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Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays./
作者:
Krajancich, Brooke Lee.
面頁冊數:
1 online resource (135 pages)
附註:
Source: Dissertations Abstracts International, Volume: 85-04, Section: B.
Contained By:
Dissertations Abstracts International85-04B.
標題:
Augmented reality. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30615112click for full text (PQDT)
ISBN:
9798380484381
Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
Krajancich, Brooke Lee.
Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
- 1 online resource (135 pages)
Source: Dissertations Abstracts International, Volume: 85-04, Section: B.
Thesis (Ph.D.)--Stanford University, 2023.
Includes bibliographical references
Virtual and augmented reality (VR/AR) display systems strive to generate perceptually realistic user experiences, that is, the ability to render digital objects that a human observer cannot distinguish from a real object. Current-generation systems have made significant progress towards this goal, however still struggle to match the spatio-temporal and depth sensing capabilities of human vision, constrained by the limited compute budgets, hardware, and transmission bandwidths of wearable computing systems. Gaze-contingent rendering and display paradigms have emerged as a promising solution. Enabled by recent developments in wearable eye tracking systems, this suite of techniques utilizes real-time eye movement sensing to adjust content to reduce bandwidth requirements or improve visual experience.In this dissertation, we introduce and evaluate several approaches that aim to create more perceptually realistic VR and AR experiences using gaze-contingent display techniques. We model both the spatio-temporal sensitivity of the human visual system and how perception is affected by the distribution of visual attention. In both cases we demonstrate that exploiting these effects could significantly improve potential bandwidth savings of existing approaches. Next, we demonstrate how these bandwidth savings are directly dependent on the latency of the gaze-contingent display system, showing that reducing the latency of current generation systems could enable up to double the bandwidth savings. Finally, we describe how gaze-contingent stereoscopic rendering can improve the accuracy of disparity and depth rendering, including improving shape distortion in VR and alignment of physical and digitally rendering objects in AR.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798380484381Subjects--Topical Terms:
1620831
Augmented reality.
Index Terms--Genre/Form:
542853
Electronic books.
Towards Perceptually Realistic Gaze-Contingent Virtual and Augmented Reality Displays.
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Virtual and augmented reality (VR/AR) display systems strive to generate perceptually realistic user experiences, that is, the ability to render digital objects that a human observer cannot distinguish from a real object. Current-generation systems have made significant progress towards this goal, however still struggle to match the spatio-temporal and depth sensing capabilities of human vision, constrained by the limited compute budgets, hardware, and transmission bandwidths of wearable computing systems. Gaze-contingent rendering and display paradigms have emerged as a promising solution. Enabled by recent developments in wearable eye tracking systems, this suite of techniques utilizes real-time eye movement sensing to adjust content to reduce bandwidth requirements or improve visual experience.In this dissertation, we introduce and evaluate several approaches that aim to create more perceptually realistic VR and AR experiences using gaze-contingent display techniques. We model both the spatio-temporal sensitivity of the human visual system and how perception is affected by the distribution of visual attention. In both cases we demonstrate that exploiting these effects could significantly improve potential bandwidth savings of existing approaches. Next, we demonstrate how these bandwidth savings are directly dependent on the latency of the gaze-contingent display system, showing that reducing the latency of current generation systems could enable up to double the bandwidth savings. Finally, we describe how gaze-contingent stereoscopic rendering can improve the accuracy of disparity and depth rendering, including improving shape distortion in VR and alignment of physical and digitally rendering objects in AR.
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