Eye movements and interactive graphics

Publisher Summary Eye tracking has been relatively well explored for the purposes of accelerating real-time rendering, but it has not been considered very much with respect to the actual simulation process. Perceptual issues relating to physically based simulation have been largely neglected in the field of computer graphics. Researchers in the field of computer graphics are concerned with producing images and animations that are as realistic as possible, mainly to human viewers. Creating images consists of two phases: (1) modeling a scene containing objects and environmental effects, and storing an appropriate representation in digital format; and (2) rendering or displaying these scenes using a variety of platforms and technologies. The two problems are not independent—the quality of the final image depends greatly on the accuracy of the models. The more complex and detailed the model, the longer it will take to produce a graphical representation of it. Strategies that reduce this computational burden often produce poor-quality images and motions as a trade-off, but by taking perceptual factors into account and integrating eye-movement analysis, adaptive systems can be developed that improve the perceived quality of the degraded graphics.

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