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Aaron Nicholls

dblp:165/9993 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2016
0009-0001-6683-6826ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 2

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
2 papers
Audio and music processing · 41% Computer animation and physical simulation · 35% Virtual and augmented reality · 24%
Human-computer interaction and pervasive computing
1 paper
Wearable and physiological sensing · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › spatial audio
head-related transfer function
0.212016
Efficient HRTF-based Spatial Audio for Area and Volumetric Sources · IEEE Trans. Vis. Comput. Graph. 2016
Audio and music processing
spatial audio
0.212016
Efficient HRTF-based Spatial Audio for Area and Volumetric Sources · IEEE Trans. Vis. Comput. Graph. 2016
Computer animation and physical simulation
facial animation
0.212015
Facial performance sensing head-mounted display · ACM Trans. Graph. 2015
Computer animation and physical simulation › performance capture
facial performance capture
0.212015
Facial performance sensing head-mounted display · ACM Trans. Graph. 2015
Virtual and augmented reality › immersive display
head-mounted display
0.212015
Facial performance sensing head-mounted display · ACM Trans. Graph. 2015
Virtual and augmented reality
immersive audio
0.112016
Efficient HRTF-based Spatial Audio for Area and Volumetric Sources · IEEE Trans. Vis. Comput. Graph. 2016
Wearable and physiological sensing
strain sensing
0.112015
Facial performance sensing head-mounted display · ACM Trans. Graph. 2015

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

gaussian mixture model · 0.4flexible electronic materials · 0.4RGB-D camera · 0.4spherical harmonic basis functions · 0.2dot product computation · 0.2HRTF representation · 0.2
YearPublicationVenuePosition
2016 Efficient HRTF-based Spatial Audio for Area and Volumetric Sources
abstract
We present a novel spatial audio rendering technique to handle sound sources that can be represented by either an area or a volume in VR environments. As opposed to point-sampled sound sources, our approach projects the area-volumetric source to the spherical domain centered at the listener and represents this projection area compactly using the spherical harmonic (SH) basis functions. By representing the head-related transfer function (HRTF) in the same basis, we demonstrate that spatial audio which corresponds to an area-volumetric source can be efficiently computed as a dot product of the SH coefficients of the projection area and the HRTF. This results in an efficient technique whose computational complexity and memory requirements are independent of the complexity of the sound source. Our approach can support dynamic area-volumetric sound sources at interactive rates. We evaluate the performance of our technique in large complex VR environments and demonstrate significant improvement over the naive point-sampling technique. We also present results of a user evaluation, conducted to quantify the subjective preference of the user for our approach over the point-sampling approach in VR environments.
Carl Schissler, Aaron Nicholls, Ravish Mehra
IEEE Trans. Vis. Comput. Graph.2
2015 Facial performance sensing head-mounted display
abstract
There are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a next-generation communication platform, we develop a novel HMD that enables 3D facial performance-driven animation in real-time. Our wearable system uses ultra-thin flexible electronic materials that are mounted on the foam liner of the headset to measure surface strain signals corresponding to upper face expressions. These strain signals are combined with a head-mounted RGB-D camera to enhance the tracking in the mouth region and to account for inaccurate HMD placement. To map the input signals to a 3D face model, we perform a single-instance offline training session for each person. For reusable and accurate online operation, we propose a short calibration step to readjust the Gaussian mixture distribution of the mapping before each use. The resulting animations are visually on par with cutting-edge depth sensor-driven facial performance capture systems and hence, are suitable for social interactions in virtual worlds.
Hao Li 0015, Laura C. Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma
ACM Trans. Graph.7