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Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering
ACM Transactions on Graphics  ( IF 7.8 ) Pub Date : 2020-11-27 , DOI: 10.1145/3414685.3417820
Brooke Krajancich 1 , Petr Kellnhofer 2 , Gordon Wetzstein 1
Affiliation  

Virtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. Here, we introduce a gaze-contingent stereo rendering technique that models this effect and conduct several user studies to validate its effectiveness. Our findings include experimental validation of the location of the no-parallax point, which we then use to demonstrate significant improvements of disparity and shape distortion in a VR setting, and consistent alignment of physical and digitally rendered objects across depths in optical see-through AR. Our work shows that gaze-contingent stereo rendering improves perceptual realism and depth perception of emerging wearable computing systems.

中文翻译:

通过注视条件立体渲染优化虚拟和增强现实中的深度感知

虚拟现实和增强现实 (VR/AR) 显示器非常依赖立体渲染来实现感知逼真的用户体验。然而,现有的近眼显示系统忽略了人眼中无视差点的注视相关偏移。在这里,我们介绍了一种基于注视的立体渲染技术,该技术对这种效果进行建模,并进行了多项用户研究以验证其有效性。我们的发现包括对无视差点位置的实验验证,然后我们用它来证明 VR 设置中视差和形状失真的显着改善,以及在光学透视 AR 中跨深度的物理和数字渲染对象的一致对齐. 我们的工作表明,注视条件立体渲染提高了新兴可穿戴计算系统的感知真实感和深度感知。
更新日期:2020-11-27
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