Gaze-Dependent Depth-of-Field Effect Rendering in Virtual Environments

This paper presents gaze-dependent depth-of-field (DOF) rendering setup, consisting of high frequency eye tracker connected to a graphics workstation. A scene is rendered and visualised with the DOF simulation controlled by data captured with the eye tracker. To render a scene in real-time, the reverse-mapped z-buffer DOF simulation technique with the blurring method based on Poisson disk is used. We conduct perceptual experiments to test human impressions caused by simulation of the DOF phenomenon and to assess benefits of using eye tracker to control the DOF effect rendering in virtual environments. Additionally, we survey the eye tracking technologies suitable for virtual environments and preview techniques of the real time DOF rendering.

[1]  H. Bastian Sensation and Perception.—I , 1869, Nature.

[2]  Michael Potmesil,et al.  Modeling motion blur in computer-generated images , 1983, SIGGRAPH.

[3]  G. Mather The Use of Image Blur as a Depth Cue , 1997, Perception.

[4]  Andrew T. Duchowski,et al.  Eye Tracking Methodology: Theory and Practice , 2003, Springer London.

[5]  Linden J. Ball,et al.  Eye Tracking in Human-Computer Interaction and Usability Research : Current Status and Future Prospects , 2004 .

[6]  Carlos Hitoshi Morimoto,et al.  Eye gaze tracking techniques for interactive applications , 2005, Comput. Vis. Image Underst..

[7]  Hendrik Koesling,et al.  A Preliminary Investigation into Eye Gaze Data in a First Person Shooter Game , 2005 .

[8]  Linden J. Ball,et al.  Eye tracking in HCI and usability research. , 2006 .

[9]  Andrew T. Duchowski,et al.  Eye tracking methodology - theory and practice, 2nd Edition , 2007 .

[10]  Burkhard Wünsche,et al.  Evaluation of game engines for simulated surgical training , 2007, GRAPHITE '07.

[11]  Anatole Lécuyer,et al.  Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments , 2008, 2008 IEEE Virtual Reality Conference.

[12]  Sungkil Lee,et al.  Real‐Time Depth‐of‐Field Rendering Using Point Splatting on Per‐Pixel Layers , 2008, Comput. Graph. Forum.

[13]  Anatole Lécuyer,et al.  Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments , 2007, IEEE Computer Graphics and Applications.

[14]  Anatole Lécuyer,et al.  Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments , 2008, IEEE Computer Graphics and Applications.

[15]  Tomas Akenine-Möller,et al.  Real-time rendering, 3rd Edition , 2008 .

[16]  Scott Myers,et al.  Streamlining Simulation Development using a Commercial Game Engine , 2009 .

[17]  Mel Slater,et al.  Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments , 2009, Philosophical Transactions of the Royal Society B: Biological Sciences.

[18]  Hans-Peter Seidel,et al.  Depth-of-field rendering with multiview synthesis , 2009, ACM Trans. Graph..

[19]  P. Vorderer,et al.  Serious games : mechanisms and effects , 2009 .

[20]  H. Seidel,et al.  Real-time lens blur effects and focus control , 2010, ACM Trans. Graph..

[21]  Anatole Lécuyer,et al.  A real-time visual attention model for predicting gaze point during first-person exploration of virtual environments , 2010, VRST '10.

[22]  Mel Slater,et al.  Simulating virtual environments within virtual environments as the basis for a psychophysics of presence , 2010, SIGGRAPH 2010.

[23]  Dipl.-Ing,et al.  Real-time Rendering , 2022 .