Title: School of Computer Science and Software Engineering
1School 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
2Overview
- 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
4The 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
5Priority 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
6Segmentation 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
7However 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
8Region 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
9An example showing the scene tearing effect
10The exact same frame, this time with Region
Warping
11Initial 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
13A 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
14Level 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
15Others 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
17As 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
18A 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
19Upon 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
20The 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
21The 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
22The 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
23A 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
24Conclusions
- 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?