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W. Bruce Culbertson

dblp:63/1231 · DBLP profile ↗
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17ranked-venue papers
2as first author
0since 2021 · last 2013
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 11Systems, architecture and hardware · 4 · 2 first-authorArtificial intelligence and machine learning · 1Computer networks · 1Applied, interdisciplinary, general and emerging computing · 1

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
6 papers
Image and video processing · 27% Virtual and augmented reality · 24% Geometric modeling and processing · 23%
Artificial intelligence
1 paper
3D vision · 100%
Human-computer interaction and pervasive computing
2 papers
Collaborative and social computing · 100%

Topics — the 22 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
depth estimation
0.212013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Computer vision › 3D vision › depth estimation
depth map refinement
0.212013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Computer vision › 3D vision › depth estimation
depth map upsampling
0.212013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Image and video processing › stereo vision
stereo matching
0.212013
Stereo Matching and View Interpolation Based on Image Domain Triangulation · IEEE Trans. Image Process. 2013
Rendering › image-based rendering
view interpolation
0.212013
Stereo Matching and View Interpolation Based on Image Domain Triangulation · IEEE Trans. Image Process. 2013
Virtual and augmented reality › telepresence
immersive communication
0.112012
The Road to Immersive Communication · Proc. IEEE 2012
Collaborative and social computing › social interaction › social signaling
eye contact
0.112011
ConnectBoard: Enabling Genuine Eye Contact and Accurate Gaze in Remote Collaboration · IEEE Trans. Multim. 2011
Collaborative and social computing › awareness
gaze awareness
0.112011
ConnectBoard: Enabling Genuine Eye Contact and Accurate Gaze in Remote Collaboration · IEEE Trans. Multim. 2011
Collaborative and social computing
remote collaboration
0.112011
ConnectBoard: Enabling Genuine Eye Contact and Accurate Gaze in Remote Collaboration · IEEE Trans. Multim. 2011
Image and video processing › image filtering › edge-preserving filtering
bilateral filtering
0.012013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Image and video processing
image filtering
0.012013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Image and video processing › image filtering › nonlinear filtering › order-statistics filter
median filtering
0.012013
Fusion of Median and Bilateral Filtering for Range Image Upsampling · IEEE Trans. Image Process. 2013
Geometric modeling and processing
3d reconstruction
0.012004
Methods for Volumetric Reconstruction of Visual Scenes · Int. J. Comput. Vis. 2004
Rendering
image-based rendering
0.012004
Methods for Volumetric Reconstruction of Visual Scenes · Int. J. Comput. Vis. 2004
Geometric modeling and processing › 3d reconstruction
volumetric reconstruction
0.012004
Methods for Volumetric Reconstruction of Visual Scenes · Int. J. Comput. Vis. 2004
Virtual and augmented reality
immersive experience
0.012012
The Road to Immersive Communication · Proc. IEEE 2012
Virtual and augmented reality
immersive video
0.012012
The Road to Immersive Communication · Proc. IEEE 2012
Audio and music processing
spatial audio
0.012012
The Road to Immersive Communication · Proc. IEEE 2012
Virtual and augmented reality › telepresence
immersive videoconferencing
0.012003
Computation and performance issues In coliseum: an immersive videoconferencing system · ACM Multimedia 2003
Reconfigurable computing and FPGAs
FPGA architecture
0.011996
Plasma: An FPGA for Million Gate Systems · FPGA 1996
Rendering
novel view synthesis
0.012003
Computation and performance issues In coliseum: an immersive videoconferencing system · ACM Multimedia 2003
Electronic design automation
physical design
0.011996
Plasma: An FPGA for Million Gate Systems · FPGA 1996

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

median filter · 0.3bilateral filter · 0.3adaptive cost aggregation · 0.3video compositing · 0.2gaze tracking · 0.2region-based matching · 0.2disparity refinement · 0.2face detection · 0.1view synthesis · 0.0multi-camera capture · 0.0FPGA architecture design · 0.0
YearPublicationVenuePosition
2013 Stereo Matching and View Interpolation Based on Image Domain Triangulation
abstract
This paper presents a new approach for stereo matching and view interpolation problems based on triangular tessellations suitable for a linear array of rectified cameras. The domain of the reference image is initially partitioned into triangular regions using edge and scale information, aiming to place vertices along image edges and increase the number of triangles in textured regions. A region-based matching algorithm is then used to find an initial disparity for each triangle, and a refinement stage is applied to change the disparity at the vertices of the triangles, generating a piecewise linear disparity map. A simple post-processing procedure is applied to connect triangles with similar disparities generating a full 3D mesh related to each camera (view), which are used to generate new synthesized views along the linear camera array. With the proposed framework, view interpolation reduces to the trivial task of rendering polygonal meshes, which can be done very fast, particularly when GPUs are employed. Furthermore, the generated views are hole-free, unlike most point-based view interpolation schemes that require some kind of post-processing procedures to fill holes.
