Human visual perception of region warping distortions

Yang-Wai Chow, R. Pose, Matthew J. P. Regan, J. Phillips
{"title":"Human visual perception of region warping distortions","authors":"Yang-Wai Chow, R. Pose, Matthew J. P. Regan, J. Phillips","doi":"10.1145/1151699.1151724","DOIUrl":null,"url":null,"abstract":"Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end latency so that user interaction does not suffer from perceptible delays in images presented to the eyes. The Address Recalculation Pipeline (ARP) architecture reduces end-to-end latency in immersive Head Mounted Display (HMD) virtual reality systems. By using the ARP in conjunction with priority rendering, different sections of the scene are updated at different rates. This reduces the overall rendering load and allows for more complex and realistic scenes. Large object segmentation in conjunction with priority rendering further reduces the overall rendering load. However, scene tearing artefacts potentially emerge and region warping was devised to alleviate this. In compensating for the tearing, region warping introduces slight distortions to the scene.Immersive virtual reality systems have humans as integral parts of the system. While researchers do thorough measurements and evaluation of hardware and software performance, the human experience and perception of the system is often neglected. This paper addresses this important issue. We describe our human visual perceptual experimental methodology in detail and present some initial results. Initial experiments in human visual perception of region warping distortions show interesting characteristics which lead us to propose further experimental investigations to clarify their significance.","PeriodicalId":136130,"journal":{"name":"Australasian Computer Science Conference","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Australasian Computer Science Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1151699.1151724","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7

Abstract

Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end latency so that user interaction does not suffer from perceptible delays in images presented to the eyes. The Address Recalculation Pipeline (ARP) architecture reduces end-to-end latency in immersive Head Mounted Display (HMD) virtual reality systems. By using the ARP in conjunction with priority rendering, different sections of the scene are updated at different rates. This reduces the overall rendering load and allows for more complex and realistic scenes. Large object segmentation in conjunction with priority rendering further reduces the overall rendering load. However, scene tearing artefacts potentially emerge and region warping was devised to alleviate this. In compensating for the tearing, region warping introduces slight distortions to the scene.Immersive virtual reality systems have humans as integral parts of the system. While researchers do thorough measurements and evaluation of hardware and software performance, the human experience and perception of the system is often neglected. This paper addresses this important issue. We describe our human visual perceptual experimental methodology in detail and present some initial results. Initial experiments in human visual perception of region warping distortions show interesting characteristics which lead us to propose further experimental investigations to clarify their significance.
人类视觉感知区域的翘曲扭曲
交互式虚拟现实需要至少60帧每秒,以确保流畅的运动。为了获得良好的沉浸式体验,还需要具有较低的端到端延迟,以便用户交互不会受到呈现给眼睛的图像的可察觉延迟的影响。地址重新计算管道(ARP)架构减少了沉浸式头戴式显示器(HMD)虚拟现实系统的端到端延迟。通过将ARP与优先渲染结合使用,场景的不同部分以不同的速率更新。这减少了整体渲染负载,并允许更复杂和逼真的场景。结合优先渲染的大对象分割进一步降低了整体渲染负载。然而,场景撕裂伪影的潜在出现和区域翘曲的设计,以减轻这一点。为了补偿撕裂,区域扭曲会给场景带来轻微的扭曲。沉浸式虚拟现实系统将人类作为系统的组成部分。当研究人员对硬件和软件性能进行彻底的测量和评估时,人类对系统的体验和感知往往被忽视。本文论述了这一重要问题。我们详细描述了我们的人类视觉知觉实验方法,并提出了一些初步结果。人类视觉感知区域翘曲扭曲的初步实验显示出有趣的特征,这促使我们提出进一步的实验研究来阐明其意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信