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Radoslaw Mantiuk

dblp:28/5761 · DBLP profile ↗
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21ranked-venue papers
3as first author
2since 2021 · last 2024
0000-0002-1959-3497ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 5 · 1 since 2021Human-computer interaction and ubiquitous computing · 5 · 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.

Computer graphics and multimedia
4 papers
Image and video coding · 33% Virtual and augmented reality · 29% Computational photography and imaging · 25%
Human-computer interaction and pervasive computing
2 papers
Wearable and physiological sensing · 87% Usability and user experience research · 13%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Wearable and physiological sensing
eye tracking
0.812024
Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays · ISMAR 2024
Rendering › perceptual rendering
foveated rendering
0.412019
Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019
Computational photography and imaging
light field display
0.412019
A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019
Computational photography and imaging › light field imaging
light field factorization
0.412019
A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays · IEEE Trans. Vis. Comput. Graph. 2019
Image and video coding
image quality assessment
0.312018
Dataset and Metrics for Predicting Local Visible Differences · ACM Trans. Graph. 2018
Image and video coding › image quality assessment
perceptual image quality
0.312018
Dataset and Metrics for Predicting Local Visible Differences · ACM Trans. Graph. 2018
Image and video coding › quality assessment
visible difference prediction
0.312018
Dataset and Metrics for Predicting Local Visible Differences · ACM Trans. Graph. 2018
Virtual and augmented reality › immersive rendering
head-mounted display rendering
0.112019
Luminance-contrast-aware foveated rendering · ACM Trans. Graph. 2019

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

pupil and corneal reflection tracking · 1.5NIR camera imaging · 1.5user experiment · 1.1perception-based hybrid decomposition · 0.8linear blending · 0.8eye models · 0.8eye model · 0.8luminance contrast analysis · 0.4gaze-contingent rendering · 0.4statistical model · 0.3convolutional neural network · 0.3
YearPublicationVenuePosition
2024 Tracking Eye Position and Gaze Direction in Near-Eye Volumetric Displays
abstract
Near-eye volumetric displays, showing multiple focal planes, require knowledge of the accurate position of the nodal point of the eye to correctly render a 3D scene. This is because pixels seen through multiple planes must be accurately aligned with the eye’s visual axis to ensure consistency across focal planes. While most eye-tracking methods focus on determining a gaze position within a designated target space, this work aims to track both the eye position and the corresponding gaze direction expressed in coordinates relative to the physical location of the volumetric display planes. To achieve this, we rely on a near-infra-red (NIR) camera image of the pupil and corneal reflections (glints). The existing eye model is used to establish the relationship between the pupil and glint positions in a NIR image and the eye position and rotation in a 3D space. We address the key challenge of robust tracking of the glints in a system that introduces multiple reflections. We also demonstrate that the system reduces the need for recalibration on subsequent uses. Our experiments on a multiple-focal plane display demonstrate that the method can maintain an accurate projection point for volumetric displays.
Marek Wernikowski, Joseph March, Radoslaw Mantiuk, Ali Özgür Yöntem, Rafal Mantiuk
ISMAR3
2023 Learning GAN-Based Foveated Reconstruction to Recover Perceptually Important Image Features
abstract
A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of generative adversarial networks (GANs) has recently been shown to be a promising solution for such a task, as they can successfully hallucinate missing image information. As in the case of other supervised learning approaches, the definition of the loss function and the training strategy heavily influence the quality of the output. In this work,we consider the problem of efficiently guiding the training of foveated reconstruction techniques such that they are more aware of the capabilities and limitations of the human visual system, and thus can reconstruct visually important image features. Our primary goal is to make the training procedure less sensitive to distortions that humans cannot detect and focus on penalizing perceptually important artifacts. Given the nature of GAN-based solutions, we focus on the sensitivity of human vision to hallucination in case of input samples with different densities. We propose psychophysical experiments, a dataset, and a procedure for training foveated image reconstruction. The proposed strategy renders the generator network flexible by penalizing only perceptually important deviations in the output. As a result, the method emphasized the recovery of perceptually important image features. We evaluated our strategy and compared it with alternative solutions by using a newly trained objective metric, a recent foveated video quality metric, and user experiments. Our evaluations revealed significant improvements in the perceived image reconstruction quality compared with the standard GAN-based training approach.
