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School of Computer Science and Software Engineering

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Ronald Pose. Matthew Regan. Overview. Background. Address Recalculation Pipeline. Priority Rendering ... Latency is a major factor that plagues the designing ... – PowerPoint PPT presentation

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Title: School of Computer Science and Software Engineering


1
School of Computer Science and Software
Engineering
Monash University
  • Design Issues in Human Visual Perception
    Experiments on Region Warping

Yang-Wai Chow Ronald Pose Matthew Regan
2
Overview
  • Background
  • Address Recalculation Pipeline
  • Priority Rendering
  • Large object segmentation
  • Scene tearing artefacts
  • Region Warping
  • Related Work
  • Image/Video compression
  • Level-of-Detail (LOD) management
  • Visual attention models
  • Design Issues
  • Conclusions

3
  • Background
  • Address Recalculation Pipeline
  • Priority Rendering
  • Large object segmentation
  • Scene tearing artefacts
  • Region Warping

4
The Address Recalculation Pipeline (ARP) was
designed to reduce the end-to-end latency due to
user head rotations for immersive Head Mounted
Display (HMD) virtual reality systems
  • Latency is a major factor that plagues the
    designing of immersive Head Mounted Display (HMD)
    virtual reality systems
  • End-to-end latency is defined as the time between
    a users actions and when those actions are
    reflected by the display

5
Priority Rendering allows different section of
the scene that surrounds the users head to be
rendered onto separate display memories and
therefore can updated at different update rates
  • Different section of the scene can be rendered
    onto separate display memories before being
    combined to form an image of the whole scene

6
Segmentation of large virtual world object in
conjunction with Priority Rendering can further
reduce the overall rendering load
  • Fractal terrain example A fractal terrain
    typically consists of thousands of polygons. If
    the terrain were to be segmented for priority
    rendering, different sections of the fractal
    terrain could be updated at different update rates

7
However the implementation of object segmentation
in conjunction with priority rendering introduces
a potential scene tearing problem
  • Scene tearing artefacts will completely destroy
    the illusion of reality, and therefore have to be
    addressed before object segmentation can be used
    effectively with priority rendering

8
Region Warping was designed to hide the scene
tearing artefacts resulting from object
segmentation with Priority Rendering
  • Region Warping essentially involves the
    perturbation of object vertices in order to hide
    the tearing artefacts

9
An example showing the scene tearing effect
10
The exact same frame, this time with Region
Warping
11
Initial Region Warping experiments and analysis
do not portray the human perception or response
to the warping
  • Some initial experiments on region warping have
    been conducted
  • (Please refer to our paper entitled Region
    Warping in a Virtual Reality System with Priority
    Rendering IADIS Applied Computing 2005)
  • However the analysis that was performed were
    mathematical analysis of the distortions and did
    not portray the human visual perception to region
    warping
  • Therefore further experimentation involving human
    subjects are necessary

12
  • Related Work
  • Image/Video compression
  • Level-of-Detail (LOD) management
  • Visual attention models

13
A number of other computer graphics techniques
have also been developed that take advantage of
the limitations in the psychophysical aspects of
the human visual perception
  • The human visual system has a finite perception
    to detail
  • A variety of computer graphics techniques attempt
    to reduce the computational effort and time
    required in the rendering of scenes or generating
    of images without greatly affecting a users
    perception of the displayed image quality
  • Examples of human visual perception exploits can
    be found in lossy image/video compression
    techniques
  • JPEG and MPEG coding are lossy compression
    techniques that attempt to decrease the amount of
    data in the representation of an image/video

14
Level of Detail (LOD) management used in computer
graphics attempts to decrease the amount of
detail in a scene without the user noticing the
difference
  • Level of Detail (LOD) management have been used
    by degrading the peripheral detail in a HMD
    virtual reality systems display, with no adverse
    effects to the user task performance
  • LOD methods also include the use of object meshes
    with varying degrees of complexity
  • A number of criteria for switching between
    varying LODs have been proposed and implemented
  • Simpler object meshes can be switched into the
    display without the user noticing any alterations
    in the scene

15
Others have experimented with visual attention
models to selectively concentrate computational
effort on important sections of a scene
  • A user will typically focus on prominent or
    conspicuous objects in a scene and will pay less
    attention to the details contained in the rest of
    the environment
  • This is a fundamental feature of the human visual
    system known as inattention blindness
  • Some researchers have conducted visual perception
    experiments based on visual attention models in
    order to predict where the user will be looking
    in a scene and focus rendering effort on those
    sections of the scene

16
  • Design Issues
  • Stereoscopy versus Monoscopy
  • Distance from the user
  • Head tracked displays
  • Scene complexity
  • Virtual environment characteristics
  • Scene familiarity
  • Ability to interact with surrounding environment

17
As part of the human visual system, stereo vision
is one of the main factors that contribute to a
users perception of realism within a virtual
world
  • The human visual system is based on stereo vision
  • A human perceives information such as depth based
    on the disparity between left and right eyes
  • It is therefore conceivable that a user might
    perceive differently the effects of the
    distortions caused by region warping in a virtual
    world viewed through a stereoscopic display or a
    monoscopic display

18
A human perceives less detail in objects that are
located further away compared to closer objects
  • Objects that are further from the users will
    appear to be smaller from the users viewpoint
  • Human binocular disparity/stereo perception fails
    after a distance of more than 30 meters
  • It is therefore possible that distortions that
    are concentrated at a distance away from the user
    will be less noticeable

19
Upon user head movements or rotations, based on
feedback from the motoric senses the human brain
will expect the scene to change in certain ways
  • The human eye is less sensitive to details that
    move rapidly over the retina
  • Perception to distortion might vary between head
    tracked virtual reality systems and non-head
    tracked systems

20
The human visual system depends on the retina to
cope with the wealth of information contained
within the scene
  • The user visual attention will typically be focus
    or drawn to certain interesting areas of the
    scene
  • High levels of detail contained within the scene
    will distract and possibly overwhelm the users
    perception

21
The makeup of the virtual world might also
potentially affect a users perception to the
region warping distortions
  • Distortions will appear less obvious on scenes
    containing random nature objects compared to
    scenes containing rigid structured architectures
  • The reason for this is because highly structured
    scenes contain straight lines can might
    noticeably bend as a result of the warping

22
The human brain might unconsciously correct
perceived errors when presented with a familiar
scene
  • The human visual system is governed by real world
    experiences, as the brain interprets images
    presented to the retina based on these
    experiences
  • The human brain might overlook errors contained
    in familiar scene
  • Alternatively the converse might apply, in that
    errors might appear more prominent when presented
    with a familiar scene

23
A users focus of attention will be divided with
allowed to interact with the surrounding
environment
  • Interactability with the surrounding environment
    adds to the users feeling or sense of presence
    in the virtual world
  • When a user is immersed in a virtual world,
    his/her mindset and focus of attention will be
    drawn towards trying to manipulate objects or to
    navigate through the virtual world

24
Conclusions
  • Region warping attempts to take advantage of the
    limitations in the human visual perception, to
    reduce the overall rendering load of a ARP
    virtual reality system with priority rendering
  • However while region warping appears to works
    well on computer monitors and perform well by
    analytical measures, the real test can only be
    with real human perception
  • Therefore before this technique can be used
    effectively, it is important to characterize and
    understand the level of distortions that might be
    perceivable to the user
  • This paper has outlined our work and future
    approaches

25
  • Questions
  • or
  • Suggestions?
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