Ana Serrano

Dr. Ana Serrano


Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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25 January 2018 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
VSVincent Sitzmann
Vincent Sitzmann
ASAna Serrano
Ana Serrano
APAmy Pavel
Amy Pavel
MAManeesh Agrawala
Maneesh Agrawala
DGDiego Gutierrez
Diego Gutierrez
GWGordon Wetzstein
Gordon Wetzstein
Understanding how people explore immersive virtual environments is crucial for many applications, such as designing virtual reality (VR) content, developing new compression algorithms, or learning computational models of saliency or visual attention. Whereas a body of recent work has focused on modeling saliency in desktop viewing conditions, VR is very different from these conditions in that viewing behavior is governed by stereoscopic vision and by the complex interaction of head orientation, gaze, and other kinematic constraints. To further our understanding of viewing behavior and saliency in VR, we capture and analyze gaze and head orientation data of 169 users exploring stereoscopic, static omni-directional panoramas, for a total of 1980 head and gaze trajectories for three different viewing conditions. We provide a thorough analysis of our data, which leads to several important insights, such as the existence of a particular fixation bias, which we then use to adapt existing saliency predictors to immersive VR conditions. In addition, we explore other applications of our data and analysis, including automatic alignment of VR video cuts, panorama thumbnails, panorama video synopsis, and saliency-basedcompression.

27 May 2016 in Computer Graphics Forum
Verified
Journal Article
Open access
PDF file
ASAna Serrano
Ana Serrano
FHFelix Heide
Felix Heide
DGDiego Gutierrez
Diego Gutierrez
GWGordon Wetzstein
Gordon Wetzstein
BMBelen Masia
Belen Masia
Current HDR acquisition techniques are based on either (i) fusing multibracketed, low dynamic range (LDR) images, (ii) modifying existing hardware and capturing different exposures simultaneously with multiple sensors, or (iii) reconstructing a single image with spatially‐varying pixel exposures. In this paper, we propose a novel algorithm to recover high‐quality HDRI images from a single, coded exposure. The proposed reconstruction method builds on recently‐introduced ideas of convolutional sparse coding (CSC); this paper demonstrates how to make CSC practical for HDR imaging. We demonstrate that the proposed algorithm achieves higher‐quality reconstructions than alternative methods, we evaluate optical coding schemes, analyze algorithmic parameters, and build a prototype coded HDR camera that demonstrates the utility of convolutional sparse HDRI coding with a custom hardware platform.

20 July 2017 in ACM Transactions on Graphics
Verified
Journal Article
Open access
ASAna Serrano
Ana Serrano
VSVincent Sitzmann
Vincent Sitzmann
JRJaime Ruiz-Borau
Jaime Ruiz-Borau
GWGordon Wetzstein
Gordon Wetzstein
DGDiego Gutierrez
Diego Gutierrez
BMBelen Masia
Belen Masia
Traditional cinematography has relied for over a century on a well-established set of editing rules, called continuity editing, to create a sense of situational continuity. Despite massive changes in visual content across cuts, viewers in general experience no trouble perceiving the discontinuous flow of information as a coherent set of events. However, Virtual Reality (VR) movies are intrinsically different from traditional movies in that the viewer controls the camera orientation at all times. As a consequence, common editing techniques that rely on camera orientations, zooms, etc., cannot be used. In this paper we investigate key relevant questions to understand how well traditional movie editing carries over to VR, such as: Does the perception of continuity hold across edit boundaries? Under which conditions? Does viewers' observational behavior change after the cuts? To do so, we rely on recent cognition studies and the event segmentation theory, which states that our brains segment continuous actions into a series of discrete, meaningful events. We first replicate one of these studies to assess whether the predictions of such theory can be applied to VR. We next gather gaze data from viewers watching VR videos containing different edits with varying parameters, and provide the first systematic analysis of viewers' behavior and the perception of continuity in VR. From this analysis we make a series of relevant findings; for instance, our data suggests that predictions from the cognitive event segmentation theory are useful guides for VR editing; that different types of edits are equally well understood in terms of continuity; and that spatial misalignments between regions of interest at the edit boundaries favor a more exploratory behavior even after viewers have fixated on a new region of interest. In addition, we propose a number of metrics to describe viewers' attentional behavior in VR. We believe the insights derived from our work can be useful as guidelines for VR content creation.

17 November 2015 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
BMBelen Masia
Belen Masia
ASAna Serrano
Ana Serrano
Diego GutierrezDiego Gutierrez
Diego Gutierrez

11 November 2016 in ACM Transactions on Graphics
Verified
Journal Article
Open access
ASAna Serrano
Ana Serrano
DGDiego Gutierrez
Diego Gutierrez
KMKarol Myszkowski
Karol Myszkowski
HSHans-Peter Seidel
Hans-Peter Seidel
BMBelen Masia
Belen Masia
Many different techniques for measuring material appearance have been proposed in the last few years. These have produced large public datasets, which have been used for accurate, data-driven appearance modeling. However, although these datasets have allowed us to reach an unprecedented level of realism in visual appearance, editing the captured data remains a challenge. In this paper, we present an intuitive control space for predictable editing of captured BRDF data, which allows for artistic creation of plausible novel material appearances, bypassing the difficulty of acquiring novel samples. We first synthesize novel materials, extending the existing MERL dataset up to 400 mathematically valid BRDFs. We then design a large-scale experiment, gathering 56,000 subjective ratings on the high-level perceptual attributes that best describe our extended dataset of materials. Using these ratings, we build and train networks of radial basis functions to act as functionals mapping the perceptual attributes to an underlying PCA-based representation of BRDFs. We show that our functionals are excellent predictors of the perceived attributes of appearance. Our control space enables many applications, including intuitive material editing of a wide range of visual properties, guidance for gamut mapping, analysis of the correlation between perceptual attributes, or novel appearance similarity metrics. Moreover, our methodology can be used to derive functionals applicable to classic analytic BRDF representations. We release our code and dataset publicly, in order to support and encourage further research in this direction.

6 March 2019 in IEEE Transactions on Visualization and Computer Graphics
Verified
Journal Article
Closed access
ASAna Serrano
Ana Serrano
IKIncheol Kim
Incheol Kim
ZCZhili Chen
Zhili Chen
SDStephen DiVerdi
Stephen DiVerdi
DGDiego Gutierrez
Diego Gutierrez
BMBelen Masia
Belen Masia
We present a method for adding parallax and real-time playback of $360\deg$ videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a $360\deg$ video and its corresponding depth (provided by current stereo $360\deg$ stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today's most popular $360\deg$ stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea.