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Steve Grogorick

dblp:149/4077 · DBLP profile ↗
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20ranked-venue papers
8as first author
4since 2021 · last 2025
0000-0003-2837-2642ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 7 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 8 · 5 first-authorArtificial intelligence and machine learning · 2 · 1 first-authorSecurity and privacy · 1 · 1 since 2021

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.

Human-computer interaction and pervasive computing
4 papers
Immersive interaction · 54% Wearable and physiological sensing · 46%
Computer graphics and multimedia
2 papers
Virtual and augmented reality · 80% Image and video processing · 15% Rendering · 4%
Network and information security
1 paper
Privacy and data protection · 77% Systems and software security · 23%

Topics — the 11 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › cybersickness
cybersickness mitigation
0.812024
Cybersickness Reduction via Gaze-Contingent Image Deformation · ACM Trans. Graph. 2024
Immersive interaction
virtual reality
0.722019
Gaze and Motion-aware Real-Time Dome Projection System · VR 2019
Gaze Guidance in Immersive Environments · VR 2018
Wearable and physiological sensing
eye tracking
0.432019
Non-obscuring binocular eye tracking for wide field-of-view head-mounted-displays · VR 2015
Gaze and Motion-aware Real-Time Dome Projection System · VR 2019
Gaze Guidance in Immersive Environments · VR 2018
Wearable and physiological sensing
electroencephalography
0.412019
Immersive EEG: Evaluating Electroencephalography in Virtual Reality · VR 2019
Immersive interaction › attention guidance
gaze guidance
0.312018
Gaze Guidance in Immersive Environments · VR 2018
Virtual and augmented reality
eye tracking
0.212015
An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays · ACM Multimedia 2015
Virtual and augmented reality › immersive display
head-mounted display
0.212015
An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays · ACM Multimedia 2015
Wearable and physiological sensing › eye tracking
gaze estimation
0.212015
Non-obscuring binocular eye tracking for wide field-of-view head-mounted-displays · VR 2015
Immersive interaction
virtual reality interaction
0.112019
Immersive EEG: Evaluating Electroencephalography in Virtual Reality · VR 2019
Rendering › perceptual rendering
foveated rendering
0.112015
An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays · ACM Multimedia 2015
Immersive interaction
head-mounted display
0.112015
Non-obscuring binocular eye tracking for wide field-of-view head-mounted-displays · VR 2015

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

image analysis · 0.9attack analysis · 0.9vection reduction · 0.8screen-space geometric distortion · 0.8signal quality analysis · 0.4oddball paradigm · 0.4motion capture · 0.4eye tracking · 0.4user study · 0.3luminance modulation · 0.3pupil tracking · 0.2monocular pupil tracking · 0.2model-based calibration · 0.2calibration algorithms · 0.2
YearPublicationVenuePosition
2025 Seeing Through: Analyzing and Attacking Virtual Backgrounds in Video Calls
Felix Weißberg, Jan Malte Hilgefort, Steve Grogorick, Daniel Arp, Thorsten Eisenhofer, Martin Eisemann, Konrad Rieck
USENIX Security Symposium3
2025 Axis-Normalized Ray-Box Intersection
abstract
Abstract Ray‐axis aligned bounding box intersection tests play a crucial role in the runtime performance of many rendering applications, driven not by complexity but mainly by the volume of tests required. While existing solutions were believed to be pretty much optimal in terms of runtime on current hardware, our paper introduces a new intersection test requiring fewer arithmetic operations compared to all previous methods. By transforming the ray we eliminate the need for one third of the traditional bounding‐slab tests and achieve a speed enhancement of approximately 13.8% or 10.9%, depending on the compiler. We present detailed runtime analyses in various scenarios.
Fabian Friederichs, Carsten Benthin, Steve Grogorick, Elmar Eisemann, Marcus A. Magnor, Martin Eisemann
Comput. Graph. Forum3
2024 Cybersickness Reduction via Gaze-Contingent Image Deformation
abstract
Virtual reality has ushered in a revolutionary era of immersive content perception. However, a persistent challenge in dynamic environments is the occurrence of cybersickness arising from a conflict between visual and vestibular cues. Prior techniques have demonstrated that limiting illusory self-motion, so-called vection, by blurring the peripheral part of images, introducing tunnel vision, or altering the camera path can effectively reduce the problem. Unfortunately, these methods often alter the user's experience with visible changes to the content. In this paper, we propose a new technique for reducing vection and combating cybersickness by subtly lowering the screen-space speed of objects in the user's peripheral vision. The method is motivated by our hypothesis that small modifications to the objects' velocity in the periphery and geometrical distortions in the peripheral vision can remain unnoticeable yet lead to reduced vection. This paper describes the experiments supporting this hypothesis and derives its limits. Furthermore, we present a method that exploits these findings by introducing subtle, screen-space geometrical distortions to animation frames to counteract the motion contributing to vection. We implement the method as a realtime post-processing step that can be integrated into existing rendering frameworks. The final validation of the technique and comparison to an alternative approach confirms its effectiveness in reducing cybersickness.
Colin Groth, Marcus A. Magnor, Steve Grogorick, Martin Eisemann, Piotr Didyk
ACM Trans. Graph.3
2023 Immersive Free-Viewpoint Panorama Rendering from Omnidirectional Stereo Video
abstract
Abstract In this paper, we tackle the challenging problem of rendering real‐world 360° panorama videos that support full 6 degrees‐of‐freedom (DoF) head motion from a prerecorded omnidirectional stereo (ODS) video. In contrast to recent approaches that create novel views for individual panorama frames, we introduce a video‐specific temporally‐consistent multi‐sphere image (MSI) scene representation. Given a conventional ODS video, we first extract information by estimating framewise descriptive feature maps. Then, we optimize the global MSI model using theory from recent research on neural radiance fields. Instead of a continuous scene function, this multi‐sphere image (MSI) representation depicts colour and density information only for a discrete set of concentric spheres. To further improve the temporal consistency of our results, we apply an ancillary refinement step which optimizes the temporal coherency between successive video frames. Direct comparisons to recent baseline approaches show that our global MSI optimization yields superior performance in terms of visual quality. Our code and data will be made publicly available.
Moritz Mühlhausen, Moritz Kappel, Marc Kassubeck, Leslie Wöhler, Steve Grogorick, Susana Castillo 0001, Martin Eisemann, Marcus A. Magnor
Comput. Graph. Forum5
2020 Stereo Inverse Brightness Modulation for Guidance in Dynamic Panorama Videos in Virtual Reality
abstract
Abstract The peak of virtual reality offers new exciting possibilities for the creation of media content but also poses new challenges. Some areas of interest might be overlooked because the visual content fills up a large portion of viewers' visual field. Moreover, this content is available in 360° around the viewer, yielding locations completely out of sight, making, for example, recall or storytelling in cinematic Virtual Reality (VR) quite difficult. In this paper, we present an evaluation of Stereo Inverse Brightness Modulation for effective and subtle guidance of participants' attention while navigating dynamic virtual environments. The used technique exploits the binocular rivalry effect from human stereo vision and was previously shown to be effective in static environments. Moreover, we propose an extension of the method for successful guidance towards target locations outside the initial visual field. We conduct three perceptual studies, using 13 distinct panorama videos and two VR systems (a VR head mounted display and a fully immersive dome projection system), to investigate (1) general applicability to dynamic environments, (2) stimulus parameter and VR system influence, and (3) effectiveness of the proposed extension for out‐of‐sight targets. Our results prove the applicability of the method to dynamic environments while maintaining its unobtrusive appearance.
Steve Grogorick, Jan-Philipp Tauscher, Nikkel Heesen, Susana Castillo 0001, Marcus A. Magnor
Comput. Graph. Forum1
2020 Exploring neural and peripheral physiological correlates of simulator sickness
abstract
Abstract This article investigates neural and physiological correlates of simulator sickness (SS) through a controlled experiment conducted within a fully immersive dome projection system. Our goal is to establish a reliable, objective, and in situ measurable predictive indicator of SS. SS is a problem common to all types of visual simulators consisting of motion sickness‐like symptoms that may be experienced while and after being exposed to a dynamic, immersive visualization. It leads to ethical concerns and impaired validity of simulator‐based research. Due to the popularity of virtual reality devices, the number of people exposed to this problem is increasing and, therefore, it is crucial to find reliable predictors of this condition before any symptoms appear. Despite its relevance and the several theories about its origins, SS cannot yet be quantitatively modeled and predicted. Our results indicate that, while neural correlates did not materialize, physiological measures may be a solid early indicator of oncoming SS.
Jan-Philipp Tauscher, Alexandra Witt, Sebastian Bosse, Fabian Wolf Schottky, Steve Grogorick, Susana Castillo 0001, Marcus A. Magnor
Comput. Animat. Virtual Worlds5
2019 Towards VR Attention Guidance: Environment-dependent Perceptual Threshold for Stereo Inverse Brightness Modulation
abstract
In this paper, we propose a new method for attention and gaze redirection, specifically designed for immersive stereo displays. Exploiting the dual nature of stereo imagery, our stimulus is composed of complementary parts displayed for each individual eye. This attracts viewers’ attention due to induced binocular rivalry. In a perceptual study, we investigate size- and intensity-related perceptual thresholds of our stimulus for six different real-world panorama images. Our results show that a flexible parameterization allows the stimulus to be perceived even in complex surroundings. To prepare for technical innovations expected in future-generation virtual reality headsets, we used a commercially available head-mounted display as well as a high-resolution dps.
