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Martin Näf

dblp:n/MartinNaf · also Martin Andreas Näf, Martin Naef · DBLP profile ↗
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11ranked-venue papers
5as first author
0since 2021 · last 2010
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1Software engineering, systems software and programming languages · 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
5 papers
Virtual and augmented reality · 85% Image and video processing · 7% Computational photography and imaging · 5%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Parallel and multicore computing · 50% High-performance computing · 25% Distributed systems · 25%

Topics — the 15 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive display
0.122007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
blue-c: a spatially immersive display and 3D video portal for telepresence · ACM Trans. Graph. 2003
Virtual and augmented reality
telepresence
0.122007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
blue-c: a spatially immersive display and 3D video portal for telepresence · ACM Trans. Graph. 2003
Virtual and augmented reality › immersive display
CAVE
0.112007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
Virtual and augmented reality › avatar
video avatars
0.112007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
Virtual and augmented reality
augmented reality
0.012004
Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display · ISMAR 2004
Virtual and augmented reality › augmented reality
projection-based augmented reality
0.012004
Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display · ISMAR 2004
Image and video processing › image segmentation › object extraction
silhouette extraction
0.012008
Feasibility of the living canvas: restricting projection to a performer on stage · ACM Multimedia 2008
Distributed systems › distributed system architecture
communication architecture
0.011999
An Efficient Communication Architecture for Commodity Supercomputers · SC 1999
Parallel and multicore computing
MPI
0.011999
An Efficient Communication Architecture for Commodity Supercomputers · SC 1999
Parallel and multicore computing
parallel programming models
0.011999
An Efficient Communication Architecture for Commodity Supercomputers · SC 1999
High-performance computing
supercomputing
0.011999
An Efficient Communication Architecture for Commodity Supercomputers · SC 1999
Computational photography and imaging
depth estimation
0.012007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
Image and video processing
stereo vision
0.012007
Low-Cost Telepresence for Collaborative Virtual Environments · IEEE Trans. Vis. Comput. Graph. 2007
Computational photography and imaging › 3d scanning
structured light
0.012004
Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display · ISMAR 2004
Rendering
scene graph
0.012003
The blue-c Distributed Scene Graph · VR 2003

