An experimental evaluation of computer graphics imagery
ACM Transactions on Graphics (TOG)
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Virtual interaction: interaction in virtual inhabited 3D worlds
Virtual interaction: interaction in virtual inhabited 3D worlds
Conceptual priming as a determinant of presence in virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Psychophysically based artistic techniques for increased perceived realism of virtual environments
Proceedings of the 2nd international conference on Computer graphics, virtual Reality, visualisation and interaction in Africa
Measuring the Perception of Visual Realism in Images
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
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
TPCG '04 Proceedings of the Theory and Practice of Computer Graphics 2004 (TPCG'04)
Auditory bias of visual attention for perceptually-guided selective rendering of animations
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Exploring visual and automatic measures of perceptual fidelity in real and simulated imagery
ACM Transactions on Applied Perception (TAP)
Selective rendering: computing only what you see
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Measuring Presence in Virtual Environments: A Presence Questionnaire
Presence: Teleoperators and Virtual Environments
Visual equivalence: towards a new standard for image fidelity
ACM SIGGRAPH 2007 papers
Real virtuality: a step change from virtual reality
Proceedings of the 25th Spring Conference on Computer Graphics
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Realism in real-time has long been a "holy grail" of the computer graphics community. While real-time performance is typically accepted as 25fps and above, the definition of realism remains less clear. If we were able to simulate the physics of the real world to minute detail then it would be possible for us to achieve images which were physically correct. However, the amount of computation required for such physical accuracy of complex scenes precludes any possibility of achieving such images in reasonable, let alone real-time, on a desktop computer for many years to come. Furthermore, there is no guarantee of realism as these images do not take into account how the human may perceive this information. 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. If virtual environments are ever to be regularly used as a valuable tool to experiment in the virtual world with confidence that the results are the same as would be experienced in the real world, then we need to be able to compute these environments to be perceptually equivalent as if we were "there" in the real world; so called "there-reality" or real virtuality. This paper surveys promising efforts to date and identifies and discusses future research directions.