The Effects of HMD Attributes, Different Display and Scene Characteristics on Human Visual Perception of Region Warping Distortions

The Address Recalculation Pipeline (ARP) is a graphics display architecture that was designed to reduce user head rotational latency in immersive Head Mounted Display (HMD) virtual reality. A demand driven rendering technique known as priority rendering was devised for use in conjunction with the ARP system to reduce the overall rendering load. Region warping was devised along with several other techniques to facilitate priority rendering. Region warping however causes slight distortions to appear in the graphics. While this technique might improve system performance, immersive virtual reality systems have humans as integral parts of the system, hence the underlying issue of how humans might perceive and react to the system cannot be neglected. This paper addresses this important issue from a human visual perception perspective. In this paper, we present the results of three experiments that examine a number of factors that might contribute to a user’s perception of distortions caused by region warping. In particular, these experiments investigate whether HMD display attributes, anti-aliasing and virtual environments with different scene complexities might affect user’s visual perception of region warping distortions. Keywords—Address recalculation pipeline, distortion, region warping, visual perception.

[1]  D. Simons,et al.  Change Blindness Blindness: The Metacognitive Error of Overestimating Change-detection Ability , 2000 .

[2]  G. G. Stokes "J." , 1890, The New Yale Book of Quotations.

[3]  M. Whitton,et al.  Effect of latency on presence in stressful virtual environments , 2003, IEEE Virtual Reality, 2003. Proceedings..

[4]  Bernard D. Adelstein,et al.  Operator Interaction with Visual Objects: Effect of System Latency , 1997, HCI.

[5]  Carol O'Sullivan,et al.  An experimental approach to predicting saliency for simplified polygonal models , 2004, APGV '04.

[6]  Mel Slater,et al.  The sensitivity of presence to collision response , 1997, Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality.

[7]  Rolf Ulrich,et al.  Threshold estimation in two-alternative forced-choice (2AFC) tasks: The Spearman-Kärber method , 2004, Perception & psychophysics.

[8]  John Robson,et al.  Vision research : a practical guide to laboratory methods , 1998 .

[9]  James G. Phillips,et al.  Human visual perception of region warping distortions , 2006, ACSC.

[10]  J. Pratt,et al.  The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search. , 2005, Acta psychologica.

[11]  Michael I. Hill,et al.  Generalizeability of Latency Detection in a Variety of Virtual Environments , 2004 .

[12]  Yang-Wai Chow,et al.  Design issues in human visual perception experiments on region warping , 2005, IADIS AC.

[13]  Yang-Wai Chow,et al.  Region warping in a virtual reality system with priority rendering , 2005, IADIS AC.

[14]  Diego Gutierrez,et al.  Efficient selective rendering of participating media , 2006, APGV '06.

[15]  Jay Torborg,et al.  Talisman: commodity realtime 3D graphics for the PC , 1996, SIGGRAPH.

[16]  Peter Willemsen,et al.  The effects of head-mounted display mechanics on distance judgments in virtual environments , 2004, APGV '04.

[17]  C. S. Green,et al.  Action video game modifies visual selective attention , 2003, Nature.

[18]  Alan Chalmers,et al.  Visual attention models for producing high fidelity graphics efficiently , 2003, SCCG '03.

[19]  Fabio Pellacini,et al.  Perceptually-driven decision theory for interactive realistic rendering , 2003, TOGS.

[20]  Magy Seif El-Nasr,et al.  Visual attention in 3D video games , 2006, ACE '06.

[21]  Adam Finkelstein,et al.  A framework for geometric warps and deformations , 2002, TOGS.

[22]  Yang-Wai Chow,et al.  Large Object Segmentation with Region Priority Rendering , 2005, ACSC.

[23]  Donald P. Greenberg,et al.  Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments , 2001, TOGS.

[24]  James G. Phillips,et al.  The effects of head-mounted display attributes on human visual perception of region warping distortions , 2005 .

[25]  Christof Koch,et al.  A Model of Saliency-Based Visual Attention for Rapid Scene Analysis , 2009 .

[26]  KochChristof,et al.  A Model of Saliency-Based Visual Attention for Rapid Scene Analysis , 1998 .

[27]  Jack M. Loomis,et al.  Limited Field of View of Head-Mounted Displays Is Not the Cause of Distance Underestimation in Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.

[28]  Martin Reddy,et al.  Specification and evaluation of level of detail selection criteria , 1998, Virtual Reality.

[29]  Bernard D. Adelstein,et al.  Head Tracking Latency in Virtual Environments: Psychophysics and a Model , 2003 .

[30]  Ronald Pose,et al.  An interactive graphics display architecture , 1993, Proceedings of IEEE Virtual Reality Annual International Symposium.

[31]  W. Ehrenstein,et al.  Psychophysical Methods , 1999 .

[32]  C. Chabris,et al.  Gorillas in Our Midst: Sustained Inattentional Blindness for Dynamic Events , 1999, Perception.

[33]  Martin Reddy,et al.  Perceptually Optimized 3D Graphics , 2001, IEEE Computer Graphics and Applications.

[34]  Ravin Balakrishnan,et al.  Reaching for objects in VR displays: lag and frame rate , 1994, TCHI.

[35]  Veronica Sundstedt,et al.  Visual attention for efficient high-fidelity graphics , 2005, SCCG '05.

[36]  David Clark-Carter,et al.  Doing Quantitative Psychological Research: From Design To Report , 1997 .

[37]  Leonard McMillan,et al.  Post-rendering 3D warping , 1997, SI3D.

[38]  Ross Brown,et al.  Visual attention-based polygon level of detail management , 2003, GRAPHITE '03.

[39]  Ronald Pose,et al.  Priority rendering with a virtual reality address recalculation pipeline , 1994, SIGGRAPH.

[40]  Alan Chalmers,et al.  Selective quality rendering by exploiting human inattentional blindness: looking but not seeing , 2002, VRST '02.

[41]  Joseph J. LaViola,et al.  A discussion of cybersickness in virtual environments , 2000, SGCH.

[42]  Peter Willemsen,et al.  The Influence of Restricted Viewing Conditions on Egocentric Distance Perception: Implications for Real and Virtual Indoor Environments , 2005, Perception.

[43]  William Ribarsky,et al.  Maintaining usability during 3D placement despite delay , 2003, IEEE Virtual Reality, 2003. Proceedings..

[44]  Benjamin Watson,et al.  Managing level of detail through peripheral degradation: effects on search performance with a head-mounted display , 1997, TCHI.

[45]  Gary W. Meyer,et al.  A perceptually based adaptive sampling algorithm , 1998, SIGGRAPH.

[46]  Zijiang J. He,et al.  Perceiving distance accurately by a directional process of integrating ground information , 2004, Nature.