Guilherme P. Fickel, Cláudio R. Jung, Thomas Malzbender, Ramin Samadani, W. Bruce Culbertson
IEEE Trans. Image Process.5
2013 Fusion of Median and Bilateral Filtering for Range Image Upsampling
abstract
We present a new upsampling method to enhance the spatial resolution of depth images. Given a low-resolution depth image from an active depth sensor and a potentially high-resolution color image from a passive RGB camera, we formulate it as an adaptive cost aggregation problem and solve it using the bilateral filter. The formulation synergistically combines the median and bilateral filters thus it better preserves the depth edges and is more robust to noise. Numerical and visual evaluations on a total of 37 Middlebury data sets demonstrate the effectiveness of our method. A real-time high-resolution depth capturing system is also developed using commercial active depth sensor based on the proposed upsampling method.
Qingxiong Yang, Narendra Ahuja, Ruigang Yang, Kar-Han Tan, James Davis 0001, W. Bruce Culbertson, John G. Apostolopoulos, Gang Wang 0012
IEEE Trans. Image Process.6
2012 The Road to Immersive Communication
abstract
Communication has seen enormous advances over the past 100 years including radio, television, mobile phones, video conferencing, and Internet-based voice and video calling. Still, remote communication remains less natural and more fatiguing than face-to-face. The vision of immersive communication is to enable natural experiences and interactions with remote people and environments in ways that suspend disbelief in being there. This paper briefly describes the current state-of-the-art of immersive communication, provides a vision of the future and the associated benefits, and considers the technical challenges in achieving that vision. The attributes of immersive communication are described, together with the frontiers of video and audio for achieving them. We emphasize that the success of these systems must be judged by their impact on the people who use them. Recent high-quality video conferencing systems are beginning to deliver a natural experience-when all participants are in custom-designed studios. Ongoing research aims to extend the experience to a broader range of environments. Augmented reality has the potential to make remote communication even better than being physically present. Future natural and effective immersive experiences will be created by drawing upon intertwined research areas including multimedia signal processing, computer vision, graphics, networking, sensors, displays and sound reproduction systems, haptics, and perceptual modeling and psychophysics.
John G. Apostolopoulos, Philip A. Chou, W. Bruce Culbertson, Ton Kalker, Mitchell D. Trott, Susie J. Wee
Proc. IEEE3
2011 Virtual object distortions in 3D displays with only horizontal parallax
abstract
An imaging system that can convey a full 3D light field provides viewers with parallax in both the horizontal and vertical directions. However, displays that provide horizontal parallax only (HPO) are commonly preferred because they can greatly reduce cost and complexity, while still providing a good amount of 3D realism. Here we consider one side effect of HPO: the aspect ratio of displayed virtual objects will be observed to change as a viewer moves toward and away from the display. This results in object shape deformations that can only be corrected for viewing positions on a single line. We present an analysis of what happens outside these ideal positions, and how it is related to the range of object depths in the displayed scene. Several numerical examples and simulations of display views are presented to illustrate the effects, and show how they limit the acceptable range of scene depths and viewing positions of HPO 3D displays.
