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Die Forschung zur kontrovers diskutierten Robotik in der Pflege und Begleitung von Personen mit Demenz steht noch am Anfang, wenngleich bereits erste Systeme auf dem Markt sind. Der Beitrag gibt entlang beispielhafter, fallbezogener Auszüge Einblicke in das laufende multidisziplinäre Projekt EmoRobot, das sich explorativ und interpretativ mit der Erkundung des Einsatzes von Robotik in der emotionsorientierten Pflege und Versorgung von Personen mit Demenz befasst. Fokussiert werden dabei die je eigenen Relevanzen der Personen mit Demenz.
We describe a systematic approach for rendering time-varying simulation data produced by exa-scale simulations, using GPU workstations. The data sets we focus on use adaptive mesh refinement (AMR) to overcome memory bandwidth limitations by representing interesting regions in space with high detail. Particularly, our focus is on data sets where the AMR hierarchy is fixed and does not change over time. Our study is motivated by the NASA Exajet, a large computational fluid dynamics simulation of a civilian cargo aircraft that consists of 423 simulation time steps, each storing 2.5 GB of data per scalar field, amounting to a total of 4 TB. We present strategies for rendering this time series data set with smooth animation and at interactive rates using current generation GPUs. We start with an unoptimized baseline and step by step extend that to support fast streaming updates. Our approach demonstrates how to push current visualization workstations and modern visualization APIs to their limits to achieve interactive visualization of exa-scale time series data sets.
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientists can also use this special-purpose hardware to accelerate general-purpose computations such as point containment queries. This article explains the principles behind these techniques and their application to vector field visualization of large simulation data using particle tracing.
UX-Professionals stehen vor der Aufgabe ihre Fertigkeiten und Kenntnisse kontinuierlich auszubauen. Eine Möglichkeit dies zu tun sind Communities of Practice, also Gemeinschaften von Personen mit ähnlichen Aufgaben und Schwerpunkten sowie einem gemeinsamen Interesse an Lösungen. Sie agieren weitgehend selbstorganisiert und dienen dem Austausch und der gegenseitigen Unterstützung. So entstehen ein gemeinsamer Wissensschatz sowie ein Netzwerk zwischen allen UX-Interessierten. Der Aufbau einer Community of Practice für UX-Professionals wurde in einem mittelständigen Unternehmen über 18 Monate begleitet und ausgewertet. Die Ergebnisse führten zu Handlungsempfehlungen, um Hindernisse beim Aufbau zu reduzieren und einen Mehrwert für alle Beteiligten herbeizuführen.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
Towards explaining deep learning networks to distinguish facial expressions of pain and emotions
(2018)
Deep learning networks are successfully used for object and face recognition in images and videos. In order to be able to apply such networks in practice, for example in hospitals as a pain recognition tool, the current procedures are only suitable to a limited extent. The advantage of deep learning methods is that they can learn complex non-linear relationships between raw data and target classes without limiting themselves to a set of hand-crafted features provided by humans. However, the disadvantage is that due to the complexity of these networks, it is not possible to interpret the knowledge that is stored inside the network. It is a black-box learning procedure. Explainable Artificial Intelligence (AI) approaches mitigate this problem by extracting explanations for decisions and representing them in a human-interpretable form. The aim of this paper is to investigate the explainable AI method Layer-wise Relevance Propagation (LRP) and apply it to explain how a deep learning network distinguishes facial expressions of pain from facial expressions of emotions such as happiness and disgust.
