this by staying open if users do not look at the projection screen or switch to a VIP high brightness mode if less than six users use the system. Each user is tracked and can move freely in front of the display while perceiving perspectively correct views of the virtual environment. Navigating a group of six users through a virtual world leads to situations in which the group will not fit through spatial constrictions. Our augmented group navigation techniques ameliorate this situation by fading out obstacles or by slightly redirecting individual users along a collision-free path. While redirection goes mostly unnoticed, both techniques temporarily give up the notion of a consistent shared space. Our user study confirms that users generally prefer this trade-off over naïve approaches.
Alexander Kulik, André Kunert, Stephan Beck 0001, Roman Reichel, Roland Blach, Armin Zink, Bernd Fröhlich 0001
ACM Trans. Graph.3
2010 A shared-scene-graph image-warping architecture for VR: Low latency versus image quality
Ferdi A. Smit, Robert van Liere, Stephan Beck 0001, Bernd Fröhlich 0001
Comput. Graph.3
2009 An Image-Warping Architecture for VR: Low Latency versus Image Quality
abstract
Designing low end-to-end latency system architectures for virtual reality is still an open and challenging problem. We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display. Our approach works for scenes consisting of dynamic and interactive objects. The end-to-end latency is minimized as well as smooth object motion generated. However, this comes at the expense of image quality inherent to warping techniques. We evaluate the architecture and its design trade-offs by comparing latency and image quality to a conventional rendering system. Our experience with the system confirms that the approach facilitates common interaction tasks such as navigation and object manipulation.
Ferdi A. Smit, Robert van Liere, Stephan Beck 0001, Bernd Fröhlich 0001
VR3
2007 Multi-Frame Rate Rendering and Display
abstract
We introduce a new concept for improved interaction with complex scenes: multi-frame rate rendering and display. Multi-frame rate rendering produces a multi-frame rate display by optically or digitally compositing the results of asynchronously running image generators. Interactive parts of a scene are rendered at the highest possible frame rates while the rest of the scene is rendered at regular frame rates. The composition of image components generated with different update rates may cause certain visual artifacts, which can be partially overcome with our rendering techniques. The results of a user study confirm that multi-frame rate rendering can significantly improve the interaction performance while slight visual artifacts are either not even recognized or gladly tolerated by users. Overall, digital composition shows the most promising results, since it introduces the least artifacts while requiring the transfer of frame buffer content between different image generators
Jan P. Springer, Stephan Beck 0001, Felix Weiszig, Dirk Reiners, Bernd Fröhlich 0001
VR2