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Daniel Pohl

dblp:77/4571 · DBLP profile ↗
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14ranked-venue papers
12as first author
2since 2021 · last 2025
—ORCID · conflict

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 8 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 5 first-authorApplied, interdisciplinary, general and emerging computing · 5 · 4 first-author · 1 since 2021Artificial intelligence and machine learning · 4 · 4 first-authorSoftware engineering, systems software and programming languages · 4 · 4 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
5 papers
Rendering · 57% Virtual and augmented reality · 43%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 53% Collaborative and social computing · 20% Usability and user experience research · 13%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › perceptual rendering
foveated rendering
0.832018
Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018
Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDs · VR 2016
Using astigmatism in wide angle HMDs to improve rendering · VR 2015
Rendering
rendering optimization
0.832018
Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018
Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDs · VR 2016
Using astigmatism in wide angle HMDs to improve rendering · VR 2015
Virtual and augmented reality › immersive display
head-mounted display
0.632018
Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018
Using astigmatism in wide angle HMDs to improve rendering · VR 2015
Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDs · VR 2016
Immersive interaction
avatar
0.412019
Personalized Personal Spaces for Virtual Reality · VR 2019
Collaborative and social computing › collaborative virtual environments › social virtual reality
personal space
0.412019
Personalized Personal Spaces for Virtual Reality · VR 2019
Immersive interaction
virtual reality
0.412019
Personalized Personal Spaces for Virtual Reality · VR 2019
Virtual and augmented reality
eye tracking
0.212016
Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDs · VR 2016
Immersive interaction
head-mounted display
0.212016
See what I see: Concepts to improve the social acceptance of HMDs · VR 2016
Usability and user experience research › user perception
social acceptability
0.212016
See what I see: Concepts to improve the social acceptance of HMDs · VR 2016
Virtual and augmented reality
wide field of view
0.222018
Concept for Rendering Optimizations for Full Human Field of View HMDs · VR 2018
Using astigmatism in wide angle HMDs to improve rendering · VR 2015
Virtual and augmented reality › immersive video
360-degree video
0.112019
Personalized Personal Spaces for Virtual Reality · VR 2019
Virtual and augmented reality › virtual reality
mobile virtual reality
0.112016
See what I see: Concepts to improve the social acceptance of HMDs · VR 2016

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

user evaluation · 0.5prototype · 0.5eye tracking · 0.2user calibration · 0.2sampling map · 0.2
YearPublicationVenuePosition
2025 Inferring Cable-Suspended End-Effector Oscillations From Hydraulic Actuators' Responses in Diaphragm Wall Hydraulic Grabs
abstract
A Diaphragm Wall Hydraulic Grab (DWHG), used in civil engineering for bulk excavation, is featured with a cable-suspended end-effector (also named attachment tool). The end-effector begins to oscillate during DWHG operation. Essential insights into the DWHG’s performance or productivity in operation could be derived from end-effector oscillations. However, due to limited robustness, the end-effector oscillation curves from a DWHG in operation can not be tracked directly by motion sensors attached to the end-effector. This article presents and evaluates a novel approach for DWHGs to infer cable-suspended end-effector oscillations from their hydraulic actuators’ responses. Hydraulic actuators’ responses depict the changes of hydraulic parameters in hydraulic actuators due to end-effector oscillations. The main contribution of this article is an investigation of how far oscillations of a cable-suspended end-effector in a DWHG can be inferred from their hydraulic actuators’ responses. For this purpose, a workflow is conducted: firstly, end-effector oscillations and their hydraulic actuators’ responses are collected for a typical DWHG steering sequence. Secondly, the collected end-effector oscillation and hydraulic actuators’ response curves are analyzed and processed. Thirdly, a model to infer end-effector oscillations from hydraulic actuators’ responses is built. Fourthly, an evaluation shows that the inferred oscillation curves (model output) are similar to the true end-effector oscillationsNote to Practitioners—This article is motivated by the demand to determine the oscillation curves of the cable-suspended end-effector (also named attachment tool) at a Diaphragm Wall Hydraulic Grab (DWHG) used in civil engineering for bulk excavation. Existing approaches for construction machines commonly install motion sensors at the end-effector to track its oscillations. However, mounting any sensors at the end-effector in DWHGs is not practicable because the end-effector is exposed to mechanical shocks and moisture. Thus, mounted sensors would be damaged or demolished. This article suggests and investigates a novel approach for DWHGs to infer end-effector oscillations from pressure data in hydraulic actuators that actuate the end-effector. Therefore, the pressure curves at the hydraulic actuators are tracked while the end-effector oscillates and are utilized afterward to infer these oscillations. A practical guide for a DWHG is presented and evaluated to collect, analyze, process, and utilize pressure data from hydraulic actuators to infer end-effector oscillations.
