Prof. Dr. André Hinkenjann
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- Virtual Reality (4)
- Ray Tracing (3)
- foveated rendering (3)
- 3D user interface (2)
- 3D user interfaces (2)
- CUDA (2)
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- Java virtual machine (2)
In Mixed Reality (MR) Environments, the user's view is augmented with virtual, artificial objects. To visualize virtual objects, the position and orientation of the user's view or the camera is needed. Tracking of the user's viewpoint is an essential area in MR applications, especially for interaction and navigation. In present systems, the initialization is often complex. For this reason, we introduce a new method for fast initialization of markerless object tracking. This method is based on Speed Up Robust Features and paradoxically on a traditional marker-based library. Most markerless tracking algorithms can be divided into two parts: an offline and an online stage. The focus of this paper is optimization of the offline stage, which is often time-consuming.
This work presents the analysis of data recorded by an eye tracking device in the course of evaluating a foveated rendering approach for head-mounted displays (HMDs). Foveated rendering methods adapt the image synthesis process to the user’s gaze and exploiting the human visual system’s limitations to increase rendering performance. Especially, foveated rendering has great potential when certain requirements have to be fulfilled, like low-latency rendering to cope with high display refresh rates. This is crucial for virtual reality (VR), as a high level of immersion, which can only be achieved with high rendering performance and also helps to reduce nausea, is an important factor in this field. We put things in context by first providing basic information about our rendering system, followed by a description of the user study and the collected data. This data stems from fixation tasks that subjects had to perform while being shown fly-through sequences of virtual scenes on an HMD. These fixation tasks consisted of a combination of various scenes and fixation modes. Besides static fixation targets, moving tar- gets on randomized paths as well as a free focus mode were tested. Using this data, we estimate the precision of the utilized eye tracker and analyze the participants’ accuracy in focusing the displayed fixation targets. Here, we also take a look at eccentricity-dependent quality ratings. Comparing this information with the users’ quality ratings given for the displayed sequences then reveals an interesting connection between fixation modes, fixation accuracy and quality ratings.
We present a system that combines voxel and polygonal representations into a single octree acceleration structure that can be used for ray tracing. Voxels are well-suited to create good level-of-detail for high-frequency models where polygonal simplifications usually fail due to the complex structure of the model. However, polygonal descriptions provide the higher visual fidelity. In addition, voxel representations often oversample the geometric domain especially for large triangles, whereas a few polygons can be tested for intersection more quickly.
In diesem Artikel wird darüber berichtet, ob die Glaubwürdigkeit von Avataren als mögliches Modulationskriterium für die virtuelle Expositionstherapie von Agoraphobie in Frage kommt. Dafür werden mehrere Glaubwürdigkeitsstufen für Avatare, die hypothetisch einen Einfluss auf die virtuelle Expositionstherapie von Agoraphobie haben könnten sowie ein potentielles Expositionsszenario entwickelt. Die Arbeit kann innerhalb einer Studie einen signifikanten Einfluss der Glaubwürdigkeitsstufen auf Präsenz, Kopräsenz und Realismus aufzeigen.
The steadily decreasing prices of display technologies and computer graphics hardware contribute to the increasing popularity of multiple-display environments, like large, high-resolution displays. It is therefore necessary that educational organizations give the new generation of computer scientists an opportunity to become familiar with this kind of technology. However, there is a lack of tools that allow for getting started easily. Existing frameworks and libraries that provide support for multi-display rendering are often complex in understanding, configuration and extension. This is critical especially in educational context where the time that students have for their projects is limited and quite short. These tools are also rather known and used in research communities only, thus providing less benefit for future non-scientists. In this work we present an extension for the Unity game engine. The extension allows – with a small overhead – for implementation of applications that are apt to run on both single-display and multi-display systems. It takes care of the most common issues in the context of distributed and multi-display rendering like frame, camera and animation synchronization, thus reducing and simplifying the first steps into the topic. In conjunction with Unity, which significantly simplifies the creation of different kinds of virtual environments, the extension affords students to build mock-up virtual reality applications for large, high-resolution displays, and to implement and evaluate new interaction techniques and metaphors and visualization concepts. Unity itself, in our experience, is very popular among computer graphics students and therefore familiar to most of them. It is also often employed in projects of both research institutions and commercial organizations; so learning it will provide students with qualification in high demand.
Lower back pain is one of the most prevalent diseases in Western societies. A large percentage of European and American populations suffer from back pain at some point in their lives. One successful approach to address lower back pain is postural training, which can be supported by wearable devices, providing real-time feedback about the user’s posture. In this work, we analyze the changes in posture induced by postural training. To this end, we compare snapshots before and after training, as measured by the Gokhale SpineTracker™. Considering pairs of before and after snapshots in different positions (standing, sitting, and bending), we introduce a feature space, that allows for unsupervised clustering. We show that resulting clusters represent certain groups of postural changes, which are meaningful to professional posture trainers.
Application performance improvements through VM parameter modification after runtime analysis
(2013)
In presence of conflicting or ambiguous visual cues in complex scenes, performing 3D selection and manipulation tasks can be challenging. To improve motor planning and coordination, we explore audio-tactile cues to inform the user about the presence of objects in hand proximity, e.g., to avoid unwanted object penetrations. We do so through a novel glove-based tactile interface, enhanced by audio cues. Through two user studies, we illustrate that proximity guidance cues improve spatial awareness, hand motions, and collision avoidance behaviors, and show how proximity cues in combination with collision and friction cues can significantly improve performance.