真实有多真实?一种量化数字图像视觉真实感的感知激励系统

N. Wang, W. Doubé
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引用次数: 18

摘要

现代电子游戏的设计目标通常是让玩家沉浸其中。“存在感”被认为是完全沉浸感的先决条件,是沉浸感的终极水平,并且可以直接与电子游戏中模拟的现实主义程度相关。然而,不断提高图像的视觉真实感程度可能会产生负面影响,比如错误放大,更重要的是,会产生恐惧和恐惧等情绪。这也会大大提高游戏的开发成本。因此,电子游戏开发者将从了解现实主义的阈值中获益良多。本文详细介绍了一种图像处理系统的开发,该系统使用梯度方差、颜色方差和阴影柔软度三种方法来测量图像的逼真程度,这些方法来源于感知心理学、光取证和图像处理的现有理论和实践。然后讨论了系统在各种摄影和视频游戏图像上的测试。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
How Real is Really? A Perceptually Motivated System for Quantifying Visual Realism in Digital Images
Contemporary video games are generally designed with the aim of engendering a state of immersion in their players. A sense of 'presence' is considered to be a prerequisite of total immersion, the ultimate level of immersion, and can be directly related to the degree of realism in the simulation presented in a videogame. However, continuously increasing the degree of visual realism in an image could cause adverse effects such as fault amplification and more importantly, emotions like fear and dread of the uncanny. It can also substantially raise the development costs of a game. Consequently, videogame developers would benefit greatly from knowing the threshold beyond which increased realism is counter-productive. This paper details the development of an image processing system that measures the degree of realism of an image using three methods - gradient variance, color variance and shadow softness - derived from existing theories and practices in perceptual psychology, photoforensics and image processing. It then discusses testing of the system on a variety of photographic and video game images.
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