Steve Grogorick, Georgia Albuquerque, Jan-Philipp Tauscher, Marc Kassubeck, Marcus A. Magnor
SAP1
2019 Gaze and Motion-aware Real-Time Dome Projection System
abstract
We present the ICG Dome, a research facility to explore human visual perception in a high-resolution virtual environment. Current state-of-the-art VR devices still suffer from some technical limitations, like limited field of view, screen-door effect or so-called god-rays. These issues are not present or at least strongly reduced in our system, by design. Latest technology for real-time motion capture and eye tracking open up a wide range of applications.
Steve Grogorick, Matthias Ueberheide, Jan-Philipp Tauscher, Paul Maximilian Bittner, Marcus A. Magnor
VR1
2019 Immersive EEG: Evaluating Electroencephalography in Virtual Reality
abstract
We investigate the feasibility of combining off-the-shelf virtual reality headsets and electroencephalography. EEG is a highly sensitive tool and subject to strong distortions when exerting physical force like mounting a VR headset on top of it that twists sensors and cables. Our study compares the signal quality of EEG in VR against immersive dome environments and traditional displays using an oddball paradigm experimental design. Furthermore, we compare the signal quality of EEG when combined with a commodity VR headset without modification against a modified version that reduces physical strain on the EEG headset. Our results indicate, that it is possible to combine EEG and VR even without modification under certain conditions. VR headset customisation improves signal quality results. Additionally, display latency of the different modalities is visible on a neurological level.
Jan-Philipp Tauscher, Fabian Wolf Schottky, Steve Grogorick, Paul Maximilian Bittner, Maryam Mustafa, Marcus A. Magnor
VR3
2018 Comparison of unobtrusive visual guidance methods in an immersive dome environment
abstract
No abstract available.
Steve Grogorick, Georgia Albuquerque, Jan-Philipp Tauscher, Marcus A. Magnor
SAP1
2018 Analysis of neural correlates of saccadic eye movements
abstract
In a concurrent electroencephalography (EEG) and eye-tracking study, we explore the specific neural responses associated with saccadic eye movements. We hypothesise that there is a distinct saccade-related neural response that occurs well before a physical saccade and that this response is different for free, natural saccades versus forced saccades. Our results show a distinct and measurable brain response approximately 200 ms before a physical saccade actually occurs. This response is distinctly different for free saccades versus forced saccades. Our results open up possibilities of predicting saccades based on neural data. This is of particular relevance for creating effective gaze guidance mechanisms within a virtual reality (VR) environment and for creating faster brain computer interfaces (BCI).
Jan-Philipp Tauscher, Fabian Wolf Schottky, Steve Grogorick, Marcus A. Magnor, Maryam Mustafa
SAP3
2018 Comparing Unobtrusive Gaze Guiding Stimuli in Head-Mounted Displays
abstract
In this paper we investigate the efficiency of five different image-space post-processing gaze guidance techniques adapted for immersive environments, probing our peripheral vision's sensitivity to different stimuli embedded in complex, real-world panorama still images. We conducted an extensive perceptual study for the commercially available HTC Vive Head-Mounted Display that is equipped with a high-quality eye tracking system to monitor the subjects' gaze direction and saccades in real-time. Despite evaluation reveals no outstanding winner, the local magnification effect by Dorr et al. performed the best with up to 30 % target-directed saccades within the first second.
Steve Grogorick, Georgia Albuquerque, Marcus A. Magnor
ICIP1
2018 Gaze Guidance in Immersive Environments
abstract
We investigate the efficiency of five different gaze guidance techniques for immersive environments, probing our peripheral vision's sensitivity to different stimuli embedded in complex, real-world panorama still images. We conducted extensive user studies for a commercially available headset as well as in a custom-built dome projection environment. The dome enables us to create true 360° visual immersion at high-resolution, akin to what may be expected of future-generation VR headsets. Evaluation with high-quality eye tracking shows that local luminance modulation as proposed by Bailey et al. is the most effective technique, eliciting saccades to the target region with up to 40 % success rate within the first second.
Steve Grogorick, Georgia Albuquerque, Marcus A. Magnor
VR1
2018 Comparison of Unobtrusive Visual Guidance Methods in an Immersive Dome Environment
abstract
In this article, we evaluate various image-space modulation techniques that aim to unobtrusively guide viewers’ attention. While previous evaluations mainly target desktop settings, we examine their applicability to ultrawide field of view immersive environments, featuring technical characteristics expected for future-generation head-mounted displays. A custom-built, high-resolution immersive dome environment with high-precision eye tracking is used in our experiments. We investigate gaze guidance success rates and unobtrusiveness of five different techniques. Our results show promising guiding performance for four of the tested methods. With regard to unobtrusiveness we find that—while no method remains completely unnoticed—many participants do not report any distractions. The evaluated methods show promise to guide users’ attention also in a wide field of virtual environment applications, e.g., virtually guided tours or field operation training.
