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Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
Optic flow is two dimensional, but no special qualities are attached to one or other of these dimensions. For binocular disparity, on the other hand, the terms 'horizontal' and 'vertical' disparities are commonly used. This is odd, since…
Since the history of display technologies began, people have dreamed an ultimate 3D display system. In order to get close to the dream, 3D displays should provide both of psychological and physiological cues for recognition of depth…
Preattentive visual features such as hue or flickering can effectively draw attention to an object of interest -- for instance, an important feature in a scientific visualization. These features appear to pop out and can be recognized by…
The field of Abstract Visual Reasoning (AVR) encompasses a wide range of problems, many of which are inspired by human IQ tests. The variety of AVR tasks has resulted in state-of-the-art AVR methods being task-specific approaches.…
Inspired by human vision, we propose a new periphery-fovea multi-resolution driving model that predicts vehicle speed from dash camera videos. The peripheral vision module of the model processes the full video frames in low resolution. Its…
Scientific visualization tools tend to be flexible in some ways (e.g., for exploring isovalues) while restricted in other ways, such as working only on regular grids, or only on unstructured meshes (as used in the finite element method,…
Optimizing vision models purely for classification accuracy can impose an alignment tax, degrading human-like scanpaths and limiting interpretability. We introduce EVA, a neuroscience-inspired hard-attention mechanistic testbed that makes…
The Maxwellian display presents always-focused images to the viewer, alleviating the vergence-accommodation conflict (VAC) in near-eye displays (NEDs). However, the limited eyebox of the typical Maxwellian display prevents it from wider…
Understanding what objects could furnish for humans-namely, learning object affordance-is the crux to bridge perception and action. In the vision community, prior work primarily focuses on learning object affordance with dense (e.g., at a…
Object detection and recognition algorithms using deep convolutional neural networks (CNNs) tend to be computationally intensive to implement. This presents a particular challenge for embedded systems, such as mobile robots, where the…
Recent studies have shown remarkable success in face manipulation task with the advance of GANs and VAEs paradigms, but the outputs are sometimes limited to low-resolution and lack of diversity. In this work, we propose Additive Focal…
Optical flow estimation is very challenging in situations with transparent or occluded objects. In this work, we address these challenges at the task level by introducing Amodal Optical Flow, which integrates optical flow with amodal…
Classically, affordance research investigates how the shape of objects communicates actions to potential users. Cognitive affordances, a subset of this research, characterize how the design of objects influences cognitive actions, such as…
Audio-Visual Segmentation (AVS) aims to precisely outline audible objects in a visual scene at the pixel level. Existing AVS methods require fine-grained annotations of audio-mask pairs in supervised learning fashion. This limits their…
This paper investigates whether a custom varifocal display can improve 3D pointing performance in augmented reality (AR), where the vergence-accommodation conflict (VAC) is known to impair interaction. Varifocal displays have been…
Humans perceive their surroundings in great detail even though most of our visual field is reduced to low-fidelity color-deprived (e.g. dichromatic) input by the retina. In contrast, most deep learning architectures are computationally…
The prediction of human gaze behavior is important for building human-computer interactive systems that can anticipate a user's attention. Computer vision models have been developed to predict the fixations made by people as they search for…
Redirected walking is a Virtual Reality(VR) locomotion technique which enables users to navigate virtual environments (VEs) that are spatially larger than the available physical tracked space. In this work we present a novel technique for…
Model based methods to marker-free motion capture have a very high computational overhead that make them unattractive. In this paper we describe a method that improves on existing global optimization techniques to tracking articulated…