SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Predicting and Evaluating Saliency for Simplified Polygonal Models
ACM Transactions on Applied Perception (TAP)
Visual attention for efficient high-fidelity graphics
Proceedings of the 21st spring conference on Computer graphics
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
How late can you update gaze-contingent multiresolutional displays without detection?
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
ACM SIGGRAPH 2008 classes
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Computer games require players to interact with scenes while performing various tasks. In this paper an experimental game framework was developed to measure players perception to level of detail (LOD) changes in 3D models (for example a bunny), as shown in Figure 1. These models were unrelated to the task assigned to the player and located away from the area in which the task was being accomplished. An interactive task, such as a point and shoot game, triggers a top-down vision process. Performing a specific task can result in inattentional blindness (IB) for the player, which is the phenomenon of not being able to perceive things that are in plain sight. IB can allow for substantial simplifications of the objects in the scene unrelated to the task at hand. In this paper five experiments were conducted exploring peripheral LOD change detections during an interactive gaming task. In three of the five experiments different level of awareness for the same task were tested and it was found that only participants being fully aware of the 3D LOD changes were able to detect about 15% of them during the game. In the other two experiments and with the players fully aware of the LOD changes, the distance at which they were able to detect each change of resolution was measured, with different number of LOD levels used in both experiments.