Amir Said, W. Bruce Culbertson
ICME2
2011 ConnectBoard: Enabling Genuine Eye Contact and Accurate Gaze in Remote Collaboration
abstract
Conventional telepresence systems allow remote users to see one another and interact with shared media, but users cannot make eye contact, and gaze awareness with respect to shared media and documents is lost. In this paper, we describe a remote collaboration system based on a see-through display to create an experience where local and remote users are seemingly separated only by a vertical sheet of glass. Users can see each other and media displayed on the shared surface. Face detectors are applied on the local and remote video streams to introduce an offset in the video display so as to bring the local user's face, the local camera, and the remote user's face image into collinearity. This ensures that, when the local user looks at the remote user's image, the camera behind the see-through display captures an image with the “Mona Lisa effect,” where the eyes of an image appears to follow the viewer. Experiments show that, for one-on-one meetings, our system is capable of capturing and delivering realistic, genuine eye contact as well as accurate gaze awareness with respect to shared media.
Kar-Han Tan, Ian N. Robinson, W. Bruce Culbertson, John G. Apostolopoulos
IEEE Trans. Multim.3
2010 Enabling genuine eye contact and accurate gaze in remote collaboration
abstract
Conventional telepresence systems allow remote users to see one another and interact with shared media and documents, but users cannot make eye contact, and gaze awareness with respect to shared media and documents is lost. In this paper we describe a remote collaboration system based on a see-through display to create an experience where local and remote users are seemingly separated only by a vertical sheet of glass. Users can see each other and media displayed on the shared surface. Face detectors on the local and remote video streams are used to introduce an offset in the video display so as to bring the local user's face, the local camera, and the remote user's face image into collinearity. This ensures that when the local user looks at the remote user's image, the camera behind the see-through display captures an image with the `Mona Lisa effect', where the eyes of an image appears to follow the viewer. Experiments show that our system is capable of capturing and delivering realistic, genuine eye contact as well as accurate gaze awareness with respect to shared media.
Kar-Han Tan, Ian N. Robinson, W. Bruce Culbertson, John G. Apostolopoulos
ICME3
2010 Gaze awareness and interaction support in presentations
abstract
Modern digital presentation systems use rich media to bring highly sophisticated information visualization and highly effective storytelling capabilities to classrooms and corporate boardrooms. In this paper we address a number of issues that arise when the ubiquitous computer-projector setup is used in large venues like the cavernous auditoriums and hotel ballrooms often used in large scale academic meetings and industrial conferences. First, when the presenter is addressing a large audience the slide display needs to be very large and placed high enough so that it is clearly visible from all corners of the room. This makes it impossible for a presenter to walk up to the display and interact with the display with gestures, gaze, and other forms of paralanguage. Second, it is hard for the audience to know which part of the slide the presenter is looking at when he/she has to look the opposite way from the audience while interacting with the slide material. It is also hard for the presenter to see the audience in these cases. Even though there may be video captures of the presenter, slides, and even the audience, the above factors add up to make it very difficult for a user viewing either a live feed or a recording to grasp the interaction between all the components and participants of a presentation. We address these problems with a novel presentation system which creates a live video view that seamlessly combines the presenter and the presented material, capturing all graphical, verbal, and nonverbal channels of communication. The system also allows the local and remote audiences to have highly interactive exchanges with the presenter while creating a comprehensive view for recording or remote streaming.
