Title | ||
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Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering |
Abstract | ||
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AbstractVirtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. Here, we introduce a gaze-contingent stereo rendering technique that models this effect and conduct several user studies to validate its effectiveness. Our findings include experimental validation of the location of the no-parallax point, which we then use to demonstrate significant improvements of disparity and shape distortion in a VR setting, and consistent alignment of physical and digitally rendered objects across depths in optical see-through AR. Our work shows that gaze-contingent stereo rendering improves perceptual realism and depth perception of emerging wearable computing systems. |
Year | DOI | Venue |
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2020 | 10.1145/3414685.3417820 | ACM Transactions on Graphics |
Keywords | DocType | Volume |
applied perception, rendering, virtual reality, augmented reality | Journal | 39 |
Issue | ISSN | Citations |
6 | 0730-0301 | 1 |
PageRank | References | Authors |
0.35 | 0 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Brooke Krajancich | 1 | 6 | 1.51 |
Petr Kellnhofer | 2 | 122 | 10.45 |
Gordon Wetzstein | 3 | 945 | 72.47 |