高速低延迟眼视差渲染改善立体视觉双目融合

Yuri Mikawa, M. Fujiwara, Yasutoshi Makino, H. Shinoda
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引用次数: 0

摘要

目前大多数虚拟/增强现实(VR/AR)显示器使用双目视差来呈现3D图像。然而,他们没有考虑视差,视差指的是视点随着眼睛旋转的轻微运动,比如扫视。商用头戴式显示器(HMD)在实现视差渲染时存在较大的延迟。在我们的研究中,组装了一个高速(1000 fps)和低延迟(平均4.072 ms)的眼视差渲染设备,并对其效果进行了测试,其中应用了合理的视点近似算法。一个使用随机点立体图(RDS)的用户研究实验显示双目融合的改善,并对其原因进行了全面的讨论。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
High-speed and Low-Latency Ocular Parallax Rendering Improves Binocular Fusion in Stereoscopic Vision
Most of the current virtual/augmented reality (VR/AR) displays use binocular parallax to present 3D images. However, they do not consider ocular parallax, which refers to the slight movement of the viewpoint with eye rotation, such as saccade. A commercial head-mounted display (HMD) has a large latency in realizing ocular parallax rendering. In our study, a high-speed (1,000 fps) and low-latency (average 4.072 ms) ocular-parallax-rendering device was assembled, and its effect was examined wherein a reasonable approximation algorithm for viewpoint was applied. A user study experiment employing a random dot stereogram (RDS) showed improvements in binocular fusion, the causes of which are comprehensively discussed.
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