Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Kai-Uwe Doerr

dblp:67/6425 · also Kai Doerr · DBLP profile ↗
← Back
7ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

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

Systems, architecture and hardware · 4Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author

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
Visualization and visual analytics · 64% Audio and music processing · 36%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 44% Accessibility and assistive technology · 44% Usability and user experience research · 13%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 100%

Topics — the 2 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Accessibility and assistive technology › auditory interface
auditory guidance
0.112007
Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems · IEEE Trans. Vis. Comput. Graph. 2007
Immersive interaction
virtual reality training
0.112007
Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems · IEEE Trans. Vis. Comput. Graph. 2007

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

distributed rendering · 0.2OpenGL · 0.2tracking · 0.1stereo headset · 0.1head-mounted display · 0.1
YearPublicationVenuePosition
2011 CGLXTouch: A multi-user multi-touch approach for ultra-high-resolution collaborative workspaces
Kevin Ponto, Kai-Uwe Doerr, Tom Wypych, John Kooker, Falko Kuester
Future Gener. Comput. Syst.2
2011 Visualization of high-resolution image collections on large tiled display walls
So Yamaoka, Kai-Uwe Doerr, Falko Kuester
Future Gener. Comput. Syst.2
2011 CGLX: A Scalable, High-Performance Visualization Framework for Networked Display Environments
abstract
The Cross Platform Cluster Graphics Library (CGLX) is a flexible and transparent OpenGL-based graphics framework for distributed, high-performance visualization systems. CGLX allows OpenGL based applications to utilize massively scalable visualization clusters such as multiprojector or high-resolution tiled display environments and to maximize the achievable performance and resolution. The framework features a programming interface for hardware-accelerated rendering of OpenGL applications on visualization clusters, mimicking a GLUT-like (OpenGL-Utility-Toolkit) interface to enable smooth translation of single-node applications to distributed parallel rendering applications. CGLX provides a unified, scalable, distributed OpenGL context to the user by intercepting and manipulating certain OpenGL directives. CGLX's interception mechanism, in combination with the core functionality for users to register callbacks, enables this framework to manage a visualization grid without additional implementation requirements to the user. Although CGLX grants access to its core engine, allowing users to change its default behavior, general development can occur in the context of a standalone desktop. The framework provides an easy-to-use graphical user interface (GUI) and tools to test, setup, and configure a visualization cluster. This paper describes CGLX's architecture, tools, and systems components. We present performance and scalability tests with different types of applications, and we compare the results with a Chromium-based approach.
Kai-Uwe Doerr, Falko Kuester
IEEE Trans. Vis. Comput. Graph.1
2010 Giga-stack: A method for visualizing giga-pixel layered imagery on massively tiled displays
Kevin Ponto, Kai-Uwe Doerr, Falko Kuester
Future Gener. Comput. Syst.2
2009 VideoBlaster: A Distributed, Low-Network Bandwidth Method for Multimedia Playback on Tiled Display Systems
abstract
Tiled display environments present opportune workspaces for displaying multimedia content. Often times, displaying this kind of audio/visual information requires a substantial amount of network bandwidth. In this paper we present a method for distributing the decoding over the entire display environment, allowing for substantially less network overhead. This method also allows for interactive configuration of the visual workspace. The method described scales independently of video frame size and produces lower latency compared to streaming approaches.
Kevin Ponto, Tom Wypych, Kai-Uwe Doerr, So Yamaoka, Jason Kimball, Falko Kuester
ISM3
2009 The OptIPortal, a scalable visualization, storage, and computing interface device for the OptiPuter
Thomas A. DeFanti, Jason Leigh, Luc Renambot, Byungil Jeong, Alan Verlo, Lance Long, Maxine D. Brown, Dan Sandin, Venkatram Vishwanath, Mason J. Katz, Philip M. Papadopoulos, Joseph P. Keefe, Gregory R. Hidley, Gregory Dawe, Ian Kaufman, Bryan Glogowski, Kai-Uwe Doerr, Rajvikram Singh, Javier Girado
Future Gener. Comput. Syst.18
2007 Evaluation of a Low-Cost 3D Sound System for Immersive Virtual Reality Training Systems
abstract
Since Head Mounted Displays (HMD), datagloves, tracking systems, and powerful computer graphics resources are nowadays in an affordable price range, the usage of PC-based "Virtual Training Systems" becomes very attractive. However, due to the limited field of view of HMD devices, additional modalities have to be provided to benefit from 3D environments. A 3D sound simulation can improve the capabilities of VR systems dramatically. Unfortunately, realistic 3D sound simulations are expensive and demand a tremendous amount of computational power to calculate reverberation, occlusion, and obstruction effects. To use 3D sound in a PC-based training system as a way to direct and guide trainees to observe specific events in 3D space, a cheaper alternative has to be provided, so that a broader range of applications can take advantage of this modality. To address this issue, we focus in this paper on the evaluation of a low-cost 3D sound simulation that is capable of providing traceable 3D sound events. We describe our experimental system setup using conventional stereo headsets in combination with a tracked HMD device and present our results with regard to precision, speed, and used signal types for localizing simulated sound events in a virtual training environment.
Kai-Uwe Doerr, Holger Rademacher, Silke Huesgen, Wolfgang Kubbat
IEEE Trans. Vis. Comput. Graph.1