Exploiting perception in high-fidelity virtual environmentsAdditional presentations from the 24th course are available on the citation page

  • Authors:
  • Mashhuda Glencross;Alan G. Chalmers;Ming C. Lin;Miguel A. Otaduy;Diego Gutierrez

  • Affiliations:
  • -;-;-;-;-

  • Venue:
  • ACM SIGGRAPH 2006 Courses
  • Year:
  • 2006

Quantified Score

Hi-index 0.00

Visualization

Abstract

The objective of this course is to provide an introduction to the issues that must be considered when building high-fidelity 3D engaging shared virtual environments. The principles of human perception guide important development of algorithms and techniques in collaboration, graphical, auditory, and haptic rendering. We aim to show how human perception is exploited to achieve realism in high fidelity environments within the constraints of available finite computational resources.In this course we address the challenges faced when building such high-fidelity engaging shared virtual environments, especially those that facilitate collaboration and intuitive interaction. We present real applications in which such high-fidelity is essential. With reference to these, we illustrate the significant need for the combination of high-fidelity graphics in real time, better modes of interaction, and appropriate collaboration strategies.After introducing the concept of high-fidelity virtual environments and why these convey important information to the user, we cover the main issues in two parts linked by the common thread of exploiting human perception. First we explore perceptually driven techniques that can be employed to achieve high-fidelity graphical rendering in real-time, and how incorporating authentic lighting effects helps to convey a sense of realism and scale in virtual re-constructions of historical sites.Secondly, we examine how intuitive interaction between participants, and with objects in the environment, also plays a key role in the overall experience. How perceptual methods can be used to guide interest management and distribution choices, is considered with an emphasis on avoiding potential pitfalls when distributing physically-based simulations. An analysis of real network conditions and the implications of these for distribution strategies that facilitate collaboration is presented. Furthermore, we describe technologies necessary to provide intuitive interaction in virtual environments, paying particular attention to engaging multiple sensory modalities, primarily through physically-based sound simulation and perceptually high-fidelity haptic interaction.The combination of realism and intuitive compelling interaction can lead to engaging virtual environments capable of exhibiting skills transfer, an illusive goal of many virtual environment applications.