Advances in computer graphics enable us to create digital images of astonishing complexity and realism. However, processing resources are still a limiting factor. Hence, many costly but desirable aspects of realism are often not accounted for, including global illumination, accurate depth of field and motion blur, spectral effects, etc. especially in real‐time rendering. At the same time, there is a strong trend towards more pixels per display due to larger displays, higher pixel densities or larger fields of view. Further observable trends in current display technology include more bits per pixel (high dynamic range, wider color gamut/fidelity), increasing refresh rates (better motion depiction), and an increasing number of displayed views per pixel (stereo, multi‐view, all the way to holographic or lightfield displays). These developments cause significant unsolved technical challenges due to aspects such as limited compute power and bandwidth. Fortunately, the human visual system has certain limitations, which mean that providing the highest possible visual quality is not always necessary. In this report, we present the key research and models that exploit the limitations of perception to tackle visual quality and workload alike. Moreover, we present the open problems and promising future research targeting the question of how we can minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
Computer graphics research strives to synthesize images of a high visual realism that are indistinguishable from real visual experiences. While modern image synthesis approaches enable to create digital images of astonishing complexity and beauty, processing resources remain a limiting factor. Here, rendering efficiency is a central challenge involving a trade-off between visual fidelity and interactivity. For that reason, there is still a fundamental difference between the perception of the physical world and computer-generated imagery. At the same time, advances in display technologies drive the development of novel display devices. The dynamic range, the pixel densities, and refresh rates are constantly increasing. Display systems enable a larger visual field to be addressed by covering a wider field-of-view, due to either their size or in the form of head-mounted devices. Currently, research prototypes are ranging from stereo and multi-view systems, head-mounted devices with adaptable lenses, up to retinal projection, and lightfield/holographic displays. Computer graphics has to keep step with, as driving these devices presents us with immense challenges, most of which are currently unsolved. Fortunately, the human visual system has certain limitations, which means that providing the highest possible visual quality is not always necessary. Visual input passes through the eye’s optics, is filtered, and is processed at higher level structures in the brain. Knowledge of these processes helps to design novel rendering approaches that allow the creation of images at a higher quality and within a reduced time-frame. This thesis presents the state-of-the-art research and models that exploit the limitations of perception in order to increase visual quality but also to reduce workload alike - a concept we call perception-driven rendering. This research results in several practical rendering approaches that allow some of the fundamental challenges of computer graphics to be tackled. By using different tracking hardware, display systems, and head-mounted devices, we show the potential of each of the presented systems. The capturing of specific processes of the human visual system can be improved by combining multiple measurements using machine learning techniques. Different sampling, filtering, and reconstruction techniques aid the visual quality of the synthesized images. An in-depth evaluation of the presented systems including benchmarks, comparative examination with image metrics as well as user studies and experiments demonstrated that the methods introduced are visually superior or on the same qualitative level as ground truth, whilst having a significantly reduced computational complexity.
Background: Virtual reality combined with spherical treadmills is used across species for studying neural circuits underlying navigation.
New Method: We developed an optical flow-based method for tracking treadmil ball motion in real-time using a single high-resolution camera.
Results: Tracking accuracy and timing were determined using calibration data. Ball tracking was performed at 500 Hz and integrated with an open source game engine for virtual reality projection. The projection was updated at 120 Hz with a latency with respect to ball motion of 30 ± 8 ms.
Comparison: with Existing Method(s) Optical flow based tracking of treadmill motion is typically achieved using optical mice. The camera-based optical flow tracking system developed here is based on off-the-shelf components and offers control over the image acquisition and processing parameters. This results in flexibility with respect to tracking conditions – such as ball surface texture, lighting conditions, or ball size – as well as camera alignment and calibration.
Conclusions: A fast system for rotational ball motion tracking suitable for virtual reality animal behavior across different scales was developed and characterized.
In this paper, we provide a participatory design study of a mobile health platform for older adults that provides an integrative perspective on health data collected from different devices and apps. We illustrate the diversity and complexity of older adults’ perspectives in the context of health and technology use, the challenges which follow on for the design of mobile health platforms that support active and healthy ageing (AHA) and our approach to addressing these challenges through a participatory design (PD) process. Interviews were conducted with older adults aged 65+ in a two-month study with the goal of understanding perspectives on health and technologies for AHA support. We identified challenges and derived design ideas for a mobile health platform called “My-AHA”. For researchers in this field, the structured documentation of our procedures and results, as well as the implications derived provide valuable insights for the design of mobile health platforms for older adults.
