Gaze-directed volume rendering
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Quantifying immersion in virtual reality
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
ACM Transactions on Computer-Human Interaction (TOCHI)
Using naming time to evaluate quality predictors for model simplification
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
ACM Transactions on Graphics (TOG)
Hierarchical geometric models for visible surface algorithms
Communications of the ACM
Measuring and predicting visual fidelity
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)
ACM Transactions on Graphics (TOG)
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
Adaptive Real-Time Level-of-Detail-Based Rendering for Polygonal Models
IEEE Transactions on Visualization and Computer Graphics
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
Perceptually guided simplification of lit, textured meshes
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
openEyes: a low-cost head-mounted eye-tracking solution
Proceedings of the 2006 symposium on Eye tracking research & applications
Hybrid image-/model-based gaze-contingent rendering
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Visual equivalence: towards a new standard for image fidelity
ACM SIGGRAPH 2007 papers
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Perceptually Adaptive Rendering of Immersive Virtual Environments
SG '07 Proceedings of the 8th international symposium on Smart Graphics
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)
Space-variant image coding for stereoscopic media
PCS'09 Proceedings of the 27th conference on Picture Coding Symposium
A time-controlling terrain rendering algorithm
VSMM'06 Proceedings of the 12th international conference on Interactive Technologies and Sociotechnical Systems
Spotlight interest management for distributed virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
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Level of detail (LOD) rendering techniques reduce the geometric complexity of 3D models, sacrificing visual rendering quality in order to increase frame rendering rates. Perceptually adaptive LOD rendering techniques take into account the characteristics of the human visual system to minimize visible artifacts attributable to the reduced LOD. While these techniques have been previously examined in the context of high-performance rendering systems, it is not clear whether the benefits will necessarily overcome the behavioral costs associated with a reduced LOD on ordinary desktop systems. To answer this question, two perceptually adaptive rendering techniques, one velocity-dependent and one gaze-contingent, were implemented in the Unreal TM rendering engine on a standard desktop computer and monitor. These techniques were evaluated in separate experiments where participants were required to perform a virtual search for a target object among distractor objects in a perceptually rendered virtual home interior using a mouse to rotate the viewport. In the first experiment, objects moving across the observer's field of view were rendered in less detail than stationary objects, taking advantage of the fact that visual sensitivity to the details of moving objects is substantially reduced. Reaction times to detect the target remained constant with decreasing detail, whereas reaction times to localize a target decreased. In a second experiment, an eye tracker was used to render objects at the point of gaze in more detail than objects in the periphery, taking advantage of the fact that visual sensitivity is greatest at that location. Reaction times to detect the target increased with decreasing detail, whereas reaction times to localize a target decreased. The results from these experiments suggest that a reduced LOD can impede target identification, however, the resultant increase in frame rates facilitates virtual interaction. Overall, the behavioral costs associated with perceptually adaptive LOD techniques can be offset by the behavioral performance gains on desktop systems. However, we show that the nature of the task is important in determining the exact cost-benefit trade-off.