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

near-infrared imaging · 0.1machine vision · 0.1stereo compression · 0.1infrared-based image segmentation · 0.1image warping · 0.1error-diffusion dithering · 0.0DLP micro-mirror modulation · 0.0synchronization · 0.0relaxed locking · 0.0active stereo projection · 0.0low-latency communication · 0.0high-bandwidth communication · 0.0
YearPublicationVenuePosition
2010 Influences of SIMD architectures for scattered data interpolation algorithm
abstract
In this paper, we are investigating the performance of several IDW implementations on different SIMD architectures (Single Instruction Multiple Data). The SIMD architectures addressed in this paper are considered cost effective and readily available on the desktop as compared to super-computers such as the IBM Roadrunner or the Cray XT5. Two main classes of SIMD architectures can be identified from the range of products available now: (a) the architectures that are integrated in the CPU itself, such as SSE or AltiVec; and (b) the architectures located on a dedicated board such as the GPGPUs from Nvidia or ATI. This paper evaluates one SIMD architecture selected from each group. The evaluation is based on the performance measured on each architecture over various datatypes and different problem sizes.
Jean-Charles Tournier, Martin Näf
ISPASS2
2008 Feasibility of the living canvas: restricting projection to a performer on stage
abstract
The Living Canvas initiative aims to use a performer on stage as a dynamic projection surface. Using machine vision in the near-infrared spectrum enables the system to follow and adapt to the performer, restricting projection to the silhouette. Ultimately, the system aims to create the illusion of a completely dynamic costume. This paper introduces the concept and presents an implementation and analysis of the performance-critical stages of the projection pipeline, proving the feasibility of the idea as well as analysing the limitations introduced by current digital projection technology.
Martin Näf, Cathie Boyd
ACM Multimedia1
2007 Low-Cost Telepresence for Collaborative Virtual Environments
abstract
We present a novel low-cost method for visual communication and telepresence in a CAVE -like environment, relying on 2D stereo-based video avatars. The system combines a selection of proven efficient algorithms and approximations in a unique way, resulting in a convincing stereoscopic real-time representation of a remote user acquired in a spatially immersive display. The system was designed to extend existing projection systems with acquisition capabilities requiring minimal hardware modifications and cost. The system uses infrared-based image segmentation to enable concurrent acquisition and projection in an immersive environment without a static background. The system consists of two color cameras and two additional b/w cameras used for segmentation in the near-IR spectrum. There is no need for special optics as the mask and color image are merged using image-warping based on a depth estimation. The resulting stereo image stream is compressed, streamed across a network, and displayed as a frame-sequential stereo texture on a billboard in the remote virtual environment.
Seon-Min Rhee, Remo Ziegler, Jiyoung Park 0002, Martin Näf, Markus Gross 0001, Myoung-Hee Kim
IEEE Trans. Vis. Comput. Graph.4
2005 Multimedia integration into the blue-c API
Martin Näf, Oliver G. Staadt, Markus Gross 0001
Comput. Graph.1
2004 Embedding Imperceptible Patterns into Projected Images for Simultaneous Acquisition and Display
abstract
We introduce a method to imperceptibly embed arbitrary binary patterns into ordinary color images displayed by unmodified off-the-shelf digital light processing (DLP) projectors. The encoded images are visible only to cameras synchronized with the projectors and exposed for a short interval, while the original images appear only minimally degraded to the human eye. To achieve this goal, we analyze and exploit the micro-mirror modulation pattern used by the projection technology to generate intensity levels for each pixel and color channel. Our real-time embedding process maps the user's original color image values to the nearest values whose camera-perceived intensities are the ones desired by the binary image to be embedded. The color differences caused by this mapping process are compensated by error-diffusion dithering. The non-intrusive nature of our approach allows simultaneous (immersive) display and acquisition under controlled lighting conditions, as defined on a pixel level by the binary patterns. We therefore introduce structured light techniques into human-inhabited mixed and augmented reality environments, where they previously often were too intrusive.
Daniel Cotting, Martin Näf, Markus Gross 0001, Henry Fuchs
ISMAR2
2003 The blue-c Distributed Scene Graph
abstract
We present a distributed scene graph architecture for use in the blue-c, a novel collaborative immersive virtual environment. We extend the widely used OpenGL Performer toolkit to provide a distributed scene graph maintaining full synchronization down to vertex and texel level. We propose a synchronization scheme including customizable, relaxed locking mechanisms. We demonstrate the functionality of our toolkit with two prototype applications in our high-performance virtual reality and visual simulation environment.
Martin Näf, Edouard Lamboray, Oliver G. Staadt, Markus Gross 0001
VR1
2003 blue-c: a spatially immersive display and 3D video portal for telepresence
abstract
We present blue-c , a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE™-like environment, creating the impression of total immersion. The blue-c portal currently consists of three rectangular projection screens that are built from glass panels containing liquid crystal layers. These screens can be switched from a whitish opaque state (for projection) to a transparent state (for acquisition), which allows the video cameras to "look through" the walls. Our projection technology is based on active stereo using two LCD projectors per screen. The projectors are synchronously shuttered along with the screens, the stereo glasses, active illumination devices, and the acquisition hardware. From multiple video streams, we compute a 3D video representation of the user in real time. The resulting video inlays are integrated into a networked virtual environment. Our design is highly scalable, enabling blue-c to connect to portals with less sophisticated hardware.
Markus Gross 0001, Stephan Würmlin, Martin Näf, Edouard Lamboray, Christian P. Spagno, Andreas M. Kunz, Esther Koller-Meier, Tomás Svoboda, Luc Van Gool, Silke Lang, Kai Strehlke, Andrew Vande Moere, Oliver G. Staadt
ACM Trans. Graph.3
2002 Spatialized audio rendering for immersive virtual environments
abstract
We present a spatialized audio rendering system for the use in immersive virtual environments. The system is optimized for rendering a sufficient number of dynamically moving sound sources in multi-speaker environments using off-the-shelf audio hardware. Based on simplified physics-based models, we achieve a good trade-off between audio quality, spatial precision, and performance. Convincing acoustic room simulation is accomplished by integrating standard hardware reverberation devices as used in the professional audio and broadcast community. We elaborate on important design principles for audio rendering as well as on practical implementation issues. Moreover, we describe the integration of the audio rendering pipeline into a scene graph-based virtual reality toolkit.
Martin Näf, Oliver G. Staadt, Markus Gross 0001
VRST1
2001 JAPE: A Prototyping System for Collaborative Virtual Environments
abstract
We present JAPE, a flexible prototyping system to support the design of a new advanced collaborative virtual environment. We describe the utilization of different hard- and software components to quickly build a flexible, yet powerful test bed for application and algorithm development. These components include a 3-D rendering toolkit, live video acquisition, speech transmission, and the control of tracking and interaction devices. To facilitate the simultaneous design of applications and algorithms that take advantage of unique features of new collaborative virtual environments, we provide the developer with a flexible prototyping toolkit which emulates the functionality of the final system. The applicability of JAPE is demonstrated with several prototype applications and algorithms.
Oliver G. Staadt, Martin Näf, Edouard Lamboray, Stephan Würmlin
Comput. Graph. Forum2
1999 An Efficient Communication Architecture for Commodity Supercomputers
abstract
The goal of the Swiss-Tx project is to develop, build and install the first Swiss tera-flop supercomputer called Swiss-T2, which is mainly based on commodity parts.Only the communication hardware and communication software is custom-made, because available off-theshelf products, such as Ethernet with the socket interface, do not offer the necessary bandwidth, latency, and functionality.In this paper, we present a new efficient communication architecture for commodity supercomputing called Fast Communication Interface (FCI), and we introduce T-NET, the custom-made high-performance communication hardware for the Swiss-Tx supercomputers.The highlights are low-latency, highbandwidth, and portability.Portability means that the communication hardware and software is mainly platform independent and that a large number of modern workstations and standard operating systems can be used as they are.A full implementation of the standardized MPI (Message Passing Interface), written entirely on top of FCI, is also available.
Stephan Brauss, Martin Lienhard, Josef Nemecek, Anton Gunzinger, Martin Näf, Martin Frey, Martin Heimlicher, Andreas Huber, Roland Paul
SC5
1997 3D Voronoi Skeletons and Their Usage for the Characterization and Recognition of 3D Organ Shape
Martin Näf, Gábor Székely, Ron Kikinis, Martha Elizabeth Shenton, Olaf Kübler
Comput. Vis. Image Underst.1