Marius Krüger, Birgit Vogel-Heuser, Daniel Waterman, Suhyun Cha, Dominik Hujo-Lauer, Theresa Prinz, Daniel Pohl, Matthias Semel
IEEE Trans Autom. Sci. Eng.7
2024 Haptic and Auditory Feedback on Immersive Media in Virtual Reality
abstract
In Virtual Reality (VR), visual and auditory sensations are effectively leveraged to create immersive experiences. However, touch is significantly underutilized in immersive media. We enhance the VR image viewing experience by integrating haptic and auditory feedback into 3D environments constructed from immersive media. We address the challenges of utilizing depth maps from various image formats to create intractable environments. The VR experience is enhanced using vibrohaptic feedback and audio cues triggered by controller collisions with haptic materials.
Vanessa Pfeiffer, Sebastian von Mammen, Daniel Pohl
VRST3
2020 15 Years Later: A Historic Look Back at "Quake 3: Ray Traced"
abstract
Real-time ray tracing has been a goal and a challenge in the graphics field for many decades.With recent advances in the hardware and software domains, this is becoming a reality today.In this work, we describe how we got to this point by taking a look back at one of the first fully ray traced games: "Quake 3: Ray Traced".We provide insight into the development steps of the project with unreleased internal details and images.From a historical perspective, we look at the challenges pioneering in this area in the year 2004 and highlight the learnings in implementing the system, many of which are relevant today.We start by going from a blank screen to the full ray traced gaming experience with dynamic animations, lighting, rendered special effects and a simplistic implementation of the gameplay with basic AI enemies.We describe the challenges encountered with aliasing and the methods used to alleviate it.Lastly, we describe for the first time the unofficial continuation of the project, code named "Quake 3: Team Arena Ray Traced", and provide an overview of the changes over the past 15 years that made it possible to generate fully ray-traced interactive gaming experiences with mass market hardware and an open software stack.
Daniel Pohl, Selvakumar Panneer, Deepak S. Vembar, Carl S. Marshall
FedCSIS1
2019 Depth Map Improvements for Stereo-based Depth Cameras on Drones
abstract
Using stereo-based depth cameras outdoors on drones can lead to challenging situations for stereo algorithms calculating a depth map.A false depth value indicating an object close to the drone can confuse obstacle avoidance algorithms and lead to erratic behavior during the drone flight.We analyze the encountered issues from real-world tests together with practical solutions including a post-processing method to modify depth maps against outliers with wrong depth values.
Daniel Pohl, Sergey Dorodnicov, Markus Achtelik
FedCSIS1
2019 Personalized Personal Spaces for Virtual Reality
abstract
An important criterion for virtual reality experiences is that they are very immersive. The person inside the head-mounted display feels like really being in the virtual environment. While this can be a very pleasant experience, the opposite can happen as well. The concepts of personal spaces and people or unfriendly avatars entering them, can lead to the same discomfort as if it would happen in real life. In this work, we propose to define multi-level artificial barriers for other avatars and objects, respecting the personal spaces as defined by users. We apply this to both interactive rendered environments and as much as possible also to 360 degree photo and video content.
Daniel Pohl, Markus Achtelik
VR1
2018 Concept for Rendering Optimizations for Full Human Field of View HMDs
abstract
To enable high immersion for virtual reality head-mounted displays (HMDs), a wide field of view of the display is required. Today's consumer solutions are mostly around 90 to 110 degrees field of view. The full human field of view for both eyes together has been measured to be between 200 and 220 degrees. Prototypes of HMDs with such properties have been shown. As the rendering workload increases with more pixels to fill the field of view, we propose a novel rendering method optimized for HMDs that cover the full human field of view. We target lower end HMDs where the cost of eye tracking would increase the price too much. Our method works without eye tracking, making use of certain human vision properties that appear once the full human field of view is covered. We achieve almost twice the rendering performance using our method.
Daniel Pohl, Nural Choudhury, Markus Achtelik
VR1
2017 The Next Generation of In-home Streaming: Light Fields, 5K, 10 GbE, and Foveated Compression
abstract
Interacting with real-time rendered 3D content from powerful machines on smaller devices is becoming ubiquitous through commercial products that enable in-home streaming within the same local network.However, support for high resolution, low latency in-home streaming at high image quality is still a challenging problem.To enable this, we enhance an existing open source framework for in-home streaming.We add highly optimized DXT1 (DirectX Texture Compression) support for thin desktop and notebook clients.For rendered light fields, we improve the encoding algorithms for higher image quality.Within a 10 Gigabit Ethernet (10 GbE) network, we achieve streaming up to 5K resolution at 55 frames per second.Through new low-level algorithmic improvements, we increase the compression speed of ETC1 (Ericsson Texture Compression) by a factor of 5. We are the first to bring ETC2 compression to real-time speed, which increases the streamed image quality.Last, we reduce the required data rate by more than a factor of 2 through foveated compression with real-time eye tracking.
Daniel Pohl, Daniel Jungmann, Bartosz Taudul, Richard Membarth, Harini Priyadarshini Hariharan, Thorsten Herfet, Oliver Grau
FedCSIS1
2016 See what I see: Concepts to improve the social acceptance of HMDs
abstract
Virtual Reality is reaching into the consumer space. Mobile virtual reality solutions are nowadays widely available and affordable for many smartphones, by adding a case with attached lenses around the phone to create a head-mounted display. While using these in public places or at social gatherings where the head-mounted display is given around to others, it can lead to problems regarding social acceptance, as the surrounding people are not aware of what the virtual reality user is seeing and doing. We address this problem by adding a second, front-facing screen to the head-mounted display. We build and evaluate two prototypes for this usage.
