Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Dan Gelb is active.

Publication


Featured researches published by Dan Gelb.


international conference on computer graphics and interactive techniques | 2001

Polynomial texture maps

Thomas Malzbender; Dan Gelb; Hans J. Wolters

In this paper we present a new form of texture mapping that produces increased photorealism. Coefficients of a biquadratic polynomial are stored per texel, and used to reconstruct the surface color under varying lighting conditions. Like bump mapping, this allows the perception of surface deformations. However, our method is image based, and photographs of a surface under varying lighting conditions can be used to construct these maps. Unlike bump maps, these Polynomial Texture Maps (PTMs) also capture variations due to surface self-shadowing and interreflections, which enhance realism. Surface colors can be efficiently reconstructed from polynomial coefficients and light directions with minimal fixed-point hardware. We have also found PTMs useful for producing a number of other effects such as anisotropic and Fresnel shading models and variable depth of focus. Lastly, we present several reflectance function transformations that act as contrast enhancement operators. We have found these particularly useful in the study of ancient archeological clay and stone writings.


ACM Transactions on Multimedia Computing, Communications, and Applications | 2005

Understanding performance in coliseum, an immersive videoconferencing system

Harlyn Baker; Nina Bhatti; Donald Tanguay; Irwin Sobel; Dan Gelb; Michael E. Goss; W. Bruce Culbertson; Thomas Malzbender

Coliseum is a multiuser immersive remote teleconferencing system designed to provide collaborative workers the experience of face-to-face meetings from their desktops. Five cameras are attached to each PC display and directed at the participant. From these video streams, view synthesis methods produce arbitrary-perspective renderings of the participant and transmit them to others at interactive rates, currently about 15 frames per second. Combining these renderings in a shared synthetic environment gives the appearance of having all participants interacting in a common space. In this way, Coliseum enables users to share a virtual world, with acquired-image renderings of their appearance replacing the synthetic representations provided by more conventional avatar-populated virtual worlds. The system supports virtual mobility---participants may move around the shared space---and reciprocal gaze, and has been demonstrated in collaborative sessions of up to ten Coliseum workstations, and sessions spanning two continents.Coliseum is a complex software system which pushes commodity computing resources to the limit. We set out to measure the different aspects of resource, network, CPU, memory, and disk usage to uncover the bottlenecks and guide enhancement and control of system performance. Latency is a key component of Quality of Experience for video conferencing. We present how each aspect of the system---cameras, image processing, networking, and display---contributes to total latency. Performance measurement is as complex as the system to which it is applied. We describe several techniques to estimate performance through direct light-weight instrumentation as well as use of realistic end-to-end measures that mimic actual user experience. We describe the various techniques and how they can be used to improve system performance for Coliseum and other network applications. This article summarizes the Coliseum technology and reports on issues related to its performance---its measurement, enhancement, and control.


acm multimedia | 2003

Computation and performance issues In coliseum: an immersive videoconferencing system

Harlyn Baker; Nina Bhatti; Donald Tanguay; Irwin Sobel; Dan Gelb; Michael E. Goss; John MacCormick; Kei Yuasa; W. Bruce Culbertson; Thomas Malzbender

Coliseum is a multiuser immersive remote teleconferencing system designed to provide collaborative workers the experience of face-to-face meetings from their desktops. Five cameras are attached to each PC display and directed at the participant. From these video streams, view synthesis methods produce arbitrary-perspective renderings of the participant and transmit them to others at interactive rates, currently about 15 frames per second. Combining these renderings in a shared synthetic environment gives the appearance of having all participants interacting in a common space. In this way, Coliseum enables users to share a virtual world, with acquired-image renderings of their appearance replacing the synthetic representations provided by more conventional avatar-populated virtual worlds. The system supports virtual mobility--participants may move around the shared space--and reciprocal gaze, and has been demonstrated in collaborative sessions of up to ten Coliseum workstations, and sessions spanning two continents. This paper summarizes the technology, and reports on issues related to its performance.


