Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Gaze-directed volume rendering
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Visibility preprocessing for interactive walkthroughs
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Management of large amounts of data in interactive building walkthroughs
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Computer Image Generation
Providing a low latency user experience in a high latency application
Proceedings of the 1997 symposium on Interactive 3D graphics
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The process agent model and message passing in a distributed processing VR system
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
ACM Transactions on Computer-Human Interaction (TOCHI)
On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
Multi-resolution model transmission in distributed virtual environments
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
Binocular eye tracking in virtual reality for inspection training
ETRA '00 Proceedings of the 2000 symposium on Eye tracking research & applications
ACM Transactions on Graphics (TOG)
Binocular eye tracking in VR for visual inspection training
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Visual attention-based polygon level of detail management
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Object Caching and Prefetching in Distributed Virtual Walkthrough
Real-Time Systems
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
International Journal of Human-Computer Studies
Adaptive Multi-Resolution Modeling Technique Based on Viewing and Animation Parameters
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
A feasibility test for perceptually adaptive level of detail rendering on desktop systems
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Supra-threshold control of peripheral LOD
ACM SIGGRAPH 2004 Papers
Hybrid image-/model-based gaze-contingent rendering
Proceedings of the 4th symposium on Applied perception in graphics and visualization
A gaze-based study for investigating the perception of visual realism in simulated scenes
ACM Transactions on Applied Perception (TAP)
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)
Hybrid image/model-based gaze-contingent rendering
ACM Transactions on Applied Perception (TAP)
On spatiochromatic visual sensitivity and peripheral color LOD management
ACM Transactions on Applied Perception (TAP)
Volume composition and evaluation using eye-tracking data
ACM Transactions on Applied Perception (TAP)
Integrating perceptual level of detail with head-pose estimation and its uncertainty
Machine Vision and Applications
Dynamic light amplification for immersive environment rendering
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Dynamic gaze-controlled levels of detail of polygonal objects in 3-D environment modeling
3DIM'99 Proceedings of the 2nd international conference on 3-D digital imaging and modeling
Rendering optimizations guided by head-pose estimates and their uncertainty
ISVC'05 Proceedings of the First international conference on Advances in Visual Computing
Do-It-yourself eye tracker: low-cost pupil-based eye tracker for computer graphics applications
MMM'12 Proceedings of the 18th international conference on Advances in Multimedia Modeling
Quantitative analysis of visibility determinations for networked virtual environments
Journal of Visual Communication and Image Representation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Perceptually driven simplification for interactive rendering
EGWR'01 Proceedings of the 12th Eurographics conference on Rendering
Volume composition using eye tracking data
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
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This paper presents a new method of rendering for interaction with 3D virtual space with the use of gaze detection devices. In this method, hierarchical geometric models of graphic objects are constructed prior to the rendering process. The rendering process first calculates the visual acuity, which represents the importance of a graphic object for a human operator, from the gaze position of the operator. Second, the process selects a level from the set of hierarchical geometric models depending on the value of visual acuity. That is, a simpler level of detail is selected where the visual acuity is lower, and a more complicated level is used where it is higher. Then, the selected graphic models are rendered on the display. This paper examines three visual characteristics to calculate the visual acuity: the central / peripheral vision, the kinetic vision, and the fusional vision. The actual implementation and our testbed system are described, as well as the details of the visual acuity model.