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Tyler Johnson

dblp:40/3698 · DBLP profile ↗
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6ranked-venue papers
5as first author
1since 2021 · last 2023
0000-0002-3519-0364ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-author · 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
5 papers
Computational photography and imaging · 48% Virtual and augmented reality · 32% Visualization and visual analytics · 12%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging › projector-camera systems
projector-camera calibration
0.122007
A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007
Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery · CVPR 2007
Virtual and augmented reality › display
projective display
0.122007
A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Computational photography and imaging
projector-camera systems
0.122007
Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery · CVPR 2007
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Visualization and visual analytics › display technology
multi-projector display calibration
0.112009
A Distributed Cooperative Framework for Continuous Multi-Projector Pose Estimation · VR 2009
Computational photography and imaging › camera calibration
geometric calibration
0.112007
Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery · CVPR 2007
Geometric modeling and processing
surface reconstruction
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Distributed systems
distributed coordination
0.012009
A Distributed Cooperative Framework for Continuous Multi-Projector Pose Estimation · VR 2009
Virtual and augmented reality
immersive display
0.012007
A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007
Computational photography and imaging › 3d scanning
structured light
0.012007
Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery · CVPR 2007

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

distributed calibration · 0.2camera-based pose estimation · 0.2two-pass rendering · 0.1structured light · 0.1shader programming · 0.1image correspondence · 0.1plane fitting · 0.1RANSAC · 0.13d point cloud · 0.1
YearPublicationVenuePosition
2023 Addressing Entity Change in Procedural Ontologies
Tyler Johnson, Mohammed Alliheedi, Yetian Wang, Robert E. Mercer
KEOD1
2009 A Distributed Cooperative Framework for Continuous Multi-Projector Pose Estimation
abstract
We present a novel calibration framework for multi-projector displays that achieves continuous geometric calibration by estimating and refining the poses of all projectors in an ongoing fashion during actual display use. Our framework provides scalability by operating as a distributed system of "intelligent" projector units: projectors augmented with rigidly-mounted cameras, and paired with dedicated computers. Each unit interacts asynchronously with its peers, leveraging their combined computational power to cooperatively estimate the poses of all of the projectors. In cases where the projection surface is static, our system is able to continuously refine all of the projector poses, even when they change simultaneously.
Tyler Johnson, Greg Welch, Henry Fuchs, Eric La Force, Herman Towles
VR1
2007 Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery
abstract
Using cameras to geometrically calibrate projector-based displays has been widely reported in the literature over the last decade. Most systems project structured-light patterns during a setup phase before starting the application in order to evaluate the geometric mapping from projector pixels to locations on the display surface. If this mapping changes e.g. the projector is moved, the application must be stopped and calibration re-initiated. Our pose estimation technique is based on detecting a set of image correspondences between the moving projector and a static camera using only the imagery displayed by the projector. We use an up-front calibration process to establish the geometry of the display surface, the pose of the camera, and the initial pose of the projector.
Tyler Johnson, Henry Fuchs
CVPR1
2007 Real-Time Projector Tracking on Complex Geometry Using Ordinary Imagery
Tyler Johnson, Henry Fuchs
CVPR1
2007 A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion
abstract
Projectors equipped with wide-angle lenses can have an advantage over traditional projectors in creating immersive display environments since they can be placed very close to the display surface to reduce user shadowing issues while still producing large images. However, wide-angle projectors exhibit severe image distortion requiring the image generator to correctively pre-distort the output image. In this paper, we describe a new technique based on Raskar's (1998) two-pass rendering algorithm that is able to correct for both arbitrary display surface geometry and the extreme lens distortion caused by fisheye lenses. We further detail how the distortion correction algorithm can be implemented in a real-time shader program running on a commodity GPU to create low-cost, personal surround environments
Tyler Johnson, Florian Gyarfas, Richard Skarbez, Herman Towles, Henry Fuchs
VR1
2006 RANSAC-Assisted Display Model Reconstruction for Projective Display
abstract
Using projectors to create perspectively correct imagery on arbitrary display surfaces requires geometric knowledge of the display surface shape, the projector calibration, and the user’s position in a common coordinate system. Prior solutions have most commonly modeled the display surface as a tessellated mesh derived from the 3D-point cloud acquired during system calibration. In this paper we describe a method for functional reconstruction of the display surface, which takes advantage of the knowledge that most interior display spaces (e.g. walls, floors, ceilings, building columns) are piecewise planar. Using a RANSAC algorithm to recursively fit planes to a 3D-point cloud sampling of the surface, followed by a conversion of the plane definitions into simple planar polygon descriptions, we are able to create a geometric model which is less complex than a dense tessellated mesh and offers a simple method for accurately modeling the corners of rooms. Planar models also eliminate subtle, but irritating, texture distortion often seen in tessellated mesh approximations to planar surfaces.
Patrick Quirk, Tyler Johnson, Richard Skarbez, Herman Towles, Florian Gyarfas, Henry Fuchs
VR2