It is challenging to provide users with a haptic weight sensation of virtual objects in VR since current consumer VR controllers and software-based approaches such as pseudo-haptics cannot render appropriate haptic stimuli. To overcome these limitations, we developed a haptic VR controller named Triggermuscle that adjusts its trigger resistance according to the weight of a virtual object. Therefore, users need to adapt their index finger force to grab objects of different virtual weights. Dynamic and continuous adjustment is enabled by a spring mechanism inside the casing of an HTC Vive controller. In two user studies, we explored the effect on weight perception and found large differences between participants for sensing change in trigger resistance and thus for discriminating virtual weights. The variations were easily distinguished and associated with weight by some participants while others did not notice them at all. We discuss possible limitations, confounding factors, how to overcome them in future research and the pros and cons of this novel technology.
The detection of human skin in images is a very desirable feature for applications such as biometric face recognition, which is becoming more frequently used for, e.g., automated border or access control. However, distinguishing real skin from other materials based on imagery captured in the visual spectrum alone and in spite of varying skin types and lighting conditions can be dicult and unreliable. Therefore, spoofing attacks with facial disguises or masks are still a serious problem for state of the art face recognition algorithms. This dissertation presents a novel approach for reliable skin detection based on spectral remission properties in the short-wave infrared (SWIR) spectrum and proposes a cross-modal method that enhances existing solutions for face verification to ensure the authenticity of a face even in the presence of partial disguises or masks. Furthermore, it presents a reference design and the necessary building blocks for an active multispectral camera system that implements this approach, as well as an in-depth evaluation. The system acquires four-band multispectral images within T = 50ms. Using a machine-learning-based classifier, it achieves unprecedented skin detection accuracy, even in the presence of skin-like materials used for spoofing attacks. Paired with a commercial face recognition software, the system successfully rejected all evaluated attempts to counterfeit a foreign face.
In recent years, the ability of intelligent systems to be understood by developers and users has received growing attention. This holds in particular for social robots, which are supposed to act autonomously in the vicinity of human users and are known to raise peculiar, often unrealistic attributions and expectations. However, explainable models that, on the one hand, allow a robot to generate lively and autonomous behavior and, on the other, enable it to provide human-compatible explanations for this behavior are missing. In order to develop such a self-explaining autonomous social robot, we have equipped a robot with own needs that autonomously trigger intentions and proactive behavior, and form the basis for understandable self-explanations. Previous research has shown that undesirable robot behavior is rated more positively after receiving an explanation. We thus aim to equip a social robot with the capability to automatically generate verbal explanations of its own behavior, by tracing its internal decision-making routes. The goal is to generate social robot behavior in a way that is generally interpretable, and therefore explainable on a socio-behavioral level increasing users' understanding of the robot's behavior. In this article, we present a social robot interaction architecture, designed to autonomously generate social behavior and self-explanations. We set out requirements for explainable behavior generation architectures and propose a socio-interactive framework for behavior explanations in social human-robot interactions that enables explaining and elaborating according to users' needs for explanation that emerge within an interaction. Consequently, we introduce an interactive explanation dialog flow concept that incorporates empirically validated explanation types. These concepts are realized within the interaction architecture of a social robot, and integrated with its dialog processing modules. We present the components of this interaction architecture and explain their integration to autonomously generate social behaviors as well as verbal self-explanations. Lastly, we report results from a qualitative evaluation of a working prototype in a laboratory setting, showing that (1) the robot is able to autonomously generate naturalistic social behavior, and (2) the robot is able to verbally self-explain its behavior to the user in line with users' requests.
Towards self-explaining social robots. Verbal explanation strategies for a needs-based architecture
(2019)
In order to establish long-term relationships with users, social companion robots and their behaviors need to be comprehensible. Purely reactive behavior such as answering questions or following commands can be readily interpreted by users. However, the robot's proactive behaviors, included in order to increase liveliness and improve the user experience, often raise a need for explanation. In this paper, we provide a concept to produce accessible “why-explanations” for the goal-directed behavior an autonomous, lively robot might produce. To this end we present an architecture that provides reasons for behaviors in terms of comprehensible needs and strategies of the robot, and we propose a model for generating different kinds of explanations.