Kar-Han Tan, Dan Gelb, Ramin Samadani, Ian N. Robinson, W. Bruce Culbertson, John G. Apostolopoulos
ACM Multimedia5
2010 Fusion of active and passive sensors for fast 3D capture
abstract
We envision a conference room of the future where depth sensing systems are able to capture the 3D position and pose of users, and enable users to interact with digital media and contents being shown on immersive displays. The key technical barrier is that current depth sensing systems are noisy, inaccurate, and unreliable. It is well understood that passive stereo fails in non-textured, featureless portions of a scene. Active sensors on the other hand are more accurate in these regions and tend to be noisy in highly textured regions. We propose a way to synergistically combine the two to create a state-of-the-art depth sensing system which runs in near real time. In contrast the only known previous method for fusion is slow and fails to take advantage of the complementary nature of the two types of sensors.
Qingxiong Yang, Kar-Han Tan, W. Bruce Culbertson, John G. Apostolopoulos
MMSP3
2009 ConnectBoard: A remote collaboration system that supports gaze-aware interaction and sharing
abstract
We present ConnectBoard, a new system for remote collaboration where users experience natural interaction with one another, seemingly separated only by a vertical, transparent sheet of glass. It overcomes two key shortcomings of conventional video communication systems: the inability to seamlessly capture natural user interactions, like using hands to point and gesture at parts of shared documents, and the inability of users to look into the camera lens without taking their eyes off the display. We solve these problems by placing the camera behind the screen, where the remote user is virtually located. The camera sees through the display to capture images of the user. As a result, our setup captures natural, frontal views of users as they point and gesture at shared media displayed on the screen between them. Users also never have to take their eyes off their screens to look into the camera lens. Our novel optical solution based on wavelength multiplexing can be easily built with off-the-shelf components and does not require custom electronics for projector-camera synchronization.
Kar-Han Tan, Ian N. Robinson, Ramin Samadani, Bowon Lee, Dan Gelb, Alex Vorbau, W. Bruce Culbertson, John G. Apostolopoulos
MMSP7
2005 Understanding performance in coliseum, an immersive videoconferencing system
abstract
Coliseum is a multiuser immersive remote teleconferencing system designed to provide collaborative workers the experience of face-to-face meetings from their desktops. Five cameras are attached to each PC display and directed at the participant. From these video streams, view synthesis methods produce arbitrary-perspective renderings of the participant and transmit them to others at interactive rates, currently about 15 frames per second. Combining these renderings in a shared synthetic environment gives the appearance of having all participants interacting in a common space. In this way, Coliseum enables users to share a virtual world, with acquired-image renderings of their appearance replacing the synthetic representations provided by more conventional avatar-populated virtual worlds. The system supports virtual mobility---participants may move around the shared space---and reciprocal gaze, and has been demonstrated in collaborative sessions of up to ten Coliseum workstations, and sessions spanning two continents.Coliseum is a complex software system which pushes commodity computing resources to the limit. We set out to measure the different aspects of resource, network, CPU, memory, and disk usage to uncover the bottlenecks and guide enhancement and control of system performance. Latency is a key component of Quality of Experience for video conferencing. We present how each aspect of the system---cameras, image processing, networking, and display---contributes to total latency. Performance measurement is as complex as the system to which it is applied. We describe several techniques to estimate performance through direct light-weight instrumentation as well as use of realistic end-to-end measures that mimic actual user experience. We describe the various techniques and how they can be used to improve system performance for Coliseum and other network applications. This article summarizes the Coliseum technology and reports on issues related to its performance---its measurement, enhancement, and control.
