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Virtual and augmented reality (VR/AR) displays strive to provide a resolution, framerate and field of view that matches the perceptual capabilities of the human visual system, all while constrained by limited compute budgets and transmission bandwidths of wearable computing systems. Foveated graphics techniques have emerged that could achieve these goals by exploiting the falloff of spatial acuity in the periphery of the visual field. However, considerably less attention has been given to temporal aspects of human vision, which also vary across the retina. This is in part due to limitations of current eccentricity-dependent models of the visual system. We introduce a new model, experimentally measuring and computationally fitting eccentricity-dependent critical flicker fusion thresholds jointly for both space and time. In this way, our model is unique in enabling the prediction of temporal information that is imperceptible for a certain spatial frequency, eccentricity, and range of luminance levels. We validate our model with an image quality user study, and use it to predict potential bandwidth savings 7x higher than those afforded by current spatial-only foveated models. As such, this work forms the enabling foundation for new temporally foveated graphics techniques.
Pedestrian intention recognition is very important to develop robust and safe autonomous driving (AD) and advanced driver assistance systems (ADAS) functionalities for urban driving. In this work, we develop an end-to-end pedestrian intention framewo
Cloud gaming enables playing high end games, originally designed for PC or game console setups, on low end devices, such as net-books and smartphones, by offloading graphics rendering to GPU powered cloud servers. However, transmitting the high end g
We present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However, with the c
Computer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such di
Modeling players behaviors in games has gained increased momentum in the past few years. This area of research has wide applications, including modeling learners and understanding player strategies, to mention a few. In this paper, we present a new m