A device includes an input to sequential data associated to a face; a predictor configured to predict facial parameters; and a corrector configured to correct the predicted facial parameters on the basis of input data, the input data containing geometric measurements and other information. A related method and a related computer program are also disclosed.
In this paper, we introduce an optical sensor system, which is integrated into an industrial push-button. The sensor allows to classify the type of material that is in contact with the button when pressed into different material categories on the basis of the material's so called "spectral signature". An approach for a safety sensor system at circular table saws on the same base has been introduced previously on SIAS-2007. This contactless working sensor is able to distinguish reliably between skin, textiles, leather and various other kinds of materials. A typical application for this intelligent push-button is the use at possibly dangerous machines, whose operating instructions include either the prohibition or the obligation to wear gloves during the work at the machine. An exemple of machines at which no gloves are allowed are pillar drilling machines, because of the risk of getting caught in the drill chuck and being turned in by the machine. In many cases this causes very serious hand injuries. Depending on the application needs, the sensor system integrated into the push-button can be configured flexibly by software to prevent the operator from accidentally starting a machine with or without gloves, which can decrease the risk of severe accidents significantly. Especially two-hand controls are incentive to manipulation for easier handling. By equipping both push-buttons of a two-hand control with material classification properties, the user is forced to operate the controls with his bare fingers. That limitation disallows the manipulation of a two-hand control by a simple rodding device.
Informations- und Kommunikationstechnologie (IKT) in den Bereichen Smart Home und Smart Living ist durch die zunehmende Vernetzung des häuslichen Anwendungsfelds mit der Digitalisierung des Stromnetzes, alternativen Möglichkeiten der Energiegewinnung und -speicherung und neuer Mobilitätskonzepte geprägt und zu einem unverzichtbaren Bestandteil privaten wie unternehmerischen Handelns geworden.
A method for minimum range extension with improved accuracy in triangulation laser range finder
(2011)
Facial emotion recognition is the task to classify human emotions in face images. It is a difficult task due to high aleatoric uncertainty and visual ambiguity. A large part of the literature aims to show progress by increasing accuracy on this task, but this ignores the inherent uncertainty and ambiguity in the task. In this paper we show that Bayesian Neural Networks, as approximated using MC-Dropout, MC-DropConnect, or an Ensemble, are able to model the aleatoric uncertainty in facial emotion recognition, and produce output probabilities that are closer to what a human expects. We also show that calibration metrics show strange behaviors for this task, due to the multiple classes that can be considered correct, which motivates future work. We believe our work will motivate other researchers to move away from Classical and into Bayesian Neural Networks.
Selection Performance and Reliability of Eye and Head Gaze Tracking Under Varying Light Conditions
(2024)
This research investigates the efficacy of multisensory cues for locating targets in Augmented Reality (AR). Sensory constraints can impair perception and attention in AR, leading to reduced performance due to factors such as conflicting visual cues or a restricted field of view. To address these limitations, the research proposes head-based multisensory guidance methods that leverage audio-tactile cues to direct users' attention towards target locations. The research findings demonstrate that this approach can effectively reduce the influence of sensory constraints, resulting in improved search performance in AR. Additionally, the thesis discusses the limitations of the proposed methods and provides recommendations for future research.
In mathematical modeling by means of performance models, the Fitness-Fatigue Model (FF-Model) is a common approach in sport and exercise science to study the training performance relationship. The FF-Model uses an initial basic level of performance and two antagonistic terms (for fitness and fatigue). By model calibration, parameters are adapted to the subject’s individual physical response to training load. Although the simulation of the recorded training data in most cases shows useful results when the model is calibrated and all parameters are adjusted, this method has two major difficulties. First, a fitted value as basic performance will usually be too high. Second, without modification, the model cannot be simply used for prediction. By rewriting the FF-Model such that effects of former training history can be analyzed separately – we call those terms preload – it is possible to close the gap between a more realistic initial performance level and an athlete's actual performance level without distorting other model parameters and increase model accuracy substantially. Fitting error of the preload-extended FF-Model is less than 32% compared to the error of the FF-Model without preloads. Prediction error of the preload-extended FF-Model is around 54% of the error of the FF-Model without preloads.
