Martin Kraus

Orcid: 0000-0002-0331-051X

Affiliations:
  • Aalborg University, Department of Architecture, Design and Media Technology, Denmark
  • Technical University of Munich, Computer Graphics and Visualization Group, Germany (2006-2009)
  • University of Stuttgart, Visualization and Interactive Systems Group, Germany (PhD 2003)
  • Purdue University, IN, USA


According to our database1, Martin Kraus authored at least 87 papers between 2000 and 2020.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2020
Preliminary Study on the Use of Off-the-Shelf VR Controllers for Vibrotactile Differentiation of Levels of Roughness on Meshes.
Proceedings of the 15th International Joint Conference on Computer Vision, 2020

On the Preference for Travel by Steering in a Virtual Reality Game.
Proceedings of the 15th International Joint Conference on Computer Vision, 2020

Asymmetrical Multiplayer Versus Single Player: Effects on Game Experience in a Virtual Reality Edutainment Game.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2020

Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum.
Proceedings of the Interactivity and Game Creation, 2020

3D Localisation of Sound Sources in Virtual Reality.
Proceedings of the Interactivity and Game Creation, 2020

2019
Identifying Emotions Provoked by Unboxing in Virtual Reality.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2019

Navigating Procedurally Generated Overt Self-overlapping Environments in VR.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

Procedurally Generated Self Overlapping Mazes in Virtual Reality.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2019

2018
Player Experience in a VR and Non-VR Multiplayer Game.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018

Feasibility of Team Training in Virtual Reality for Robot-Assisted Minimally Invasive Surgery.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2018

Comparison of Movements in a Virtual Reality Mirror Box Therapy for Treatment of Lower Limb Phantom Pain.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

Effects of Vibrotactile Feedback in Commercial Virtual Reality Systems.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2018

2017
A Classification of Human-to-Human Communication during the Use of Immersive Teleoperation Interfaces.
J. Virtual Real. Broadcast., 2017

Walkable self-overlapping virtual reality maze and map visualization demo: public virtual reality setup for asymmetric collaboration.
Proceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology, 2017

Comparison of Body Positions in Virtual Reality Mirror Box Therapy for Treatment of Phantom Limb Pain in Lower Limb Amputees.
Proceedings of the Virtual Reality International Conference - Laval Virtual 2017, 2017

Reviving Aggersborg: Conveying lost heritage sites through indirect augmented reality.
Proceedings of the Virtual Reality International Conference - Laval Virtual 2017, 2017

A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Tactile Feedback.
Proceedings of the Virtual Reality International Conference - Laval Virtual 2017, 2017

Depth cues in augmented reality for training of robot-assisted minimally invasive surgery.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

Comparison of Wearable Optical See-through and Handheld Devices as Platform for an Augmented Reality Museum Guide.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 1: GRAPP, Porto, Portugal, February 27, 2017

Measuring the Latency of an Augmented Reality System for Robot-assisted Minimally Invasive Surgery.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 1: GRAPP, Porto, Portugal, February 27, 2017

Calibrating, Rendering and Evaluating the Head Mounted Light Field Display.
Proceedings of the Computer Vision, Imaging and Computer Graphics - Theory and Applications, 2017

Light Field Rendering for Head Mounted Displays using Pixel Reprojection.
Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2017) - Volume 1: GRAPP, Porto, Portugal, February 27, 2017

Pixel Reprojection of 360 Degree Renderings for Small Parallax Effects.
Proceedings of the Augmented Reality, Virtual Reality, and Computer Graphics, 2017

Self-overlapping Maze and Map Design for Asymmetric Collaboration in Room-Scale Virtual Reality for Public Spaces.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

Facilitating Asymmetric Collaborative Navigation in Room-Scale Virtual Reality for Public Spaces.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

Improving User Experience for Lost Heritage Sites with a User-Centered Indirect Augmented Reality Application.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

The Engagement Effect of Players' Agency over their Characters' Motivation.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2017