multimedia signal processing | 2009

ConnectBoard: A remote collaboration system that supports gaze-aware interaction and sharing

Kar-Han Tan; Ian N. Robinson; Ramin Samadani; Bowon Lee; Dan Gelb; Alex Vorbau; W. Bruce Culbertson; John G. Apostolopoulos

We present ConnectBoard, a new system for remote collaboration where users experience natural interaction with one another, seemingly separated only by a vertical, transparent sheet of glass. It overcomes two key shortcomings of conventional video communication systems: the inability to seamlessly capture natural user interactions, like using hands to point and gesture at parts of shared documents, and the inability of users to look into the camera lens without taking their eyes off the display. We solve these problems by placing the camera behind the screen, where the remote user is virtually located. The camera sees through the display to capture images of the user. As a result, our setup captures natural, frontal views of users as they point and gesture at shared media displayed on the screen between them. Users also never have to take their eyes off their screens to look into the camera lens. Our novel optical solution based on wavelength multiplexing can be easily built with off-the-shelf components and does not require custom electronics for projector-camera synchronization.


computer vision and pattern recognition | 2006

Practical Methods for Geometric and Photometric Correction of Tiled Projector

Michael Harville; W. Bruce Culbertson; Irwin Sobel; Dan Gelb; Andrew E. Fitzhugh; Donald Tanguay

We describe a novel, practical method to create largescale, immersive displays by tiling multiple projectors on curved screens. Calibration is performed automatically with imagery from a single uncalibrated camera, without requiring knowledge of the 3D screen shape. Composition of 2D-mesh-based coordinate mappings, from screen-tocamera and from camera-to-projectors, allows image distortions imposed by the screen curvature and camera and projector lenses to be geometrically corrected together in a single non-parametric framework. For screens that are developable surfaces, we show that the screen-to-camera mapping can be determined without some of the complication of prior methods, resulting in a display on which imagery is undistorted, as if physically attached like wallpaper. We also develop a method of photometric calibration that unifies the geometric blending, brightness scaling, and black level offset maps of prior approaches. The functional form of the geometric blending is novel in itself. The resulting method is more tolerant of geometric correction imprecision, so that visual artifacts are significantly reduced at projector edges and overlap regions. Our efficient GPUbased implementation enables a single PC to render multiple high-resolution video streams simultaneously at frame rate to arbitrary screen locations, leaving the CPU largely free to do video decompression and other processing.


international conference on mobile systems, applications, and services | 2015

TypingRing: A Wearable Ring Platform for Text Input

S. M. Shahriar Nirjon; Jeremy Gummeson; Dan Gelb; Kyu Han Kim

This paper presents TypingRing, a wearable ring platform that enables text input into computers of different forms, such as PCs, smartphones, tablets, or even wearables with tiny screens. The basic idea of TypingRing is to have a user wear a ring on his middle finger and let him type on a surface - such as a table, a wall, or his lap. The user types as if a standard QWERTY keyboard is lying underneath his hand but is invisible to him. By using the embedded sensors TypingRing determines what key is pressed by the user. Further, the platform provides visual feedback to the user and communicates with the computing device wirelessly. This paper describes the hardware and software prototype of TypingRing and provides an in-depth evaluation of the platform. Our evaluation shows that TypingRing is capable of detecting and sending key events in real-time with an average accuracy of 98.67%. In a field study, we let seven users type a paragraph with the ring, and we find that TypingRing yields a reasonable typing speed (e.g., 33-50 keys per minute) and their typing speed improves over time.