Luca Surace, Marek Wernikowski, Cara Tursun, Karol Myszkowski, Radoslaw Mantiuk, Piotr Didyk
ACM Trans. Appl. Percept.5
2019 Measurements of contrast sensitivity for peripheral vision
abstract
Contrast detection thresholds were measured for the eccentricities from 0° to 27° and a range of stimuli frequencies from 0.125cpd to 16cpd. The measurements were motivated by the need to collect visual performance data for the gaze-contingent rendering system. For this application, the mixed chromatic and achromatic stimuli are even more important than purely chromatic cases. Therefore, the detection of sine-gratings with Gaussian patches was measured for four mixed chromatic/achromatic with a varying share of the achromatic components. To verify that our experimental setup generates the results consistent with the previous work, we also measured the contrast thresholds for achromatic (black to white) stimulus. Five observers participated in the experiments and they individually determined the detection threshold for each stimulus using the QUEST method. The results plotted as the contrast sensitivity function (CSF) follow the state-of-the-art CSF models. However, we report lower sensitivity to contrast for achromatic stimuli caused by the small size of the stimulus. The color directions closer to the chromatic green-to-red axis show higher contrast sensitivity in comparison to achromatic stimuli, while for the yellow-to-blue axis the sensitivity is lower. The higher achromatic component in the mixed stimuli approaches contrast sensitivity to the achromatic CSF.
Michal Chwesiuk, Radoslaw Mantiuk
SAP2
2019 Foveated Ray Tracing for VR Headsets
Adam Siekawa, Michal Chwesiuk, Radoslaw Mantiuk, Rafal Piórkowski
MMM (1)3
2019 Preferred Model of Adaptation to Dark for Virtual Reality Headsets
Marek Wernikowski, Radoslaw Mantiuk, Rafal Piórkowski
MMM (1)2
2019 Luminance-contrast-aware foveated rendering
abstract
Current rendering techniques struggle to fulfill quality and power efficiency requirements imposed by new display devices such as virtual reality headsets. A promising solution to overcome these problems is foveated rendering, which exploits gaze information to reduce rendering quality for the peripheral vision where the requirements of the human visual system are significantly lower. Most of the current solutions model the sensitivity as a function of eccentricity, neglecting the fact that it also is strongly influenced by the displayed content. In this work, we propose a new luminance-contrast-aware foveated rendering technique which demonstrates that the computational savings of foveated rendering can be significantly improved if local luminance contrast of the image is analyzed. To this end, we first study the resolution requirements at different eccentricities as a function of luminance patterns. We later use this information to derive a low-cost predictor of the foveated rendering parameters. Its main feature is the ability to predict the parameters using only a low-resolution version of the current frame, even though the prediction holds for high-resolution rendering. This property is essential for the estimation of required quality before the full-resolution image is rendered. We demonstrate that our predictor can efficiently drive the foveated rendering technique and analyze its benefits in a series of user experiments.
Okan Tarhan Tursun, Elena Arabadzhiyska-Koleva, Marek Wernikowski, Radoslaw Mantiuk, Hans-Peter Seidel, Karol Myszkowski, Piotr Didyk
ACM Trans. Graph.4
2019 A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays
abstract
Multi-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display.
Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk
IEEE Trans. Vis. Comput. Graph.8
2018 Light-Field Intrinsic Dataset
Sumit Shekhar 0001, Shida Kunz, Matthias Ziegler 0001, Michal Chwesiuk, Dawid Palen, Karol Myszkowski, Joachim Keinert, Radoslaw Mantiuk, Piotr Didyk
BMVC8
2018 Dataset and Metrics for Predicting Local Visible Differences
abstract
A large number of imaging and computer graphics applications require localized information on the visibility of image distortions. Existing image quality metrics are not suitable for this task as they provide a single quality value per image. Existing visibility metrics produce visual difference maps, and are specifically designed for detecting just noticeable distortions but their predictions are often inaccurate. In this work, we argue that the key reason for this problem is the lack of large image collections with a good coverage of possible distortions that occur in different applications. To address the problem, we collect an extensive dataset of reference and distorted image pairs together with user markings indicating whether distortions are visible or not. We propose a statistical model that is designed for the meaningful interpretation of such data, which is affected by visual search and imprecision of manual marking. We use our dataset for training existing metrics and we demonstrate that their performance significantly improves. We show that our dataset with the proposed statistical model can be used to train a new CNN-based metric, which outperforms the existing solutions. We demonstrate the utility of such a metric in visually lossless JPEG compression, super-resolution and watermarking.
Krzysztof Wolski, Daniele Giunchi, Nanyang Ye 0001, Piotr Didyk, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Anthony Steed, Rafal Mantiuk
ACM Trans. Graph.6
2017 Measurements of Contrast Detection Thresholds for Peripheral Vision Using Non-flashing Stimuli
Michal Chwesiuk, Radoslaw Mantiuk
KES-IDT (2)2
2017 Automatic Detection of Game Engine Artifacts Using Full Reference Image Quality Metrics
abstract
Contemporary game engines offer an outstanding graphics quality but they are not free from visual artifacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations are the shadow acne and peter panning responsible for deficiency of the shadow mapping technique. Also Z-fighting, caused by the incorrect order of drawing polygons, significantly affects the quality of the graphics and makes the gameplay more difficult. In this work, we propose a technique, in which visibility of deteriorations is uncovered by the objective image quality metrics (IQMs). We test the efficiency of a simple mathematically based metric and advanced IQMs: a Spatial extension of CIELAB (S-CIELAB), the Structural SIMilarity Index (SSIM), the Multiscale Structural SIMilarity Index (MS-SSIM), and the High Dynamic Range Visual Difference Predictor-2 (HDR-VDP-2). Additionally, we evaluate the Color Image Difference (CID) metric, which is recommended to detect the differences in colors. To find out which metric is the most effective for the detection of the game engine artifacts, we build a database of manually marked images with representative set of artifacts. We conduct subjective experiments in which people manually mark the visible local artifacts in the screenshots from the games. Then the detection maps averaged over a number of observers are compared with results generated by IQMs. The obtained results show that SSIM and MS-SSIM metrics outperform other techniques. However, the results are not indisputable, because, for small and scattered aliasing artifacts, HDR-VDP-2 metrics report the results most consistent with the average human observer. As a proof of concept, we propose an application in which resolution of the shadow maps is controlled by the SSIM metric to avoid perceptually visible aliasing artifacts on the shadow edges.
Rafal Piórkowski, Radoslaw Mantiuk, Adam Siekawa
ACM Trans. Appl. Percept.2
2015 Using full reference image quality metrics to detect game engine artefacts
abstract
Contemporary game engines offer an outstanding graphics quality but they are not free from visual artefacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations are the shadow acne and peter panning artefacts related to deficiency of the shadow mapping technique. Also Z-fighting, caused by the incorrect order of drawing polygons, significantly affects the quality of the graphics and makes the gameplay difficult. These artefacts are laborious to eliminate in an algorithm way because either they require computational effort inadequate to obtained results or visibility of artefacts depends on the ambiguous parameters. In this work we propose a technique, in which visibility of deteriorations is perceptually assessed by human observers. We conduct subjective experiments in which people manually mark the visible local artefacts in the screenshots from the games. Then, the detection maps averaged over a number of observers are compared with results generated by the image quality metrics (IQMs). Simple mathematically-based metric - MSE, and advanced IQMs: S-CIELAB, SSIM, MSSIM, and HDR-VDP-2 are evaluated. We compare convergence in the detection between the maps created by humans and computed by IQMs. The obtained results show that SSIM and MSSIM metrics outperform other techniques. However, the results are not indisputable because, for small and scattered aliasing artefacts, HDR-VDP-2 metrics reports the results most consistent with the average human observer. Notwithstanding, the results suggest that it is feasible to use the IQMs detection maps to leverage and calibrate the rendering algorithms directly based on the analysis of quality of the output images.
