Kaan Akşit

Kaan Akşit
University College London | UCL · Department of Computer Science

PhD

About

69
Publications
32,189
Reads
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966
Citations
Additional affiliations
July 2014 - August 2020
NVIDIA
Position
  • Senior Researcher
May 2010 - June 2014
Koc University
Position
  • PhD

Publications

Publications (69)
Preprint
Full-text available
This paper introduces a new multiplane CGH computation method to reconstruct artefact-free high-quality holograms with natural-looking defocus blur. Our method introduces a new targeting scheme and a new loss function. While the targeting scheme accounts for defocused parts of the scene at each depth plane, the new loss function analyzes focused an...
Conference Paper
Computer-Generated Holography (CGH) offers the potential for genuine, high-quality three-dimensional visuals. However, fulfilling this potential remains a practical challenge due to computational complexity and visual quality issues. We propose a new CGH method that exploits gaze-contingency and perceptual graphics to accelerate the development of...
Preprint
Full-text available
Conventional image reconstruction models for lensless cameras often assume that each measurement results from convolving a given scene with a single experimentally measured point-spread function. These image reconstruction models fall short in simulating lensless cameras truthfully as these models are not sophisticated enough to account for optical...
Conference Paper
Computer-Generated Holography (CGH) promises to deliver genuine, high-quality visuals at any depth. We argue that combining CGH and perceptually guided graphics can soon lead to practical holographic display systems that deliver perceptually realistic images. We propose a new CGH method called metameric varifocal holograms. Our CGH method generates...
Conference Paper
Augmented Reality (AR) near-eye displays promise new human-computer interactions that can positively impact people’s lives. However, the current generation of AR near-eye displays fails to provide ergonomic solutions that counter design trade-offs such as form factor, weight, computational requirements, and battery life. Unfortunately, these design...
Article
Full-text available
In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially affected almost all aspects of our lives, including business, education, commerce, healthcare, and personal life....
Preprint
Full-text available
Computer-Generated Holography (CGH) offers the potential for genuine, high-quality three-dimensional visuals. However, fulfilling this potential remains a practical challenge due to computational complexity and visual quality issues. We propose a new CGH method that exploits gaze-contingency and perceptual graphics to accelerate the development of...
Article
Full-text available
Computer-generated holography algorithms often fall short in matching simulations with results from a physical holographic display.Our work addresses this mismatch by learning the holographic light transport in holographic displays. Using a camera and a holographic display, we capture the image reconstructions of optimized holograms that rely on id...
Article
Full-text available
To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ventral metamers for foveated rendering where, in particular for near-eye displays, the largest pa...
Preprint
Full-text available
Computer-Generated Holography (CGH) algorithms often fall short in matching simulations with results from a physical holographic display. Our work addresses this mismatch by learning the holographic light transport in holographic displays. Using a camera and a holographic display, we capture the image reconstructions of optimized holograms that rel...
Article
Full-text available
To peripheral vision, a pair of physically different images can look the same. Such pairs are metamers relative to each other, just as physically-different spectra of light are perceived as the same color. We propose a real-time method to compute such ventral metamers for foveated rendering where, in particular for near-eye displays, the largest pa...
Preprint
Full-text available
In recent years, everyday activities such as work and socialization have steadily shifted to more remote and virtual settings. With the COVID-19 pandemic, the switch from physical to virtual has been accelerated, which has substantially affected various aspects of our lives, including business, education, commerce, healthcare, and personal life. Th...
Conference Paper
Next generation displays have to resolve major design challenges for providing frictionless user experiences. To address these issues, we introduce two concepts named as “Beaming Displays” and “Patch Scanning Displays”.
Preprint
Existing near-eye display designs struggle to balance between multiple trade-offs such as form factor, weight, computational requirements, and battery life. These design trade-offs are major obstacles on the path towards an all-day usable near-eye display. In this work, we address these trade-offs by, paradoxically, \textit{removing the display} fr...
Article
Full-text available
Existing near-eye display designs struggle to balance between multiple trade-offs such as form factor, weight, computational requirements, and battery life. These design trade-offs are major obstacles on the path towards an all-day usable near-eye display. In this work, we address these trade-offs by, paradoxically, removing the display from near-e...
Conference Paper
Full-text available
Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and...
Preprint
Full-text available
Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and...
Article
Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system,...
Article
Full-text available
Emerging fields of mixed reality and electronic sports necessitate greater spatial and temporal resolutions in displays. We introduce a novel scanning display method that enhances spatiotemporal qualities of displays. Specifically, we demonstrate that scanning multiple image patches that are representing basis functions of each block in a target im...
