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Level of Realism for Serious Games

机译:严肃游戏的现实水平

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摘要

Serious games are playing an increasingly important role for training people about real world situations. A key concern is thus the level of realism that the game requires in order to have an accurate match of what the user can expect in the real world with what they perceive in the virtual one. Failure to achieve the right level of realism runs the real risk that the user may adopt a different reaction strategy in the virtual world than would be desired in reality. High-fidelity, physically based rendering has the potential to deliver the same perceptual quality of an image as if you were "there" in the real world scene being portrayed. However, our perception of an environment is not only what we see, but may be significantly influenced by other sensory input, including sound, smell, touch, and even taste. Computation and delivery of all sensory stimuli at interactive rates is a computationally complex problem. To achieve true physical accuracy for each of the senses individually for any complex scene in real-time is simply beyond the ability of current standard desktop computers. This paper discusses how human perception, and in particular any crossmodal effects in multi-sensory perception, can be exploited to selectively deliver high-fidelity virtual environments for serious games on current hardware. Selective delivery enables those parts of a scene which the user is attending to, to be computed in high quality. The remainder of the scene is delivered in lower quality, at a significantly reduced computation cost, without the user being aware of this quality difference.
机译:严肃的比赛对培训人们对现实世界的情况进行了越来越重要的作用。因此,关键问题是游戏所需的现实程度,以便与用户可以在真实世界中与他们在虚拟体中感知的内容进行准确匹配。未能达到正确的现实水平,运行用户可以在虚拟世界中采用不同的反应策略的真正风险,而不是现实中所希望的。高保真,物理基础的渲染有可能提供相同的图像质量,就像你在真实世界的场景中被描绘出来的那样。然而,我们对环境的看法不仅是我们所看到的,而且可能会受到其他感官输入的显着影响,包括声音,气味,触感甚至味道。在交互式速率下的所有感官刺激的计算和传送是计算复杂的问题。为实时为任何复杂场景单独为每个感官进行真正的物理精度,简单地超出了当前标准桌面计算机的能力。本文讨论了人类感知如何,特别是在多感官感知中的任何跨代效应,可以利用为当前硬件上的严重游戏选择性地提供高保真虚拟环境。选择性交付使用户参加的场景的那些部分,以高质量计算。现场的剩余部分以较低的质量传送,以显着降低的计算成本,而没有用户知道这种质量差异。

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