H. Harlyn Baker, Nina T. Bhatti, Donald Tanguay, Irwin Sobel, Dan Gelb, Michael E. Goss, W. Bruce Culbertson, Thomas Malzbender
ACM Trans. Multim. Comput. Commun. Appl.7
2004 Methods for Volumetric Reconstruction of Visual Scenes
Gregory Slabaugh, W. Bruce Culbertson, Thomas Malzbender, Mark R. Stevens, Ronald W. Schafer
Int. J. Comput. Vis.2
2003 Computation and performance issues In coliseum: an immersive videoconferencing system
abstract
Coliseum is a multiuser immersive remote teleconferencing system designed to provide collaborative workers the experience of face-to-face meetings from their desktops. Five cameras are attached to each PC display and directed at the participant. From these video streams, view synthesis methods produce arbitrary-perspective renderings of the participant and transmit them to others at interactive rates, currently about 15 frames per second. Combining these renderings in a shared synthetic environment gives the appearance of having all participants interacting in a common space. In this way, Coliseum enables users to share a virtual world, with acquired-image renderings of their appearance replacing the synthetic representations provided by more conventional avatar-populated virtual worlds. The system supports virtual mobility--participants may move around the shared space--and reciprocal gaze, and has been demonstrated in collaborative sessions of up to ten Coliseum workstations, and sessions spanning two continents. This paper summarizes the technology, and reports on issues related to its performance.
H. Harlyn Baker, Nina T. Bhatti, Donald Tanguay, Irwin Sobel, Dan Gelb, Michael E. Goss, John MacCormick, Kei Yuasa, W. Bruce Culbertson, Thomas Malzbender
ACM Multimedia9
1997 Defect tolerance on the Teramac custom computer
abstract
Teramac is a large custom computer which works correctly despite the fact that three quarters of its FPGAs contain defects. This is accomplished through unprecedented use of defect tolerance, which substantially reduces Teramac's cost and permits it to have an unusually complex interconnection network. Teramac tolerates defective resources, like gates and wires, that are introduced during the manufacture of its FPGAs and other components, and during assembly of the system. We have developed methods to precisely locate defects. User designs are mapped onto the system by a completely automated process that avoids the defects and hides the defect tolerance from the user. Defective components are not physically removed from the system.
W. Bruce Culbertson, Rick Amerson, Richard J. Carter, Philip Kuekes, Greg Snider
FCCM1
1997 Implementations of cube-4 on the teramac custom computing machine
Urs Kanus, Michael Meißner, Wolfgang Straßer, Hanspeter Pfister, Arie E. Kaufman, Rick Amerson, Richard J. Carter, W. Bruce Culbertson, Philip Kuekes, Greg Snider
Comput. Graph.8
1996 Exploring architectures for volume visualization on the Teramac custom computer
abstract
In the past year we have gained experience in custom computing by porting a number of large applications to Teramac. Teramac is a custom computer capable of executing million-gate user designs at speeds approaching one megahertz. Teramac includes software that fully automates the conversion of high-level user designs to configurations that are ready to run on Teramac. Two applications, both in excess of a quarter million gates, are described here: an artery-extraction filter that locates and highlights arteries in medical MRI datasets; and Cube, a volume-rendering engine. We have discovered the importance of scalable, parameterized designs. We have been successful in parameterizing some aspects of our designs and we have identified improvements to our tools which would facilitate further parameterization. Our users have benefitted from the speed at which their applications run on Teramac and have gained confidence in their designs after seeing them run on actual hardware.
W. Bruce Culbertson, Rick Amerson, Richard J. Carter, Philip Kuekes, Greg Snider
FCCM1
1996 Plasma: An FPGA for Million Gate Systems
abstract
No abstract available.
Rick Amerson, Richard J. Carter, W. Bruce Culbertson, Philip Kuekes, Greg Snider, Lyle Albertson
FPGA3
1995 Teramac-configurable custom computing
abstract
The Teramac configurable hardware system can execute synchronous logic designs of up to one million gates at rates up to 1 megahertz. A fully configured Teramac includes half a gigabyte of RAM and hardware support for large multiported register files. The system has been built from custom FPGA's packaged in large multichip modules (MCMs). A large custom circuit (/spl sim/1,000,000 gates) may be compiled onto the hardware in approximately 2 hours, without user intervention. The system is being used to explore the potential of custom computing machinery (CCM).
Rick Amerson, Richard J. Carter, W. Bruce Culbertson, Philip Kuekes, Greg Snider
FCCM3