1 citations · 1 across the 4 of their papers we have counts for
7 papers
Spatons: Spatiotonally Localized Building Blocks for Efficient XR Predistortion
Mohammadjavad Maheronnaghsh, Sushant Kondguli, Steve Mann +1
We present Spatons, a family of compositional, spatially localized neural operators for computationally efficient XR (extended reality) predistortion and distortion compensation. X…
HoOPOE: A Holography-Optimized Perceptual ObjectivE function
Ethan Chen, Xi Peng, Alexandre Chapiro +6
Holographic devices must reconstruct an entire light field given a finite number of spatial light modulator (SLM) pixels, and must do so using scalar-wave diffraction from coherent…
ControlGS: Conditioning Neural Gaussians for Downstream-Processing-Aware XR Rendering
Weikai Lin, Junjie Zhao, Carl Marshall +2
Extended Reality (XR) users do not directly perceive the output of a rendering engine. Instead, rendered images pass through a post-processing pipeline and the physical display-opt…
LowPowAR: Power-Constrained Tone Mapping for Augmented Reality
Weikai Lin, Sheng Zhao, Ian Ross +3
Everyday-wearable Augmented Reality (AR) glasses must meet strict power limits, making displays a key target for optimization. We cast display power optimization as a power-constra…
Zeros can be Informative: Masked Binary U-Net for Image Segmentation on Tensor Cores
Chunshu Wu, Ruibing Song, Sushant Kondguli +2
Real-time image segmentation is a key enabler for AR/VR, robotics, drones, and autonomous systems, where tight accuracy, latency, and energy budgets must be met on resource-constra…
Modeling and Exploiting the Time Course of Chromatic Adaptation for Display Power Optimizations in Virtual Reality
Ethan Chen, Sushant Kondguli, Carl Marshall +1
We introduce a gaze-tracking--free method to reduce OLED display power consumption in VR with minimal perceptual impact. This technique exploits the time course of chromatic adapta…
PowerGS: Display-Rendering Power Co-Optimization for Neural Rendering in Power-Constrained XR Systems
Weikai Lin, Sushant Kondguli, Carl Marshall +1
3D Gaussian Splatting (3DGS) combines classic image-based rendering, pointbased graphics, and modern differentiable techniques, and offers an interesting alternative to traditional…