Rafal Piórkowski, Radoslaw Mantiuk
SAP2
2014 Reducing visual discomfort of 3D stereoscopic displays with gaze-contingent depth-of-field
abstract
We report on an experiment testing gaze-contingent depth-of-field (DOF) for the reduction of visual discomfort when viewing stereoscopic displays. Subjective results are compelling, showing, we believe for the first time, that gaze-contingent depth-of-field significantly reduces visual discomfort. When individual stereoacuity is taken into account, objective measurements of gaze vergence corroborate previous reports, showing significant bias toward the zero depth plane, where error is smallest. As with earlier similar attempts, participants expressed a dislike toward gaze-contingent DOF. Although not statistically significant, this dislike is likely attributed to the eye tracker's spatial inaccuracy as well as the DOF simulation's noticeable temporal lag.
Andrew T. Duchowski, Donald H. House, Jordan Gestring, Rui I. Wang, Krzysztof Krejtz, Izabela Krejtz, Radoslaw Mantiuk, Bartosz Bazyluk
SAP7
2014 Depth from HDR: depth induction or increased realism?
abstract
Many people who first see a high dynamic range (HDR) display get the impression that it is a 3D display, even though it does not produce any binocular depth cues. Possible explanations of this effect include contrast-based depth induction and the increased realism due to the high brightness and contrast that makes an HDR display "like looking through a window". In this paper we test both of these hypotheses by comparing the HDR depth illusion to real binocular depth cues using a carefully calibrated HDR stereoscope. We confirm that contrast-based depth induction exists, but it is a vanishingly weak depth cue compared to binocular depth cues. We also demonstrate that for some observers, the increased contrast of HDR displays indeed increases the realism. However, it is highly observer-dependent whether reduced, physically correct, or exaggerated contrast is perceived as most realistic, even in the presence of the real-world reference scene. Similarly, observers differ in whether reduced, physically correct, or exaggerated stereo 3D is perceived as more realistic. To accommodate the binocular depth perception and realism concept of most observers, display technologies must offer both HDR contrast and stereo personalization.
Peter Vangorp, Rafal Mantiuk, Bartosz Bazyluk, Karol Myszkowski, Radoslaw Mantiuk, Simon J. Watt, Hans-Peter Seidel
SAP5
2014 Perceptual depth compression for stereo applications
abstract
Abstract Conventional depth video compression uses video codecs designed for color images. Given the performance of current encoding standards, this solution seems efficient. However, such an approach suffers from many issues stemming from discrepancies between depth and light perception. To exploit the inherent limitations of human depth perception, we propose a novel depth compression method that employs a disparity perception model. In contrast to previous methods, we account for disparity masking, and model a distinct relation between depth perception and contrast in luminance. Our solution is a natural extension to the H.264 codec and can easily be integrated into existing decoders. It significantly improves both the compression efficiency without sacrificing visual quality of depth of rendered content, and the output of depth‐reconstruction algorithms or depth cameras.
Dawid Pajak, Robert Herzog, Radoslaw Mantiuk, Piotr Didyk, Elmar Eisemann, Karol Myszkowski, Kari Pulli
Comput. Graph. Forum3
2013 Learning to Predict Localized Distortions in Rendered Images
abstract
Abstract In this work, we present an analysis of feature descriptors for objective image quality assessment. We explore a large space of possible features including components of existing image quality metrics as well as many traditional computer vision and statistical features. Additionally, we propose new features motivated by human perception and we analyze visual saliency maps acquired using an eye tracker in our user experiments. The discriminative power of the features is assessed by means of a machine learning framework revealing the importance of each feature for image quality assessment task. Furthermore, we propose a new data‐driven full‐reference image quality metric which outperforms current state‐of‐theart metrics. The metric was trained on subjective ground truth data combining two publicly available datasets. For the sake of completeness we create a new testing synthetic dataset including experimentally measured subjective distortion maps. Finally, using the same machine‐learning framework we optimize the parameters of popular existing metrics.
