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Florian Gyarfas

dblp:53/190 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2007
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 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
Virtual and augmented reality · 44% Computational photography and imaging · 38% Geometric modeling and processing · 18%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
projector-camera calibration
0.112007
A Personal Surround Environment: Projective Display with Correction for Display Surface Geometry and Extreme Lens Distortion · VR 2007
Computational photography and imaging
projector-camera systems
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
Geometric modeling and processing
surface reconstruction
0.112006
RANSAC-Assisted Display Model Reconstruction for Projective Display · VR 2006
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

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

two-pass rendering · 0.1shader programming · 0.1plane fitting · 0.1RANSAC · 0.13d point cloud · 0.1
YearPublicationVenuePosition
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
VR2
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
VR5