PROCAMS 2011
8th IEEE International Workshop on Projector–Camera Systems

Keynote



FCam – An architecture and API for computational cameras |

Kari Pulli | Senior Director of Research, NVIDIA Research

Abstract
FCam (short for Frankencamera) is an architecture for computational cameras and an API that implements the architecture. Our motivation is flexible programming of cameras, especially camera phones. This talk gives an overview of the API and discusses two implementations, one on N900, a Linux-bases smart phone from Nokia, and "F2", a research camera built at Stanford University that allows experimentation with different sensors and optics. We also describe several applications developed on top of FCam, and FCam use at universities in research and teaching, so far in North America, South America, Europe, and Asia.

Bio
Kari joined NVIDIA Research as a Senior Director in April 2011 to work in imaging and other mobile applications. Previously he was at Nokia (1999-2004 in Oulu, Finland; 2004-06 a visiting scientist at MIT CSAIL; 2006-11 at Nokia Research Center Palo Alto). He was the 6th Nokia Fellow (only 3 Fellows at Nokia in 2010), and a Member of CEO's Technology Council. Kari worked on standardizing mobile graphics APIs at Khronos (OpenGL ES, OpenVG) and JCP (M3G) and wrote with colleagues a book on Mobile 3D Graphics. In Palo Alto he started a research group working on mobile augmented reality and computational photography (including the FCam architecture for computational cameras). Kari has a B.Sc. from Univ. of Minnesota, M.Sc. and Lic. Tech. from Univ. of Oulu (Finland), and PhD from Univ. of Washington (Seattle), all in Computer Science / Engineering; MBA from Univ. of Oulu; and he worked as a research associate at Stanford University as the technical lead of the Digital Michelangelo Project.



Computational Illumination |

Hendrik P. A. Lensch | Professor, Institute for Media Informatics at Ulm University, Germany

Abstract
Illumination provided by projectors or other controlled light sources open an amazing realm to sense and to modify the appearance of real world scenes. A key ingredient is the tight coupling of the applied light pattern to a computational process, with the goal to simplify the acquisition and the following analysis or to actively react on some camera measurement. The talk exemplifies applications where processing happens after capture, applications where patterns are adapted to observations, and finally shows a real-time coupling between processing and projection. The first topic is shape and 3D acquisition of uncooperative scenes where either the viewing conditions are not optimal or the materials do not reflect the scanning patterns as intended. In these cases, it is beneficial to slightly alter the light transport in the scene, e.g. by exploiting polarization or fluorescence. The talk will further highlight multispectral appearance acquisition where the illumination is adapted according to the current measurements. The last part will demonstrate how a GPU-based camera/projector system can alter the appearance of dynamic real-world surfaces for better scene understanding.

Bio
Hendrik P. A. Lensch is a full professor at the Institute for Media Informatics at Ulm University, Germany. He received his diploma in computers science from the University of Erlangen in 1999. He worked as a research associate at the computer graphics group at the Max-Planck-Institut für Informatik in Saarbrücken, Germany, and received his PhD from Saarland University in 2003. Hendrik Lensch spent two years (2004-2006) as a visiting assistant professor at Stanford University, USA, followed by a stay at the MPI Informatik as the head of an independent research group. In his career, he received the Eurographics Young Researcher Award 2005, was awarded an Emmy-Noether-Fellowship by the German Research Foundation (DFG) in 2007 and received an NVIDIA Professor Partnership Award in 2010. His research interests include 3D appearance acquisition, computational photography, global illumination and image-based rendering, and massively parallel programming.






 
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