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Computational Methods for Immersive ...
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Sun, Qi.
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Computational Methods for Immersive Perception.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Computational Methods for Immersive Perception./
作者:
Sun, Qi.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
141 p.
附註:
Source: Dissertation Abstracts International, Volume: 79-12(E), Section: B.
Contained By:
Dissertation Abstracts International79-12B(E).
標題:
Computer science. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10814191
ISBN:
9780438275485
Computational Methods for Immersive Perception.
Sun, Qi.
Computational Methods for Immersive Perception.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 141 p.
Source: Dissertation Abstracts International, Volume: 79-12(E), Section: B.
Thesis (Ph.D.)--State University of New York at Stony Brook, 2018.
Immersive content authoring and consumption are critical factors for the next generation of virtual reality (VR) and augmented reality (AR) platforms. They are consisted of real-time rendering and interface software, and display hardware. This research is to understand and more importantly leverage human perceptual factors, such as locomotion, accommodation and foveation, for fundamental geometry/imaging/rendering algorithms and practical applications, such as VR/AR mapping and computationally foveated displays. This work primarily focuses on answering two questions in immersive platform: "where we are" and "what we see".
ISBN: 9780438275485Subjects--Topical Terms:
523869
Computer science.
Computational Methods for Immersive Perception.
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Immersive content authoring and consumption are critical factors for the next generation of virtual reality (VR) and augmented reality (AR) platforms. They are consisted of real-time rendering and interface software, and display hardware. This research is to understand and more importantly leverage human perceptual factors, such as locomotion, accommodation and foveation, for fundamental geometry/imaging/rendering algorithms and practical applications, such as VR/AR mapping and computationally foveated displays. This work primarily focuses on answering two questions in immersive platform: "where we are" and "what we see".
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For the first question, we present a VR redirected locomotion system. This is a technique that allows users to explore large virtual environments from small physical environments via real walking with head mounted displays. The main idea is to warp the virtual scene such that users perceive a different world thus being guided to avoid physical walls and obstacles.
520
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At a lower-level, understanding how the eye perceives immersive stimuli is another major challenge for delivering comfortable VR/AR experience. Our eyes have a complex set of different behaviors, such as accommodation, saccade, blink etc. A key problem causing immersive simulator sickness is the vergence-accommodation conflict. Although light field displays can support proper accommodation, its 4D rendering workload usually results in high latency, which jeopardizes the comfort. Our perceptual studies estimate human foveated accommodation factors. Based on the psychophysical experiments, we further analyze display-lens-retinal bandwidths and formulate a content-adaptive sampling model in the 4D ray space. We verify our method by building a prototype light field display that can render only 16%-30% rays without compromising perceptual quality.
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Finally, utilizing the discoveries from answering both questions, we present another novel VR redirected walking system. It significantly expands the allowable size difference between the virtual and physical environments by exploiting temporal blindness in human visual systems. We look specifically at saccades, which are rapid eye movements during which the visual signals are temporarily blocked but not perceivable due to brain interpolation. Thus, during saccades, we can change the virtual cameras inside the HMD to nudge users to walk in the desired directions without them noticing the camera manipulation.
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