Martin Cadík, Robert Herzog, Rafal Mantiuk, Radoslaw Mantiuk, Karol Myszkowski, Hans-Peter Seidel
Comput. Graph. Forum4
2013 Gaze-driven Object Tracking for Real Time Rendering
abstract
Abstract To efficiently deploy eye‐tracking within 3D graphics applications, we present a new probabilistic method that predicts the patterns of user's eye fixations in animated 3D scenes from noisy eye‐tracker data. The proposed method utilises both the eye‐tracker data and the known information about the 3D scene to improve the accuracy, robustness and stability. Eye‐tracking can thus be used, for example, to induce focal cues via gaze‐contingent depth‐of‐field rendering, add intuitive controls to a video game, and create a highly reliable scene‐aware saliency model. The computed probabilities rely on the consistency of the gaze scan‐paths to the position and velocity of a moving or stationary target. The temporal characteristic of eye fixations is imposed by a Hidden Markov model, which steers the solution towards the most probable fixation patterns. The derivation of the algorithm is driven by the data from two eye‐tracking experiments: the first experiment provides actual eye‐tracker readings and the position of the target to be tracked. The second experiment is used to derive a JND‐scaled (Just Noticeable Difference) quality metric that quantifies the perceived loss of quality due to the errors of the tracking algorithm. Data from both experiments are used to justify design choices, and to calibrate and validate the tracking algorithms. This novel method outperforms commonly used fixation algorithms and is able to track objects smaller then the nominal error of an eye‐tracker.
Radoslaw Mantiuk, Bartosz Bazyluk, Rafal Mantiuk
Comput. Graph. Forum1
2012 Do-It-Yourself Eye Tracker: Low-Cost Pupil-Based Eye Tracker for Computer Graphics Applications
Radoslaw Mantiuk, Michal Kowalik, Adam Nowosielski, Bartosz Bazyluk
MMM1
2012 Comparison of Four Subjective Methods for Image Quality Assessment
abstract
Abstract To provide a convincing proof that a new method is better than the state of the art, computer graphics projects are often accompanied by user studies, in which a group of observers rank or rate results of several algorithms. Such user studies, known as subjective image quality assessment experiments, can be very time‐consuming and do not guarantee to produce conclusive results. This paper is intended to help design efficient and rigorous quality assessment experiments and emphasise the key aspects of the results analysis. To promote good standards of data analysis, we review the major methods for data analysis, such as establishing confidence intervals, statistical testing and retrospective power analysis. Two methods of visualising ranking results together with the meaningful information about the statistical and practical significance are explored. Finally, we compare four most prominent subjective quality assessment methods: single‐stimulus, double‐stimulus, forced‐choice pairwise comparison and similarity judgements. We conclude that the forced‐choice pairwise comparison method results in the smallest measurement variance and thus produces the most accurate results. This method is also the most time‐efficient, assuming a moderate number of compared conditions.
Rafal Mantiuk, Anna Lewandowska, Radoslaw Mantiuk
Comput. Graph. Forum3
2009 Color correction for tone mapping
abstract
Abstract Tone mapping algorithms offer sophisticated methods for mapping a real‐world luminance range to the luminance range of the output medium but they often cause changes in color appearance. In this work we conduct a series of subjective appearance matching experiments to measure the change in image colorfulness after contrast compression and enhancement. The results indicate that the relation between contrast compression and the color saturation correction that matches color appearance is non‐linear and smaller color correction is required for small change of contrast. We demonstrate that the relation cannot be fully explained by color appearance models. We propose color correction formulas that can be used with existing tone mapping algorithms. We extend existing global and local tone mapping operators and show that the proposed color correction formulas can preserve original image colors after tone scale manipulation.
Radoslaw Mantiuk, Rafal Mantiuk, Anna Lewandowska, Wolfgang Heidrich
Comput. Graph. Forum1
1999 A reconfigurable processor based on FPGAs for pattern recognition, processing, analysis and synthesis of images
Jerzy Soldek, Radoslaw Mantiuk
Pattern Recognit. Lett.2