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Real vs Simulated Foveated Rendering to Reduce Visual Discomfort in Virtual Reality

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 Added by Ariel Caputo
 Publication date 2021
and research's language is English




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In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the bodys acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.



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The spatially-varying field of the human visual system has recently received a resurgence of interest with the development of virtual reality (VR) and neural networks. The computational demands of high resolution rendering desired for VR can be offset by savings in the periphery, while neural networks trained with foveated input have shown perceptual gains in i.i.d and o.o.d generalization. In this paper, we present a technique that exploits the CUDA GPU architecture to efficiently generate Gaussian-based foveated images at high definition (1920x1080 px) in real-time (165 Hz), with a larger number of pooling regions than previous Gaussian-based foveation algorithms by several orders of magnitude, producing a smoothly foveated image that requires no further blending or stitching, and that can be well fit for any contrast sensitivity function. The approach described can be adapted from Gaussian blurring to any eccentricity-dependent image processing and our algorithm can meet demand for experimentation to evaluate the role of spatially-varying processing across biological and artificial agents, so that foveation can be added easily on top of existing systems rather than forcing their redesign (emulated foveated renderer). Altogether, this paper demonstrates how a GPU, with a CUDA block-wise architecture, can be employed for radially-variant rendering, with opportunities for more complex post-processing to ensure a metameric foveation scheme. Code is provided.
Traditional high-quality 3D graphics requires large volumes of fine-detailed scene data for rendering. This demand compromises computational efficiency and local storage resources. Specifically, it becomes more concerning for future wearable and portable virtual and augmented reality (VR/AR) displays. Recent approaches to combat this problem include remote rendering/streaming and neural representations of 3D assets. These approaches have redefined the traditional local storage-rendering pipeline by distributed computing or compression of large data. However, these methods typically suffer from high latency or low quality for practical visualization of large immersive virtual scenes, notably with extra high resolution and refresh rate requirements for VR applications such as gaming and design. Tailored for the future portable, low-storage, and energy-efficient VR platforms, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. Furthermore, we jointly optimize the latency/performance and visual quality, while mutually bridging human perception and neural scene synthesis, to achieve perceptually high-quality immersive interaction. Both objective analysis and subjective study demonstrate the effectiveness of our approach in significantly reducing local storage volume and synthesis latency (up to 99% reduction in both data size and computational time), while simultaneously presenting high-fidelity rendering, with perceptual quality identical to that of fully locally stored and rendered high-quality imagery.
225 - Luis Valente 2016
This paper proposes the concept of live-action virtual reality games as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are live-action games because a player physically acts out (using his/her real body and senses) his/her avatar (his/her virtual representation) in the game stage, which is the mixed-reality environment where the game happens. The game stage is a kind of augmented virtuality; a mixed-reality where the virtual world is augmented with real-world information. In live-action virtual reality games, players wear HMD devices and see a virtual world that is constructed using the physical world architecture as the basic geometry and context information. Physical objects that reside in the physical world are also mapped to virtual elements. Live-action virtual reality games keeps the virtual and real-worlds superimposed, requiring players to physically move in the environment and to use different interaction paradigms (such as tangible and embodied interaction) to complete game activities. This setup enables the players to touch physical architectural elements (such as walls) and other objects, feeling the game stage. Players have free movement and may interact with physical objects placed in the game stage, implicitly and explicitly. Live-action virtual reality games differ from similar game concepts because they sense and use contextual information to create unpredictable game experiences, giving rise to emergent gameplay.
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support users sensory in bridging virtual and physical world. Since participants do not directly observe these robotic proxies, we investigate the multiple mappings between physical robots and virtual proxies that can utilize the resources needed to provide a well rounded VR experience. PhyShare bots can act either as directly touchable objects or invisible carriers of physical objects, depending on different scenarios. They also support distributed collaboration, allowing remotely located VR collaborators to share the same physical feedback.
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Triggered by a sensory conflict between the visual and vestibular systems, cybersickness symptoms cause discomfort and hinder the immersive VR experience. Here we investigated cybersickness in 360-degree VR. In 360-degrees VR experiences, movement in the real world is not reflected in the virtual world, and therefore self-motion information is not corroborated by matching visual and vestibular cues, which may potentially induce cybersickness. We have evaluated whether an Artificial Intelligence (AI) software designed to supplement the VR experience with artificial 6-degree-of-freedom motion may reduce sensory conflict, and therefore cybersickness. Explicit (questionnaires) and implicit (physiological responses) measurements were used to measure cybersickness symptoms during and after VR exposure. Our results confirmed a reduction in feelings of nausea during the AI supplemented 6-degree-of-freedom motion VR. Through improving the congruency between visual and vestibular cues, users can experience more engaging, immersive and safe virtual reality, which is critical for the application of VR in educational, medical, cultural and entertainment settings.
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