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Head-mounted display (HMD), shown here in a configuration with a camera for use in augmented reality.  

Head-mounted display (HMD), shown here in a configuration with a camera for use in augmented reality.  

Context in source publication

Context 1
... advanced modes of dis- play, usually immersive projection technologies, in order to present computer-generated graphical content to the user [Vin95]. These advanced displays typically offer large perceived display areas, which sometimes surround the user, and stereoscopic rendering. Examples of VR displays are head-mounted displays [FMHR86] (see Fig. 6 ), rooms made up of back-projected screens (CAVEs) [CSD93], table- like display setups [KBF * 95], and domed projection sys- tems [BAR08]. Virtual environments are typically used in specialized applications such as scientific and medical vi- sualization and industrial design, but also in entertainment ...

Citations

... However, in realistic image synthesis, there is no agreed standard of realism to judge the success or failure of the final result (Ferwerda, 2003). Computationally expensive, physicallybased renderings are increasingly replaced by perceptually-relevant renderings, approximating details that would anyway go unnoticed by human observers (Ferwerda, 2003), especially in the case of real-time and interactive renderings, like virtual reality (Bartz et al., 2008) and video games (Barla, 2017). Khan et al. (2006) have used such a perception-driven procedure in photo-editing applications to automatize the process of materials' manipulation. ...
Article
Full-text available
Dutch Golden Age painters could convincingly depict all sorts of materials. How did they do it and how do we perceive them as such, are questions that only recently have started to be addressed by art historians and vision scientists, respectively. This paper aims to discuss how a booklet of pictorial recipes written by the Dutch painter Willem Beurs in 1692 constitutes an index of key image features for material depiction and perception. Beurs' recipes connect different materials according to their shared visual features, and offer the profiles, i.e., the optimal combinations, of these features to render a wide range of materials. By combining representation and perception, the knowledge of painters about the depiction of materials can help to understand the mechanisms of the visual system for material perception, and these in turn can explain the pictorial features that make the pictorial representation of materials so convincing.
... In the case of YT, for example, transfer functions for the volume renderer are multidimensional, and thus gives great control and option to the visualization scientist [10]. However, these tools do not provide more advanced rendering capabilities, like scattering, global illumination, and reflections, which can be useful in highlighting data characteristics [2,14]. While these advanced rendering techniques are gaining usage in medical imaging [6,7,15], cinematic scientific volume rendering has largely been restricted to visualization for communication [3] not analysis. ...
... As of Paraview 5.7.2 At the time of this project, experimental OpenVDB[12] exists in some builds but is immature. ...
... This is partly due to the lack of clear and straightforward guidelines for appropriate content characterization and selection. Assuming that users are able to interact with the 3D objects, what they perceive during 3DGC visualization has an important impact on the way they interact with such objects [2]. Among used tools for 3DGC characterization, geometric features are commonly used [22,23,27]. ...
Conference Paper
Full-text available
This paper provides insights on how to perceptually characterize colored 3D Graphical Contents (3DGC). In this study, pre-defined viewpoints were considered to render static graphical objects. For perceptual characterization, we used visual attention complexity (VAC) measures. Considering a view-based approach to exploit the perceived information, an eye-tracking experiment was conducted using colored graphical objects. Based on the collected gaze data, we revised the VAC measure, suggested in 2D imaging context, and adapted it to 3DGC. We also provided an objective predictor that highly mimics the experimental attentional complexity information. This predictor can be useful in Quality of Experience (QoE) studies: to balance content selection when benchmarking 3DGC processing techniques (e.g., rendering, coding, streaming, etc.) for human panel studies or ad hoc key performance indicator, and also to optimize the user's QoE when rendering such contents.
... These scales have certain disadvantages. People's intention, mood, personality type and other unrelated factors can influence the way they give answers -some people avoid giving extreme ratings, develop ideas and strategies on how to assess stimuli, give intentionally misleading answers, etc. [Bartz et al. 2008]. In order to control for this, repetitions of the same question can give a more reliable result, and there are even tests which measure people's willingness to give socially desirable answers (Social Desirability Scale, Crowne and Marlowe [1960]). ...
Conference Paper
Full-text available
This course will introduce students, researchers and digital artists to the recent results in perceptual research on virtual characters. It covers both how technical and artistic aspects that constitute the appearance of a virtual character influence human perception. We will report results of studies that addressed the influence of low-level cues like facial proportions, shading or level of detail and higher-level cues such as behavior or artistic stylization. We will place emphasis on aspects that are encountered during character development, animation, and achieving consistency between the visuals and storytelling. The insights that we present in this course will serve as an additional toolset to anticipate the effect of certain design decisions and to create more convincing characters, especially in the case where budgets or time are limited.
... Perceptual models are widely used in fields that are concerned with visual output, ranging from computer graphics [3] to information visualization [34]. These models help to determine how visual output has to be generated to be of maximal use to the user while at the same time minimizing computational effort. ...
Conference Paper
This paper presents a model allowing inferences of perceivable screen content in relation to position and orientation of mobile or wearable devices with respect to their user. The model is based on findings from vision science and allows prediction of a value of effective resolution that can be perceived by a user. It considers distance and angle between the device and the eyes of the observer as well as the resulting retinal eccentricity when the device is not directly focused but observed in the periphery. To validate our model, we conducted a study with 12 participants. Based on our results, we outline implications for the design of mobile applications that are able to adapt themselves to facilitate information throughput and usability.
... Guidelines and findings from psychophysical studies are increasingly being used in computer graphics to improve virtual and augmented environments. In particular, depth and spatial cues have been investigated with respect to how they can enhance the effectiveness of 3D and 2D visualizations [BCFW08]. Several perceptual experiments have examined the efficiency of depth cues such as occlusion, transparency [CWMC09], shadow, fog, shape from shading [BGCP11] and from texture [KHSI04], and depth of field [GSBH13] that contribute to the mental reconstruction of 3D objects from 2D images. ...
... Additional related work can be found in [4,15,37,40,45,47]. Good overviews of the use of visual perception in computer graphics and visualization are given in [7] and [39]. ...
Conference Paper
The cross-modal interaction between vision and other senses is a key part of how we perceive the real world. Significant stimulation to hearing, sense of smell, taste or touch can reduce the cognitive resources the brain is able to allocate to sight, and thus limit what the Human Visual System (HVS) can actually perceive at that moment. Selective rendering is able to exploit such knowledge of the HVS, to render those parts of a virtual environment a viewer is attending to at a high quality and the rest of the scene at a much lower quality, and thus at a substantially reduced rendering time, without the viewer being aware of this quality difference. This paper investigates how the presence of the modalities of sound, smell and ambient temperature in a virtual environment significantly affects a viewer's ability to perceive the quality of the graphics used for that environment. Experiments were run with a total of 356 participants to determine the graphics quality thresholds across the different cross-modal interactions. The results revealed a significant effect of strong perfume, high temperature and audio noise on perceived rendering quality. Under given conditions, this particular combination of modalities can be thus exploited when rendering virtual environments, to substantially reduce rendering time without any loss in the user's perception of delivered visual quality.
... Or, le but de la visualisation n'est pas toujours de produire des images d'une grande qualité esthétique ou d'un niveau de détailélevé, mais de maximiser le contenu informationnel accessible par la représentation graphique [BCFW08]. Etant donné la complexité croissante des problématiques de visualisation (voir 2.1), il n'est pas toujours simple de déterminer si une technique donnée permet ou non d'atteindre cet objectif : la bonne visualisation d'un jeu de données dépend de la bonne interprétation par le système visuel humain d'une image potentiellement trèsélaborée et chargée et non de la qualité graphique de cette image. ...
Thesis
Full-text available
Current scientific and engineering works make an increasingly frequent use of numerical simulation tech- niques to study complex physical phenomenons. Visualizing these simulations’ results on their geometric structure is often necessary in order to understand and analyze the simulated system. Such a visualization requires specific software tools in order to achieve a comprehensive and accurate depiction of the information present in the dataset. This includes taking into account the available information about dataset quality and data uncertainty. The goal of this thesis is to improve the visualization techniques for scalar data fields by integrating uncertainty information to the result. Our work follows a perceptual approach, using knowledge and experimental methods from visual perception research to put forward, study and implement new visualization techniques. A review of the state of the art on uncertainty visualization make us suggest to use an animated procedural noise as a visual primitive to show uncertainty. We set up a psychophysics experiment to evaluate contrast sensitivity thresholds for luminance stimuli generated using Perlin’s noise algorithm, and therefore understand under which conditions such noise patterns can be perceived. These results are validated and extended by using a computational model of contrast sensitiviy, which we reimplemented and ran on our stimuli. The resulting information allow us to put forward a new technique for visualizing uncertain scalar data using an animated procedural noise and color maps. The resulting visualization is intuitive and efficient even for datasets with a complex tridimensional geometry. We apply this new technique to two industrial datasets, and demonstrate it to expert users. Their feedback uphold the usability and efficiency of our technique, and allows us to add a few more improvements and to orient our future work.
... Although our goal in this work is to emulate perception by generating a human's perceptual observations of a scene, it is worth discussing perception in computer graphics, where virtual, psychophysics, rendering, and visualization are the main areas of interest [4]. The goal in these cases is to create scenes that simulate certain perceptual effects in the observer. ...
Article
Full-text available
Perceptual analysis is an interesting topic in the field of image processing, and can be considered a missing link between image processing and human vision. Of the various forms of perception, one of the most important and best known is shape perception. In this work, a framework based on the online non local patch means (NLPM) method is developed, which is designed to infer possible perceptual observations of an input image using the knowledge images provided. Thanks to the speed of online NLPM, the proposed method can simulate the transformation of the input image to the final perceptual image in real time. In order to improve the performance of the method, a hidden chain series is considered for the model that delivers faster convergence. The capability of the method is evaluated on several well-known perceptual examples.
... Perceptual quality criteria have been devised [19,149,193] according to mesh and texture resolutions, for transmission of 3D geometric mesh vertices and texture data. Other relevant work can be found in [5,75,135]. ...