Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The RADIANCE lighting simulation and rendering system
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
SIGGRAPH '95 Proceedings of the 22nd 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 perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Anticipating where to look: predicting the movements of mobile agents in complex terrain
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 2
Perception-based global illumination, rendering, and animation techniques
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
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
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Bottom-Up Visual Attention for Virtual Human Animation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Perceived aliasing thresholds in high-fidelity rendering
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Selective component-based rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
A GPU based saliency map for high-fidelity selective rendering
AFRIGRAPH '06 Proceedings of the 4th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
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
The effect of rotational ego-motion on the perception of high fidelity animations
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Selective rendering: computing only what you see
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
The effect of rotational ego-motion on the perception of high fidelity animations
ACM SIGGRAPH 2006 Research posters
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 MultiAgent System for Physically Based Rendering Optimization
CIA '07 Proceedings of the 11th international workshop on Cooperative Information Agents XI
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
Gazing at games: using eye tracking to control virtual characters
ACM SIGGRAPH 2010 Courses
An empirical pipeline to derive gaze prediction heuristics for 3D action games
ACM Transactions on Applied Perception (TAP)
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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High-fidelity rendering of complex scenes at interactive rates is one of the primary goals of computer graphics. Since high-fidelity rendering is computationally expensive, perceptual strategies such as visual attention have been explored to achieve this goal. In this paper we investigate how two models of human visual attention can be exploited in a selective rendering system. We examine their effects both individually, and in combination, through psychophysical experiments to measure savings in computation time while preserving the perceived visual quality for a task-related scene. We adapt the lighting simulation system Radiance to support selective rendering, by introducing a selective guidance system which can exploit attentional processes using an importance map. Our experiments demonstrate that viewers performing a visual task within the environment consistently fail to notice the difference between high quality and selectively rendered images, computed in a significantly reduced time.