Steve Grogorick, Georgia Albuquerque, Jan-Philipp Tauscher, Marcus A. Magnor
ACM Trans. Appl. Percept.1
2017 Subtle gaze guidance for immersive environments
abstract
Immersive displays allow presentation of rich video content over a wide field of view. We present a method to boost visual importance for a selected - possibly invisible - scene part in a cluttered virtual environment. This desirable feature enables to unobtrusively guide the gaze direction of a user to any location within the immersive 360° surrounding. Our method is based on subtle gaze direction which did not include head rotations in previous work. For covering the full 360° environment and wide field of view, we contribute an approach for dynamic stimulus positioning and shape variation based on eccentricity to compensate for visibility differences across the visual field. Our approach is calibrated in a perceptual study for a head-mounted display with binocular eye tracking. An additional study validates the method within an immersive visual search task.
Steve Grogorick, Michael Stengel, Elmar Eisemann, Marcus A. Magnor
SAP1
2017 Perception-driven Accelerated Rendering
abstract
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real-time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi-view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
Martin Weier, Michael Stengel, Thorsten Roth, Piotr Didyk, Elmar Eisemann, Martin Eisemann, Steve Grogorick, André Hinkenjann, Ernst Kruijff, Marcus A. Magnor, Karol Myszkowski, Philipp Slusallek
Comput. Graph. Forum7
2016 Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering
abstract
With ever-increasing display resolution for wide field-of-view displays—such as head-mounted displays or 8k projectors—shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost-effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull-push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho-visual experiments to validate scene- and task-independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field-of-view, rendering it well-suited for head-mounted displays and wide-field-of-view projection.
Michael Stengel, Steve Grogorick, Martin Eisemann, Marcus A. Magnor
Comput. Graph. Forum2
2016 Simulating Visual Contrast Reduction during Nighttime Glare Situations on Conventional Displays
abstract
Bright glare in nighttime situations strongly decreases human contrast perception. Nighttime simulations therefore require a way to realistically depict contrast perception of the user. Due to the limited luminance of popular as well as specialized high-dynamic range displays, physical adaptation of the human eye cannot yet be replicated in a physically correct manner in a simulation environment. To overcome this limitation, we propose a method to emulate the adaptation in nighttime glare situations using a perception-based model. We implemented a postprocessing tone mapping algorithm that simulates the corresponding contrast reduction effect for a night-driving simulation with glares from oncoming vehicles headlights. During glare, tone mapping reduces image contrast in accordance with the incident veiling luminance. As the glare expires, the contrast starts to normalize smoothly over time. The conversion of glare parameters and elapsed time into image contrast during the readaptation phase is based on extensive user studies carried out first in a controlled laboratory setup. Additional user studies have then been conducted in field tests to ensure validity of the derived time-dependent tone-mapping function and to verify transferability onto real-world traffic scenarios.
Benjamin Meyer 0002, Steve Grogorick, Mark Vollrath, Marcus A. Magnor
ACM Trans. Appl. Percept.2
2015 An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays
abstract
Immersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects in this context are motion sickness, often due to imprecise calibration, and the integration of a reliable eye tracking. We propose an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD. The use of dichroic mirrors leads to a lean design that provides the full field-of-view (FOV) while using commodity cameras for eye tracking. Our prototype supports personalizable lens positioning to accommodate for different interocular distances. On the software side, a model-based calibration procedure adjusts the eye tracking system and gaze estimation to varying lens positions. Challenges such as partial occlusions due to the lens holders and eye lids are handled by a novel robust monocular pupil-tracking approach. We present four applications of our work: Gaze map estimation, foveated rendering for depth of field, gaze-contingent level-of-detail, and gaze control of virtual avatars.
Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor
ACM Multimedia2
2015 Non-obscuring binocular eye tracking for wide field-of-view head-mounted-displays
abstract
We present a complete hardware and software solution for integrating binocular eye tracking into current state-of-the-art lens-based Head-mounted Displays (HMDs) without affecting the user's wide field-of-view off the display. The system uses robust and efficient new algorithms for calibration and pupil tracking and allows realtime eye tracking and gaze estimation. Estimating the relative gaze direction of the user opens the door to a much wider spectrum of virtual reality applications and games when using HMDs. We show a 3d-printed prototype of a low-cost HMD with eye tracking that is simple to fabricate and discuss a variety of VR applications utilizing gaze estimation.
Michael Stengel, Steve Grogorick, Martin Eisemann, Elmar Eisemann, Marcus A. Magnor
VR2