2016
A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking.
Int. J. Virtual Real., 2016

An affordable virtual reality system for treatment of phantom limb pain.
Proceedings of the 2016 Virtual Reality International Conference, 2016

Extending the human body in virtual reality: effect of sensory feedback on agency and ownership of virtual wings.
Proceedings of the 2016 Virtual Reality International Conference, 2016

A comparison of head-mounted and hand-held displays for 360° videos with focus on attitude and behavior change.
Proceedings of the 20th International Academic Mindtrek Conference, 2016

Pyramid Algorithm Framework for Real-Time Image Effects in Game Engines.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2016

Investigating the Effect of Scaffolding in Modern Game Design.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2016

Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2016

The Effect of Interacting with Two Devices When Creating the Illusion of Internal State in Passive Tangible Widgets.
Proceedings of the Interactivity, Game Creation, Design, Learning, and Innovation, 2016

2015
Measuring how game feel is influenced by the player avatar's acceleration and deceleration: using a 2D platformer to describe players' perception of controls in videogames.
Proceedings of the 19th International Academic Mindtrek Conference, 2015

Pointing with a One-Eyed Cursor for Supervised Training in Minimally Invasive Robotic Surgery.
Proceedings of the Computer-Assisted and Robotic Endoscopy - Second International Workshop, 2015

Tangible Widgets for a Multiplayer Tablet Game in Comparison to Finger Touch.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Stereoscopic augmented reality system for supervised training on minimal invasive surgery robots.
Proceedings of the 2014 Virtual Reality International Conference, 2014

Initial Exploration of the Use of Specific Tangible Widgets for Tablet Games.
Proceedings of the Social Informatics - SocInfo 2014 International Workshops, Barcelona, 2014

Simulation of Surgical Cutting in Deformable Bodies using a Game Engine.
Proceedings of the GRAPP 2014, 2014

2013
Using Opaque Image Blur for Real-Time Depth-of-Field Rendering and Image-Based Motion Blur.
J. Virtual Real. Broadcast., 2013

Low-cost simulation of robotic surgery.
Proceedings of the Virtual Reality International Conference - Laval Virtual, 2013

Using a Graphics Turing Test to Evaluate the Effect of Frame Rate and Motion Blur on Telepresence of Animated Objects.
Proceedings of the GRAPP & IVAPP 2013: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2013

Automatic Convergence Adjustment for Stereoscopy using Eye Tracking.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

Using Webcams for Product Presentations in HTML5.
Proceedings of the 34th Annual Conference of the European Association for Computer Graphics, 2013

2012
Practical Implementation of a Graphics Turing Test.
Proceedings of the Advances in Visual Computing - 8th International Symposium, 2012

User-centered Design of GPU-based Shader Programs.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

Software-based adjustment of mobile autostereoscopic graphics using static parallax barriers.
Proceedings of the International Working Conference on Advanced Visual Interfaces, 2012

2011
Using Opaque Image Blur for Real-time Depth-of-field Rendering.
Proceedings of the GRAPP 2011, 2011

2010
Efficient Image Blur in Web-Based Applications.
Proceedings of the Theory and Practice of Computer Graphics, 2010

Visualization of Uncertain Contour Trees.
Proceedings of the IMAGAPP 2010 - Proceedings of the International Conference on Imaging Theory and Applications and IVAPP 2010 - Proceedings of the International Conference on Information Visualization Theory and Applications, Angers, France, May 17, 2010

2009
Quasi-Convolution Pyramidal Blurring.
J. Virtual Real. Broadcast., 2009

GPU-Based Euclidean Distance Transforms and Their Application to Volume Rendering.
Proceedings of the Computer Vision, Imaging and Computer Graphics. Theory and Applications, 2009

GPU-based Real-time Discrete Euclidean Distance Transforms with Precise Error Bounds.
Proceedings of the VISAPP 2009 - Proceedings of the Fourth International Conference on Computer Vision Theory and Applications, Lisboa, Portugal, February 5-8, 2009, 2009

