Priority rendering with a virtual reality address recalculation pipeline
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
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HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ACM Transactions on Computer-Human Interaction (TOCHI)
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VR '03 Proceedings of the IEEE Virtual Reality 2003
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VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
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SCCG '03 Proceedings of the 19th spring conference on Computer graphics
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APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
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APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
APGV '04 Proceedings of the 1st Symposium on Applied perception in graphics and visualization
Large object segmentation with region priority rendering
ACSC '05 Proceedings of the Twenty-eighth Australasian conference on Computer Science - Volume 38
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
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Interactive virtual reality requires at least 60 frames per second in order to ensure smooth motion. For a good immersive experience, it is also necessary to have low end-to-end latency so that user interaction does not suffer from perceptible delays in images presented to the eyes. The Address Recalculation Pipeline (ARP) architecture reduces end-to-end latency in immersive Head Mounted Display (HMD) virtual reality systems. By using the ARP in conjunction with priority rendering, different sections of the scene are updated at different rates. This reduces the overall rendering load and allows for more complex and realistic scenes. Large object segmentation in conjunction with priority rendering further reduces the overall rendering load. However, scene tearing artefacts potentially emerge and region warping was devised to alleviate this. In compensating for the tearing, region warping introduces slight distortions to the scene.Immersive virtual reality systems have humans as integral parts of the system. While researchers do thorough measurements and evaluation of hardware and software performance, the human experience and perception of the system is often neglected. This paper addresses this important issue. We describe our human visual perceptual experimental methodology in detail and present some initial results. Initial experiments in human visual perception of region warping distortions show interesting characteristics which lead us to propose further experimental investigations to clarify their significance.