Publications by authors named "Stephen DiVerdi"

We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head.

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The colorful appearance of a physical painting is determined by the distribution of paint pigments across the canvas, which we model as a per-pixel mixture of a small number of pigments with multispectral absorption and scattering coefficients. We present an algorithm to efficiently recover this structure from an RGB image, yielding a plausible set of pigments and a low RGB reconstruction error. We show that under certain circumstances we are able to recover pigments that are close to ground truth, while in all cases our results are always plausible.

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A Modular Framework for Digital Painting.

IEEE Trans Vis Comput Graph

July 2015

While there has been tremendous research in the simulation of natural media painting, little academic work has been written to understand how all these contributions interrelate and to use this knowledge to direct future work. In this paper, we survey the set of interesting artistic tools to categorize their effects and motivate a modular framework for digital painting that can reproduce those effects in a loosely coupled way. We use this framework as a lens through which we survey the literature and classify the achievements of previous efforts.

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Existing natural media painting simulations have produced high-quality results, but have required powerful compute hardware and have been limited to screen resolutions. Digital artists would like to be able to use watercolor-like painting tools, but at print resolutions and on lower end hardware such as laptops or even slates. We present a procedural algorithm for generating watercolor-like dynamic paint behaviors in a lightweight manner.

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Article Synopsis
  • The research introduces an innovative immaterial display that employs generalized depth-fused 3D (DFD) rendering to achieve clear and unhindered 3D visuals.
  • A DFD display simulator was created to test the new method, allowing users to experience 3D visuals from various configurations and viewpoints, confirming its effectiveness through user studies.
  • A prototype display was developed based on the simulator results, enabling users to interact directly with the 3D scenes, leading to an evaluation of the system's performance in terms of tracking and projector errors.
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Anywhere Augmentation pursues the goal of lowering the initial investment of time and money necessary to participate in mixed reality work, bridging the gap between researchers in the field and regular computer users. Our paper contributes to this goal by introducing the GroundCam, a cheap tracking modality with no significant setup necessary. By itself, the GroundCam provides high frequency, high resolution relative position information similar to an inertial navigation system, but with significantly less drift.

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