A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
What's Real About Virtual Reality?
IEEE Computer Graphics and Applications
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
Simulating spatial assumptions
ACM SIGGRAPH 2003 Sketches & Applications
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
The effect of quality of rendering on user lighting impressions and presence in virtual environments
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
A psychophysical study of fixation behavior in a computer game
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Quantifying fidelity for virtual environment simulations employing memory schema assumptions
ACM Transactions on Applied Perception (TAP)
The effect of stereo and context on memory and awareness states in immersive virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually-motivated graphics, visualization and 3D displays
ACM SIGGRAPH 2010 Courses
Perception in graphics, visualization, virtual environments and animation
SIGGRAPH Asia 2011 Courses
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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Perception principles have been incorporated into rendering algorithms in order to optimize rendering computation and produce photorealistic images from a human rather than a machine point of view. In order to economize on rendering computation, selective rendering guides high level of detail to specific regions of a synthetic scene and lower quality to the remaining scene, without compromising the level of information transmitted. Scene regions that have been rendered in low and high quality can be combined to form one complete scene. Such decisions are guided by predictive attention modeling, gaze or task-based information. We propose a novel selective rendering approach which is task and gaze-independent, simulating cognitive creation of spatial hypotheses. Scene objects are rendered in varying polygon quality according to how they are associated with the context (schema) of the scene. Experimental studies in synthetic scenes have revealed that consistent objects which are expected to be found in a scene can be rendered in lower quality without affecting information uptake. Exploiting such expectations, inconsistent items which are salient require a high level of rendering detail in order for them to be perceptually acknowledged. The contribution of this paper is an innovative x3D-based selective rendering framework based on memory schemas and implemented through metadata enrichment.