Conference Paper
An increasingly important part of usuable near-eye displays to allow use by users who use vision correction such as that provided by glasses and contact lenses. Recent research indicates that over 20% of world population is myopic, and this percentage is increasing [Holden et al. 2016]. Commercial prototypes have offered an additional prescription...
Article
Full-text available
We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal...
Preprint
Full-text available
Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system,...
Article
Full-text available
Virtual and augmented reality (VR/AR) are expected to revolutionise entertainment, healthcare, communication and the manufacturing industries among many others. Near‐eye displays are an enabling vessel for VR/AR applications, which have to tackle many challenges related to ergonomics, comfort, visual quality and natural interaction. These challenge...
Conference Paper
Near-eye (VR/AR) displays suffer from technical, interaction as well as visual quality issues which hinder their commercial potential. This tutorial will deliver an overview of cutting-edge VR/AR display technologies, focusing on technical, interaction and perceptual issues which, if solved, will drive the next generation of display technologies. T...
Article
Full-text available
We describe a system which corrects dynamically for the focus of the real world surrounding the near-eye display of the user and simultaneously the internal display for augmented synthetic imagery, with an aim of completely replacing the user prescription eyeglasses. The ability to adjust focus for both real and virtual stimuli will be useful for a...
Conference Paper
Full-text available
The design challenges of see-through near-eye displays can be mitigated by specializing an augmented reality device for a particular application. We present a novel optical design for augmented reality near-eye displays exploiting 3D stereolithography printing techniques to achieve similar characteristics to progressive prescription binoculars. We...
Article
Full-text available
Growing evidence in recent literature suggests gaze contingent varifocal Near Eye Displays (NEDs) are mitigating visual discomfort caused by the vergence‐accommodation conflict (VAC). Such displays promise improved task performance in Virtual Reality (VR) and Augmented Reality (AR) applications and demand less compute and power than light field and...
Conference Paper
The widespread availability of 3D displays for virtual and augmented reality applications is increasing demands for advanced imaging systems to capture the three-dimensional (3D) information of the scenes/objects. We propose a mobile 3D imaging platform, which can turn a regular camera into a 3D imaging system or light field capture system by placi...
Article
Full-text available
We present a new optical design for see-through near-eye displays that is simple, compact, varifocal, and provides a wide field of view with clear peripheral vision and large eyebox. Key to this effort is a novel see-through rear-projection screen. We project an image to the see-through screen using an off-axis path, which is then relayed to the us...
Conference Paper
Full-text available
Accommodative depth cues, a wide field of view, and ever-higher resolutions present major design challenges for near-eye displays. Optimizing a design to overcome one of them typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution - a novel display for augmented reality. The key components of our s...
Conference Paper
Full-text available
Augmented reality (AR) has recently gained momentum in the form of a variety of available optical see-through near-eye displays (NEDs) such as the Meta 2and the Microsoft Hololens. These devices are a big step forward towards Sutherland's vision of an ultimate display [Sutherland 1968]. The device we demonstrate attempts to deal with the main limit...
Article
Full-text available
Accommodative depth cues, a wide field of view, and ever-higher resolutions all present major hardware design challenges for near-eye displays. Optimizing a design to overcome one of these challenges typically leads to a trade-off in the others. We tackle this problem by introducing an all-in-one solution – a new wide field of view, gaze-tracked ne...
Preprint
Full-text available
Figure 1. Adding gaze tracking to Head Mounted Displays (HMDs) by exploiting sensing capability of Light Emitting Diodes (LEDs): An off-the-shelf HMD system is modified to demonstrate gaze tracking support only with LEDs (left). LEDs are placed in front of a human subject's eyes for sensing and illumination. The prototype comprises only a smartphon...
Article
Full-text available
This research presents a mixed reality (MR) application that is designed to be usable during a motion capture shoot and supports actors with their task to perform. Through our application, we allow seeing and exploring a digital environment without occluding an actor’s field of vision. A prototype was built by combining a retroreflective screen cov...
Article
In this paper, we describe a single-user glasses-free (autostereoscopic) 3D display where images from a pair of picoprojectors are projected on to a retroreflecting screen. Real images of the projector lenses formed at the viewer's eyes produce exit pupils that follow the eye positions by the projectors moving laterally under the control of a head...
Article
Full-text available
We report a new technique for building a wide-angle, lightweight, thin-form-factor, cost-effective, easy-to-manufacture near-eye head-mounted display (HMD) for virtual reality applications. Our approach adopts an aperture mask containing an array of pinholes and a screen as a source of imagery. We demonstrate proof-of-concept HMD prototypes with a...
Article
Mobile phones can use their cameras and flashlight Light Emitting Diodes (LEDs) to exchange messages with low-complex Visible Light Communication (VLC) networks, but these interfaces impose serious restrictions when used in a VLC network. In this paper we discuss how to extend mobile phones or tablets with a small peripheral device that is battery-...