Daniel Pohl, Carlos Fernandez de Tejada Quemada
VR1
2016 Combining eye tracking with optimizations for lens astigmatism in modern wide-angle HMDs
abstract
Virtual Reality has hit the consumer market with affordable head-mounted displays. When using these, it quickly becomes apparent that the resolution of the built-in display panels still needs to be highly increased. To overcome the resulting higher performance demands, eye tracking can be used for foveated rendering. However, as there are lens distortions in HMDs, there are more possibilities to increase the performance with smarter rendering approaches. We present a new system using optimizations for rendering considering lens astigmatism and combining this with foveated rendering through eye tracking. Depending on the current eye gaze, this delivers a rendering speed-up of up to 20%.
Daniel Pohl, Xucong Zhang, Andreas Bulling
VR1
2016 Concept for content-aware, automatic shifting for spherical panoramas
abstract
With the adaption of virtual reality in the consumer space, spherical panorama photos are gaining popularity. Through wide-angle head-mounted displays, they can be experienced in a natural way and offer the user an immersive view of the captured scene. While being used in virtual reality, the alignment of the saved image does not matter much. However, when displaying the panorama on a 2D screen, the alignment can make a difference on how pleasant the image looks. We propose an automatic method to do lossless shifting of the image to make it look better on 2D screens.
Daniel Pohl, Oliver Grau
VRST1
2016 Concept for using eye tracking in a head-mounted display to adapt rendering to the user's current visual field
abstract
With increasing spatial and temporal resolution in head-mounted displays (HMDs), using eye trackers to adapt rendering to the user is getting important to handle the rendering workload. Besides using methods like foveated rendering, we propose to use the current visual field for rendering, depending on the eye gaze. We use two effects for performance optimizations. First, we noticed a lens defect in HMDs, where depending on the distance of the eye gaze to the center, certain parts of the screen towards the edges are not visible anymore. Second, if the user looks up, he cannot see the lower parts of the screen anymore. For the invisible areas, we propose to skip rendering and to reuse the pixels colors from the previous frame. We provide a calibration routine to measure these two effects. We apply the current visual field to a renderer and get up to 2x speed-ups.
Daniel Pohl, Xucong Zhang, Andreas Bulling, Oliver Grau
VRST1
2015 Using astigmatism in wide angle HMDs to improve rendering
abstract
Lenses in modern consumer HMDs introduce distortions like astigmatism: only the center area of the displayed content can be perceived sharp while with increasing distance from the center the image gets out of focus. We show with three new approaches that this undesired side effect can be used in a positive way to save calculations in blurry areas. For example, using sampling maps to lower the detail in areas where the image is blurred through astigmatism, increases performance by a factor of 2 to 3. Further, we introduce a new calibration of user-specific viewing parameters that increase the performance by about 20-75%.
Daniel Pohl, Timo Bolkart, Stefan Nickels, Oliver Grau
VR1
2014 High quality, low latency in-home streaming of multimedia applications for mobile devices
abstract
Today, mobile devices like smartphones and tablets are becoming more powerful and exhibit enhanced 3D graphics performance.However, the overall computing power of these devices is still limited regarding usage scenarios like photorealistic gaming, enabling an immersive virtual reality experience or real-time processing and visualization of big data.To overcome these limitations application streaming solutions are constantly gaining focus.The idea is to transfer the graphics output of an application running on a server or even a cluster to a mobile device, conveying the impression that the application is running locally.User inputs on the mobile client side are processed and sent back to the server.The main criteria for successful application streaming are low latency, since users want to interact with the scene in near real-time, as well as high image quality.Here, we present a novel application framework suitable for streaming applications from high-end machines to mobile devices.Using real-time ETC1 compression in combination with a distributed rendering architecture we fully leverage recent progress in wireless computer networking standards (IEEE 802.11ac) for mobile devices, achieving much higher image quality at half the latency compared to other inhome streaming solutions.
Daniel Pohl, Stefan Nickels, Ram Nalla, Oliver Grau
FedCSIS1
2013 Improved pre-warping for wide angle, head mounted displays
abstract
High-quality head mounted displays are becoming available in the consumer space. These displays provide an immersive gaming experience by filling the wearer's field of view. To achieve immersion with low cost, a commodity display panel is placed a short distance in front of each eye, and wide-angle optics are used to bring the image into focus. However, these optics introduce spatial and chromatic distortion into the image seen by the viewer. As a result, the images to be displayed must be pre-warped to cancel this distortion. This correction can be performed by warping the image in a post-processing step, by warping the scene geometry before rendering, or by modeling corrective optics in the virtual camera.
Daniel Pohl, Gregory S. Johnson, Timo Bolkart
VRST1