{"title":"Effect of Render Resolution on Gameplay Experience, Performance, and Simulator Sickness in Virtual Reality Games","authors":"Jialin Wang, Rongkai Shi, Zehui Xiao, Xueying Qin, Hai-Ning Liang","doi":"10.1145/3522610","DOIUrl":"https://doi.org/10.1145/3522610","url":null,"abstract":"Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher resolution on user experience. For non-VR games, higher resolution is often thought to lead to a better experience, but it is unexplored in VR games. This research aims to investigate the resolution tradeoff in gameplay experience, performance, and simulator sickness (SS) for VR games, particularly first-person shooter (FPS) games. To this end, we designed an experiment to collect gameplay experience, SS, and player performance data with a popular VR FPS game, Half-Life: Alyx. Our results indicate that 2K resolution is an important threshold for an enhanced gameplay experience without affecting performance and increasing SS levels. Moreover, the resolution from 1K to 4K has no significant difference in player performance. Our results can inform game developers and players in determining the type of HMD they want to use to balance the tradeoff between costs and benefits and achieve a more optimal experience.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2022-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47487786","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Bringing Linearly Transformed Cosines to Anisotropic GGX","authors":"T. AakashK., E. Heitz, J. Dupuy, P J Narayanan","doi":"10.1145/3522612","DOIUrl":"https://doi.org/10.1145/3522612","url":null,"abstract":"Linearly Transformed Cosines (LTCs) are a family of distributions that are used for real-time area-light shading thanks to their analytic integration properties. Modern game engines use an LTC approximation of the ubiquitous GGX model, but currently this approximation only exists for isotropic GGX and thus anisotropic GGX is not supported. While the higher dimensionality presents a challenge in itself, we show that several additional problems arise when fitting, post-processing, storing, and interpolating LTCs in the anisotropic case. Each of these operations must be done carefully to avoid rendering artifacts. We find robust solutions for each operation by introducing and exploiting invariance properties of LTCs. As a result, we obtain a small 84 look-up table that provides a plausible and artifact-free LTC approximation to anisotropic GGX and brings it to real-time area-light shading.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"1 - 18"},"PeriodicalIF":0.0,"publicationDate":"2022-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45950640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Rendering Layered Materials with Diffuse Interfaces","authors":"Heloise de Dinechin, Laurent Belcour","doi":"10.1145/3522620","DOIUrl":"https://doi.org/10.1145/3522620","url":null,"abstract":"In this work, we introduce a novel method to render, in real-time, Lambertian surfaces with a rough dieletric coating. We show that the appearance of such configurations is faithfully represented with two microfacet lobes accounting for direct and indirect interactions respectively. We numerically fit these lobes based on the first order directional statistics (energy, mean and variance) of light transport using 5D tables and narrow them down to 2D + 1D with analytical forms and dimension reduction. We demonstrate the quality of our method by efficiently rendering rough plastics and ceramics, closely matching ground truth. In addition, we improve a state-of-the-art layered material model to include Lambertian interfaces.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 12"},"PeriodicalIF":0.0,"publicationDate":"2022-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43678040","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Real-Time Style Modelling of Human Locomotion via Feature-Wise Transformations and Local Motion Phases","authors":"I. Mason, S. Starke, T. Komura","doi":"10.1145/3522618","DOIUrl":"https://doi.org/10.1145/3522618","url":null,"abstract":"Controlling the manner in which a character moves in a real-time animation system is a challenging task with useful applications. Existing style transfer systems require access to a reference content motion clip, however, in real-time systems the future motion content is unknown and liable to change with user input. In this work we present a style modelling system that uses an animation synthesis network to model motion content based on local motion phases. An additional style modulation network uses feature-wise transformations to modulate style in real-time. To evaluate our method, we create and release a new style modelling dataset, 100STYLE, containing over 4 million frames of stylised locomotion data in 100 different styles that present a number of challenges for existing systems. To model these styles, we extend the local phase calculation with a contact-free formulation. In comparison to other methods for real-time style modelling, we show our system is more robust and efficient in its style representation while improving motion quality.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":" ","pages":"1 - 18"},"PeriodicalIF":0.0,"publicationDate":"2022-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46605566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"FaceType: Crafting Written Impressions of Spoken Expression","authors":"Kevin Maher, Fan Xiang, Liang Zhi","doi":"10.1145/3533385","DOIUrl":"https://doi.org/10.1145/3533385","url":null,"abstract":"FaceType is an interactive installation that creates an experience of spoken communication through generated text. Inspired by Chinese calligraphy, the project transforms our spoken expression into handwriting. FaceType explores what parts of our spoken expression can be evoked in writing, and what the most natural form of interaction between the two might be. The work is aimed to allow lay audiences to experience emotion, emphasis, and critical information in speech. Further audience reflection about patterns in their expression and the role of unconscious and conscious expression provide new directions for further works.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"38:1-38:9"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64051877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wouter Raateland, Torsten Hädrich, Jorge Alejandro Amador Herrera, D. Banuti, Wojciech Palubicki, S. Pirk, K. Hildebrandt, D. Michels