Introduction. The experience of pain is regularly accompanied by facial expressions. The gold standard for analyzing these facial expressions is the Facial Action Coding System (FACS), which provides so-called action units (AUs) as parametrical indicators of facial muscular activity. Particular combinations of AUs have appeared to be pain-indicative. The manual coding of AUs is, however, too time- and labor-intensive in clinical practice. New developments in automatic facial expression analysis have promised to enable automatic detection of AUs, which might be used for pain detection. Objective. Our aim is to compare manual with automatic AU coding of facial expressions of pain. Methods. FaceReader7 was used for automatic AU detection. We compared the performance of FaceReader7 using videos of 40 participants (20 younger with a mean age of 25.7 years and 20 older with a mean age of 52.1 years) undergoing experimentally induced heat pain to manually coded AUs as gold standard labeling. Percentages of correctly and falsely classified AUs were calculated, and we computed as indicators of congruency, "sensitivity/recall," "precision," and "overall agreement (F1)." Results. The automatic coding of AUs only showed poor to moderate outcomes regarding sensitivity/recall, precision, and F1. The congruency was better for younger compared to older faces and was better for pain-indicative AUs compared to other AUs. Conclusion. At the moment, automatic analyses of genuine facial expressions of pain may qualify at best as semiautomatic systems, which require further validation by human observers before they can be used to validly assess facial expressions of pain.
BACKGROUND
Given the unreliable self-report in patients with dementia, pain assessment should also rely on the observation of pain behaviors, such as facial expressions. Ideal observers should be well trained and should observe the patient continuously in order to pick up any pain-indicative behavior; which are requisitions beyond realistic possibilities of pain care. Therefore, the need for video-based pain detection systems has been repeatedly voiced. Such systems would allow for constant monitoring of pain behaviors and thereby allow for a timely adjustment of pain management in these fragile patients, who are often undertreated for pain.
METHODS
In this road map paper we describe an interdisciplinary approach to develop such a video-based pain detection system. The development starts with the selection of appropriate video material of people in pain as well as the development of technical methods to capture their faces. Furthermore, single facial motions are automatically extracted according to an international coding system. Computer algorithms are trained to detect the combination and timing of those motions, which are pain-indicative.
RESULTS/CONCLUSION
We hope to encourage colleagues to join forces and to inform end-users about an imminent solution of a pressing pain-care problem. For the near future, implementation of such systems can be foreseen to monitor immobile patients in intensive and postoperative care situations.
The visual and auditory quality of computer-mediated stimuli for virtual and extended reality (VR/XR) is rapidly improving. Still, it remains challenging to provide a fully embodied sensation and awareness of objects surrounding, approaching, or touching us in a 3D environment, though it can greatly aid task performance in a 3D user interface. For example, feedback can provide warning signals for potential collisions (e.g., bumping into an obstacle while navigating) or pinpointing areas where one’s attention should be directed to (e.g., points of interest or danger). These events inform our motor behaviour and are often associated with perception mechanisms associated with our so-called peripersonal and extrapersonal space models that relate our body to object distance, direction, and contact point/impact. We will discuss these references spaces to explain the role of different cues in our motor action responses that underlie 3D interaction tasks. However, providing proximity and collision cues can be challenging. Various full-body vibration systems have been developed that stimulate body parts other than the hands, but can have limitations in their applicability and feasibility due to their cost and effort to operate, as well as hygienic considerations associated with e.g., Covid-19. Informed by results of a prior study using low-frequencies for collision feedback, in this paper we look at an unobtrusive way to provide spatial, proximal and collision cues. Specifically, we assess the potential of foot sole stimulation to provide cues about object direction and relative distance, as well as collision direction and force of impact. Results indicate that in particular vibration-based stimuli could be useful within the frame of peripersonal and extrapersonal space perception that support 3DUI tasks. Current results favor the feedback combination of continuous vibrotactor cues for proximity, and bass-shaker cues for body collision. Results show that users could rather easily judge the different cues at a reasonably high granularity. This granularity may be sufficient to support common navigation tasks in a 3DUI.
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, in particular, prototyping XR applications. While recent tools research is often motivated by studying the requirements of non-technical designers and end-user developers, the perspective of industry practitioners is less well understood. In an interview study with 17 practitioners from different industry sectors working on professional XR projects, we establish the design practices in industry, from early project stages to the final product. To better understand XR design challenges, we characterize the different methods and tools used for prototyping and describe the role and use of key prototypes in the different projects. We extract common elements of XR prototyping, elaborating on the tools and materials used for prototyping and establishing different views on the notion of fidelity. Finally, we highlight key issues for future XR tools research.
Over the last decades, different kinds of design guides have been created to maintain consistency and usability in interactive system development. However, in the case of spatial applications, practitioners from research and industry either have difficulty finding them or perceive such guides as lacking relevance, practicability, and applicability. This paper presents the current state of scientific research and industry practice by investigating currently used design recommendations for mixed reality (MR) system development. We analyzed and compared 875 design recommendations for MR applications elicited from 89 scientific papers and documentation from six industry practitioners in a literature review. In doing so, we identified differences regarding four key topics: Focus on unique MR design challenges, abstraction regarding devices and ecosystems, level of detail and abstraction of content, and covered topics. Based on that,we contribute to the MR design research by providing three factors for perceived irrelevance and six main implications for design recommendations that are applicable in scientific and industry practice.
Augmented/Virtual Reality (AR/VR) is still a fragmented space to design for due to the rapidly evolving hardware, the interdisciplinarity of teams, and a lack of standards and best practices. We interviewed 26 professional AR/VR designers and developers to shed light on their tasks, approaches, tools, and challenges. Based on their work and the artifacts they generated, we found that AR/VR application creators fulfill four roles: concept developers, interaction designers, content authors, and technical developers. One person often incorporates multiple roles and faces a variety of challenges during the design process from the initial contextual analysis to the deployment. From analysis of their tool sets, methods, and artifacts, we describe critical key challenges. Finally, we discuss the importance of prototyping for the communication in AR/VR development teams and highlight design implications for future tools to create a more usable AR/VR tool chain.
Robust Identification and Segmentation of the Outer Skin Layers in Volumetric Fingerprint Data
(2022)
Despite the long history of fingerprint biometrics and its use to authenticate individuals, there are still some unsolved challenges with fingerprint acquisition and presentation attack detection (PAD). Currently available commercial fingerprint capture devices struggle with non-ideal skin conditions, including soft skin in infants. They are also susceptible to presentation attacks, which limits their applicability in unsupervised scenarios such as border control. Optical coherence tomography (OCT) could be a promising solution to these problems. In this work, we propose a digital signal processing chain for segmenting two complementary fingerprints from the same OCT fingertip scan: One fingerprint is captured as usual from the epidermis (“outer fingerprint”), whereas the other is taken from inside the skin, at the junction between the epidermis and the underlying dermis (“inner fingerprint”). The resulting 3D fingerprints are then converted to a conventional 2D grayscale representation from which minutiae points can be extracted using existing methods. Our approach is device-independent and has been proven to work with two different time domain OCT scanners. Using efficient GPGPU computing, it took less than a second to process an entire gigabyte of OCT data. To validate the results, we captured OCT fingerprints of 130 individual fingers and compared them with conventional 2D fingerprints of the same fingers. We found that both the outer and inner OCT fingerprints were backward compatible with conventional 2D fingerprints, with the inner fingerprint generally being less damaged and, therefore, more reliable.