Article
Full-text available
Two well-known problems of stereoscopic displays are the accommodation-convergence conflict and the lack of natural blur for defocused objects. We present a new technique that we name Super Stereoscopy (SS3D) to provide a convenient solution to these problems. Regular stereoscopic glasses are replaced by SS3D glasses which deliver at least two para...
Conference Paper
Full-text available
The main goal of this research is to develop a mixed real-ity (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor's visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser sc...
Conference Paper
Full-text available
This paper introduces a new major twist on stereoscopic displays, where users suffer less from the accommodation-vergence con-flict with the help of improved monocular parallax. Our method provides two different views to each eye by using special aper-tures equipped with color filters. The design can be embedded into conventional stereoscopic glass...
Article
Full-text available
Light emitting diodes are low-cost and energy- efficient. They are replacing incandescent bulbs as the primary source of illumination in residential and public environments. The brightness of LEDs can be modulated at a high rate, which enables the combination of illumination and wireless communication, imperceptible to humans. Such systems using LE...
Article
A new modular multi-projection multi-user multiview autostereoscopic display structure based on microelectromechanical systems (MEMS) laser projectors is presented. The system contains an array of MEMS laser projectors, a vertical diffuser, and the driving electronics. Each projector provides a slit of the whole image observed through the vertical...
Article
This paper introduces a new major milestone on stereoscopic displays, where users no longer suffer from the accommodation-vergence conflict problem with a perfected monocular parallax. Our method provides multiple views to a single eye by using special apertures equipped with filters in front of the user's eyes in which the design is embedded into...
Thesis
Full-text available
This thesis presents four novel 3D display methods and a number of new applications using commercial laser scanning pico projectors that have been developed with major contributions from our laboratory during the last decade. The new methods developed in this thesis are (i) mixed-polarization stereoscopic display using single-projector and passive...
Data
Full-text available
A new technique for multi-view autostereoscopic projection display is proposed, and demonstrated. The technique uses two mobile projectors, a rotating retro-reflective diffuser screen, and a head-tracking camera. As two dynamic viewing slits are created at the viewer's position, the slits can track the position of the eyes by rotating the screen. T...
Article
Full-text available
A new technique for multi-view autostereoscopic projection display is proposed, and demonstrated. The technique uses two mobile projectors, a rotating retro-reflective diffuser screen, and a head-tracking camera. As two dynamic viewing slits are created at the viewer's position, the slits can track the position of the eyes by rotating the screen. T...
Conference Paper
Full-text available
This paper describes two head tracked displays; both provide glasses-free 3D (autostereoscopic) to viewers by producing pairs of exit pupils where the left and right stereo images are directed to the appropriate viewers' eyes under the control of a head tracker. The first display is single viewer where exit pupils are formed by a pair of picoprojec...
Conference Paper
Pico-projectors based on MEMS scanners and RGB lasers provide a powerful platform for not only mobile projectors but also for various 3D display architectures and augmented reality. First part of the paper discusses two recently developed 3D display techniques: a stereoscopic display using only one pico-projector passive polarized glasses and an au...
Conference Paper
In this paper, we describe a single-user glasses-free (autostereoscopic) 3D display where images from a picoprojector pair are projected on to a retroreflecting screen. Real images of the projector lenses formed at the viewer's eyes produce exit pupils that follow the eye positions by the projectors moving laterally under the control of a head trac...
Article
The presented technique requires only two projectors rather than an array of projectors and provides full resolution stereo vision for a single user in a large viewing area. A working prototype with an approximately 450 × 450 mm2 viewing area has been constructed and display quality has been reported in terms of crosstalk.
Article
Full-text available
This paper describes the first demonstrations of two dynamic exit pupil (DEP) tracker techniques for autostereoscopic displays. The first DEP tracker forms an exit pupil pair for a single viewer in a defined space with low intraocular crosstalk using a pair of moving shutter glasses located within the optical system. A display prototype using the f...
Conference Paper
Full-text available
MEMS scanners have advanced rapidly during the last 20 years thanks to the excellent mechanical and optical properties offered by silicon. They have been used in various display and imaging products. The performance of high resolution and high frequency MEMS laser scanners is close to meeting the demands of full HD displays (~120 million pixels per...
Patent
EUROPEAN PATENT SPECIFICATION- Granted (in EU/US/JPN) Date of publication and mention of the grant of the patent: 01.11.2017 Bulletin 2017/44 Date of filing: 28.06.2013 International publication number: WO 2014/207512 (31.12.2014 Gazette 2014/53
Article
Full-text available
This paper introduces a new twist on stereoscopic displays -one that has similarities to existing methods in that it utilizes both polarization and color to present different stereo 3D perspectives to each eye, but by combining the use of polarization and color, it avoids weaknesses associated with previous methods. This new method is named Mixed P...