Synchronizing user Interactions with Multiple Parametrized Three-dimensional Web Graphics.
Proceedings of the GRAPP 2009, 2009

The Pull-push Algorithm Revisited - Improvements, Computation of Point Densities, and GPU Implementation.
Proceedings of the GRAPP 2009, 2009

2008
Efficient image reconstruction for point-based and line-based rendering.
Comput. Graph., 2008

Interpolating and Downsampling RGBA Volume Data.
Proceedings of the 13th International Fall Workshop on Vision, Modeling, and Visualization, 2008

Pre-Integrated Volume Rendering for Multi-Dimensional Transfer Functions.
Proceedings of the Eurographics / IEEE VGTC Symposium on Volume and Point-Based Graphics, 2008

2007
Volume illustration using wang cubes.
ACM Trans. Graph., 2007

Depth-of-Field Rendering by Pyramidal Image Processing.
Comput. Graph. Forum, 2007

Efficient Point-Based Rendering Using Image Reconstruction.
Proceedings of the 4th Symposium on Point Based Graphics, 2007

GPU-Based Edge-Directed Image Interpolation.
Proceedings of the Image Analysis, 15th Scandinavian Conference, 2007

Pyramid filters based on bilinear interpolation.
Proceedings of the GRAPP 2007, 2007

Adaptive sampling in three dimensions for volume rendering on GPUs.
Proceedings of the APVIS 2007, 2007

2006
Visualization of Structured Nonuniform Grids.
IEEE Computer Graphics and Applications, 2006

2005
Scale-Invariant Volume Rendering.
Proceedings of the 16th IEEE Visualization Conference, 2005

Pre-Integrated Volume Rendering.
Proceedings of the Visualization Handbook., 2005

2004
Vragments and Raxels - Relocatability as an Extension to Programmable Rasterization Hardware.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

Texture-Encoded Tetrahedral Strips.
Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics, 2004

Projecting Tetrahedra without Rendering Artifacts.
Proceedings of the 15th IEEE Visualization Conference, 2004

Efficient Rendering of Atmospheric Phenomena.
Proceedings of the 15th Eurographics Workshop on Rendering Techniques, 2004

2003
Direct volume visualization of geometrically unpleasant meshes.
PhD thesis, 2003

Hardware-Based View-Independent Cell Projection.
IEEE Trans. Vis. Comput. Graph., 2003

Hardware-Based Ray Casting for Tetrahedral Meshes.
Proceedings of the 14th IEEE Visualization Conference, 2003

Integrating Pre-Integration Into The Shear-Warp Algorithm.
Proceedings of the 3rd Eurographics / IEEE TCVG International Workshop on Volume Graphics, 2003

Low-Level Pixel Programming.
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003

Low-Level Vertex Programming.
Proceedings of the 24th Annual Conference of the European Association for Computer Graphics, 2003

2002
Hardware-based view-independent cell projection.
Proceedings of the IEEE/SIGGRAPH Symposium on Volume Visualization and Graphics, 2002

Programmable Graphics Hardware for Interactive Visualization.
Proceedings of the 23rd Annual Conference of the European Association for Computer Graphics, 2002

Adaptive Texture Maps.
Proceedings of the 2002 ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, 2002

2001
Interactive Data Exploration with Customized Glyphs.
Proceedings of the 9-th International Conference in Central Europe on Computer Graphics, 2001

Cell-Projection of Cyclic Meshes.
Proceedings of the 12th IEEE Visualization Conference, 2001

Topology-Guided Downsampling.
Proceedings of the 2nd IEEE TCVG / Eurographics International Workshop on Volume Graphics, 2001

High-Quality Pre-lntegrated Volume Rendering Using Hardware-Accelerated Pixel Shading.
Proceedings of the 2001 ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware, 2001

2000
Hardware-accelerated volume and isosurface rendering based on cell-projection.
Proceedings of the 11th IEEE Visualization Conference, 2000


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