{"title":"DCGrid: An Adaptive Grid Structure for Memory-Constrained Fluid Simulation on the GPU","authors":"Wouter Raateland, Torsten Hädrich, Jorge Alejandro Amador Herrera, D. Banuti, Wojciech Palubicki, S. Pirk, K. Hildebrandt, D. Michels","doi":"10.1145/3522608","DOIUrl":"https://doi.org/10.1145/3522608","url":null,"abstract":"We introduce Dynamic Constrained Grid (DCGrid), a hierarchical and adaptive grid structure for fluid simulation combined with a scheme for effectively managing the grid adaptations. DCGrid is designed to be implemented on the GPU and used in high-performance simulations. Specifically, it allows us to efficiently vary and adjust the grid resolution across the spatial domain and to rapidly evaluate local stencils and individual cells in a GPU implementation. A special feature of DCGrid is that the control of the grid adaption is modeled as an optimization under a constraint on the maximum available memory, which addresses the memory limitations in GPU-based simulation. To further advance the use of DCGrid in high-performance simulations, we complement DCGrid with an efficient scheme for approximating collisions between fluids and static solids on cells with different resolutions. We demonstrate the effectiveness of DCGrid for smoke flows and complex cloud simulations in which terrain-atmosphere interaction requires working with cells of varying resolution and rapidly changing conditions. Finally, we compare the performance of DCGrid to that of alternative adaptive grid structures.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"3:1-3:14"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64049574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Carsten Benthin, R. Drabinski, Lorenzo Tessari, Addis Dittebrandt
{"title":"PLOC++: Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction Revisited","authors":"Carsten Benthin, R. Drabinski, Lorenzo Tessari, Addis Dittebrandt","doi":"10.1145/3543867","DOIUrl":"https://doi.org/10.1145/3543867","url":null,"abstract":"We propose a novel version of the GPU-oriented massively parallel locally-ordered clustering ( PLOC ) algorithm for constructing bounding volume hierarchies (BVHs). Our method focuses on removing the weaknesses of the original approach by simplifying and fusing different phases, while replacing most performance critical parts by novel and more efficient algorithms. This combination allows for outperforming the original approach by a factor of 1 . 9 − 2 . 3 × .","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"31:1-31:13"},"PeriodicalIF":0.0,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"64052687","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yingruo Fan, Zhaojiang Lin, Jun Saito, Wenping Wang, T. Komura
{"title":"Joint Audio-Text Model for Expressive Speech-Driven 3D Facial Animation","authors":"Yingruo Fan, Zhaojiang Lin, Jun Saito, Wenping Wang, T. Komura","doi":"10.1145/3522615","DOIUrl":"https://doi.org/10.1145/3522615","url":null,"abstract":"Speech-driven 3D facial animation with accurate lip synchronization has been widely studied. However, synthesizing realistic motions for the entire face during speech has rarely been explored. In this work, we present a joint audio-text model to capture the contextual information for expressive speech-driven 3D facial animation. The existing datasets are collected to cover as many different phonemes as possible instead of sentences, thus limiting the capability of the audio-based model to learn more diverse contexts. To address this, we propose to leverage the contextual text embeddings extracted from the powerful pre-trained language model that has learned rich contextual representations from large-scale text data. Our hypothesis is that the text features can disambiguate the variations in upper face expressions, which are not strongly correlated with the audio. In contrast to prior approaches which learn phoneme-level features from the text, we investigate the high-level contextual text features for speech-driven 3D facial animation. We show that the combined acoustic and textual modalities can synthesize realistic facial expressions while maintaining audio-lip synchronization. We conduct the quantitative and qualitative evaluations as well as the perceptual user study. The results demonstrate the superior performance of our model against existing state-of-the-art approaches.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"1 - 15"},"PeriodicalIF":0.0,"publicationDate":"2021-12-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43710250","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kerry A. Seitz, Theresa Foley, Serban D. Porumbescu, John Douglas Owens
{"title":"Supporting Unified Shader Specialization by Co-opting C++ Features","authors":"Kerry A. Seitz, Theresa Foley, Serban D. Porumbescu, John Douglas Owens","doi":"10.1145/3543866","DOIUrl":"https://doi.org/10.1145/3543866","url":null,"abstract":"Modern unified programming models (such as CUDA and SYCL) that combine host (CPU) code and GPU code into the same programming language, same file, and same lexical scope lack adequate support for GPU code specialization, which is a key optimization in real-time graphics. Furthermore, current methods used to implement specialization do not translate to a unified environment. In this paper, we create a unified shader programming environment in C++ that provides first-class support for specialization by co-opting C++'s attribute and virtual function features and reimplementing them with alternate semantics to express the services required. By co-opting existing features, we enable programmers to use familiar C++ programming techniques to write host and GPU code together, while still achieving efficient generated C++ and HLSL code via our source-to-source translator.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"5 1","pages":"1 - 17"},"PeriodicalIF":0.0,"publicationDate":"2021-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45898837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Michael Chemistruck, Andrew Allen, John M. Snyder, N. Raghuvanshi
{"title":"Efficient acoustic perception for virtual AI agents","authors":"Michael Chemistruck, Andrew Allen, John M. Snyder, N. Raghuvanshi","doi":"10.1145/3480139","DOIUrl":"https://doi.org/10.1145/3480139","url":null,"abstract":"We model acoustic perception in AI agents efficiently within complex scenes with many sound events. The key idea is to employ perceptual parameters that capture how each sound event propagates through the scene to the agent's location. This naturally conforms virtual perception to human. We propose a simplified auditory masking model that limits localization capability in the presence of distracting sounds. We show that anisotropic reflections as well as the initial sound serve as useful localization cues. Our system is simple, fast, and modular and obtains natural results in our tests, letting agents navigate through passageways and portals by sound alone, and anticipate or track occluded but audible targets. Source code is provided.","PeriodicalId":74536,"journal":{"name":"Proceedings of the ACM on computer graphics and interactive techniques","volume":"4 1","pages":"1 - 13"},"PeriodicalIF":0.0,"publicationDate":"2021-09-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45839589","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}