首页> 外文会议>Symposium on Applied Perception in Graphics and Visualization(APGV 2004); 20040807-08; Los Angeles,CA(US) >A Feasibility Test for Perceptually Adaptive Level of Detail Rendering on Desktop Systems
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A Feasibility Test for Perceptually Adaptive Level of Detail Rendering on Desktop Systems

机译:在桌面系统上感知自适应的细节渲染级别的可行性测试

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Level of detail (LOD) rendering techniques reduce the geometric complexity of 3D models, sacrificing visual rendering quality in order to increase frame rendering rates. Perceptually adaptive LOD rendering techniques take into account the characteristics of the human visual system to minimize visible artifacts attributable to the reduced LOD. While these techniques have been previously examined in the context of high-performance rendering systems, it is not clear whether the benefits will necessarily overcome the behavioral costs associated with a reduced LOD on ordinary desktop systems. To answer this question, two perceptually adaptive rendering techniques, one velocity-dependent and one gaze-contingent, were implemented in the Unreal™ rendering engine on a standard desktop computer and monitor. These techniques were evaluated in separate experiments where participants were required to perform a virtual search for a target object among distractor objects in a perceptually rendered virtual home interior using a mouse to rotate the viewport. In the first experiment, objects moving across the observer''s field of view were rendered in less detail than stationary objects, taking advantage of the fact that visual sensitivity to the details of moving objects is substantially reduced. Reaction times to detect the target remained constant with decreasing detail, whereas reaction times to localize a target decreased. In a second experiment, an eye tracker was used to render objects at the point of gaze in more detail than objects in the periphery, taking advantage of the fact that visual sensitivity is greatest at that location. Reaction times to detect the target increased with decreasing detail, whereas reaction times to localize a target decreased. The results from these experiments suggest that a reduced LOD can impede target identification, however, the resultant increase in frame rates facilitates virtual interaction. Overall, the behavioral costs associated with perceptually adaptive LOD techniques can be offset by the behavioral performance gains on desktop systems. However, we show that the nature of the task is important in determining the exact cost-benefit trade-off.
机译:细节级别(LOD)渲染技术降低了3D模型的几何复杂性,牺牲了视觉渲染质量,以提高帧渲染速率。感知上自适应的LOD渲染技术考虑了人类视觉系统的特征,以最大程度地减少归因于LOD降低的可见伪像。尽管先前已经在高性能渲染系统的背景下检查了这些技术,但尚不清楚这些好处是否一定会克服与普通台式机系统上降低的LOD相关的行为成本。为了回答这个问题,在标准台式计算机和显示器上的Unreal™渲染引擎中实现了两种感知自适应的渲染技术,一种与速度有关,另一种与视线有关。这些技术在单独的实验中进行了评估,其中要求参与者使用鼠标旋转视口,在虚拟渲染的虚拟家庭内部对象中的干扰对象中进行目标对象的虚拟搜索。在第一个实验中,利用了这样一个事实,即大幅降低了对移动对象细节的视觉敏感度,从而使在观察者视野范围内移动的对象的细节绘制得比固定对象少。检测目标的反应时间保持不变,但细节不断减少,而定位目标的反应时间却减少了。在第二个实验中,利用眼动仪比周围的对象更详细地渲染凝视点处的对象,这是因为视觉灵敏度在该位置最大。检测目标的反应时间随着细节的减少而增加,而定位目标的反应时间则减少。这些实验的结果表明,降低的LOD可能会阻碍目标识别,但是,由此导致的帧速率增加会促进虚拟交互。总体而言,与感知自适应LOD技术相关的行为成本可以由台式机系统上的行为性能提升所抵消。但是,我们表明,任务的性质对于确定确切的成本效益权衡非常重要。

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