The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
A model of visual adaptation for realistic image synthesis
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A model of visual masking for computer graphics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A framework for realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A multiscale model of adaptation and spatial vision for realistic image display
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Measuring and predicting visual fidelity
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Interactive global illumination using fast ray tracing
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Selective quality rendering by exploiting human inattentional blindness: looking but not seeing
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Comparing Real & Synthetic Scenes using Human Judgements of Lightness
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Perceptually-informed accelerated rendering of high quality walkthrough sequences
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
An experimental approach to predicting saliency for simplified polygonal models
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Selective rendering using task-importance maps
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Alternate feature location for rapid navigation using a 3D map on a mobile device
Proceedings of the 3rd international conference on Mobile and ubiquitous multimedia
Predicting and Evaluating Saliency for Simplified Polygonal Models
ACM Transactions on Applied Perception (TAP)
ACM Transactions on Applied Perception (TAP)
The influence of sound effects on the perceived smoothness of rendered animations
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
A framework for comparing task performance in real and virtual scenes
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Perceived aliasing thresholds in high-fidelity rendering
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Visual attention for efficient high-fidelity graphics
Proceedings of the 21st spring conference on Computer graphics
Selective component-based rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
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
Cost prediction for global illumination using a fast rasterised scene preview
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Efficient selective rendering of participating media
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
MUM '05 Proceedings of the 4th international conference on Mobile and ubiquitous multimedia
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Selective rendering: computing only what you see
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Visual attention in 3D video games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Evaluating the effects of real world distraction on user performance in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Parallel selective rendering of high-fidelity virtual environments
Parallel Computing
Perceptual rendering of participating media
ACM Transactions on Applied Perception (TAP)
A gaze-based study for investigating the perception of visual realism in simulated scenes
ACM Transactions on Applied Perception (TAP)
A physically-based client-server rendering solution for mobile devices
Proceedings of the 6th international conference on Mobile and ubiquitous multimedia
A psychophysical study of fixation behavior in a computer game
Proceedings of the 5th symposium on Applied perception in graphics and visualization
ACM Transactions on Applied Perception (TAP)
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
A schema-based selective rendering framework
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Gaze behavior and visual attention model when turning in virtual environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
The whys, how tos, and pitfalls of user studies
ACM SIGGRAPH 2009 Courses
Exploring peripheral LOD change detections during interactive gaming tasks
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually-motivated graphics, visualization and 3D displays
ACM SIGGRAPH 2010 Courses
Quantifying fidelity for virtual environment simulations employing memory schema assumptions
ACM Transactions on Applied Perception (TAP)
An empirical pipeline to derive gaze prediction heuristics for 3D action games
ACM Transactions on Applied Perception (TAP)
Perceptually guided high-fidelity rendering exploiting movement bias in visual attention
ACM Transactions on Applied Perception (TAP)
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Levels of realism: from virtual reality to real virtuality
Proceedings of the 24th Spring Conference on Computer Graphics
Perceptual visual quality metrics: A survey
Journal of Visual Communication and Image Representation
Saliency in motion: selective rendering of dynamic virtual environments
Proceedings of the 25th Spring Conference on Computer Graphics
Perception in graphics, visualization, virtual environments and animation
SIGGRAPH Asia 2011 Courses
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
How real is real enough? optimal reality sampling for fast recognition of mobile imagery
ACM Transactions on Applied Perception (TAP)
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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The perceived quality of computer graphics imagery depends on the accuracy of the rendered frames, as well as the capabilities of the human visual system. Fully detailed, high fidelity frames still take many minutes even hours to render on today's computers. The human eye is physically incapable of capturing a moving scene in full detail. We sense image detail only in a 2° foveal region, relying on rapid eye movements, or saccades, to jump between points of interest. Our brain then reassembles these glimpses into a coherent, but inevitably imperfect, visual percept of the environment. In the process, we literally lose sight of the unimportant details. In this paper, we demonstrate how properties of the human visual system, in particular inattentional blindness, can be exploited to accelerate the rendering of animated sequences by applying a priori knowledge of a viewer's task focus. We show in a controlled experimental setting how human subjects will consistently fail to notice degradations in the quality of image details unrelated to their assigned task, even when these details fall under the viewers' gaze. We then build on these observations to create a perceptual rendering framework that combines predetermined task maps with spatiotemporal contrast sensitivity to guide a progressive animation system which takes full advantage of image-based rendering techniques. We demonstrate this framework with a Radiance ray-tracing implementation that completes its work in a fraction of the normally required time, with few noticeable artifacts for viewers performing the task.