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Steve Grogorick

Researcher at Braunschweig University of Technology

Publications -  24
Citations -  381

Steve Grogorick is an academic researcher from Braunschweig University of Technology. The author has contributed to research in topics: Eye tracking & Virtual reality. The author has an hindex of 7, co-authored 22 publications receiving 267 citations.

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Journal ArticleDOI

Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering

TL;DR: This work proposes an algorithm that only shades visible features of the image while cost‐effectively interpolating the remaining features without affecting perceived quality, and introduces a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast, and brightness adaptation.
Journal ArticleDOI

Perception-driven Accelerated Rendering

TL;DR: This report presents the key research and models that exploit the limitations of perception to tackle visual quality and workload alike, and presents the open problems and promising future research targeting the question of how to minimize the effort to compute and display only the necessary pixels while still offering a user full visual experience.
Proceedings ArticleDOI

Subtle gaze guidance for immersive environments

TL;DR: This work presents a method to boost visual importance for a selected - possibly invisible - scene part in a cluttered virtual environment based on subtle gaze direction which did not include head rotations in previous work.
Proceedings ArticleDOI

An Affordable Solution for Binocular Eye Tracking and Calibration in Head-mounted Displays

TL;DR: This work proposes an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD, and presents four applications: Gaze map estimation, foveated rendering for depth of field, gaze-contingent level-of-detail, and gaze control of virtual avatars.
Proceedings ArticleDOI

Immersive EEG: Evaluating Electroencephalography in Virtual Reality

TL;DR: This study compares the signal quality of EEG in VR against immersive dome environments and traditional displays using an oddball paradigm experimental design and indicates that it is possible to combine EEG and VR even without modification under certain conditions.