Graphical Models \/graphical Models and Image Processing \/computer Vision, Graphics, and Image Processing | 2005

Three-dimensional shape rendering from multiple images

Alberto Bartesaghi; Guillermo Sapiro; Thomas Malzbender; Dan Gelb

A paradigm for automatic three-dimensional shape and geometry rendering from multiple images is introduced in this paper. In particular, non-photorealistic rendering (NPR) techniques in the style of pen-and-ink illustrations are addressed, while the underlying presented ideas can be used in other modalities, such as halftoning, as well. Existing NPR approaches can be categorized in two groups depending on the type of input they use: image based and object based. Using multiple images as input to the NPR scheme, we propose a novel hybrid model that simultaneously uses information from the image and object domains. The benefit not only comes from combining the features of each approach, it also minimizes the need for manual or user assisted tasks in extracting scene features and geometry, as employed in virtually all state-of-the-art NPR approaches. As particular examples we use input images from binocular stereo and multiple-light photometric stereo systems. From the image domain we extract the tonal information to be mimicked by the NPR synthesis algorithm, and from the object domain we extract the geometry, mainly principal directions, obtained from the image set without explicitly using 3D models, to convey shape to the drawings. We describe a particular implementation of such an hybrid system and present a number of automatically generated pen-and-ink style drawings. This work then shows how to use and extend well-developed techniques in computer vision to address fundamental problems in shape representation and rendering.


2011 IEEE Workshop on Person-Oriented Vision | 2011

Augmented reality for immersive remote collaboration

Dan Gelb; Anbumani Subramanian; Kar-Han Tan

Video conferencing systems are designed to deliver a collaboration experience that is as close as possible to actually meeting in person. Current systems, however, do a poor job of integrating video streams presenting the users with shared collaboration content. Real and virtual content are unnaturally separated, leading to problems with nonverbal communication and the overall conference experience. Methods of interacting with shared content are typically limited to pointing with a mouse, which is not a natural component of face-to-face human conversation. This paper presents a natural and intuitive method for sharing digital content within a meeting using augmented reality and computer vision. Real and virtual content is seamlessly integrated into the collaboration space. We develop new vision based methods for interacting with inserted digital content including target finding and gesture based control. These improvements let us deliver an immersive collaboration experience using natural gesture and object based interaction.


international conference on image processing | 2010

Invisible light: Using infrared for video conference relighting

Prabath Gunawardane; Thomas Malzbender; Ramin Samadani; Alan McReynolds; Dan Gelb; James Davis

Desktop video conferencing often suffers from bad lighting, which may be caused by harsh shadowing, saturated regions, etc. The primary reason for this is the lack of control over lighting in the users environment. A hardware-based solution to this problem would be to place lights near the video camera, but these would be distracting to the user. We use a set of infrared lights placed around the computer monitor to gather a sequence of frames which is used to infer surface normals of the scene. These are used in combination with a visible spectrum image to create an improved relighting result.


acm multimedia | 2010

Gaze awareness and interaction support in presentations

Kar-Han Tan; Dan Gelb; Ramin Samadani; Ian N. Robinson; W. Bruce Culbertson; John G. Apostolopoulos

Modern digital presentation systems use rich media to bring highly sophisticated information visualization and highly effective storytelling capabilities to classrooms and corporate boardrooms. In this paper we address a number of issues that arise when the ubiquitous computer-projector setup is used in large venues like the cavernous auditoriums and hotel ballrooms often used in large scale academic meetings and industrial conferences. First, when the presenter is addressing a large audience the slide display needs to be very large and placed high enough so that it is clearly visible from all corners of the room. This makes it impossible for a presenter to walk up to the display and interact with the display with gestures, gaze, and other forms of paralanguage. Second, it is hard for the audience to know which part of the slide the presenter is looking at when he/she has to look the opposite way from the audience while interacting with the slide material. It is also hard for the presenter to see the audience in these cases. Even though there may be video captures of the presenter, slides, and even the audience, the above factors add up to make it very difficult for a user viewing either a live feed or a recording to grasp the interaction between all the components and participants of a presentation. We address these problems with a novel presentation system which creates a live video view that seamlessly combines the presenter and the presented material, capturing all graphical, verbal, and nonverbal channels of communication. The system also allows the local and remote audiences to have highly interactive exchanges with the presenter while creating a comprehensive view for recording or remote streaming.

Collaboration


Dive into the Dan Gelb's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Researchain Logo
Decentralizing Knowledge