首页 > 最新文献

Proceedings of the ACM SIGGRAPH Symposium on Applied Perception最新文献

英文 中文
Evaluating the local visibility of geometric artifacts 评估几何伪影的局部可见性
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804418
Jinjiang Guo, V. Vidal, A. Baskurt, G. Lavoué
Several perceptually-based quality metrics have been introduced to predict the global impact of geometric artifacts on the visual appearance of a 3D model. They usually produce a single score that reflects the global level of annoyance caused by the distortions. However, beside this global information, it is also important in many applications to obtain information about the local visibility of the artifacts (i.e. estimating a localized distortion measure). In this work we present a psychophysical experiment where observers are asked to mark areas of 3D meshes that contain noticeable distortions. The collected per-vertex distortion maps are first used to illustrate several perceptual mechanisms of the human visual system. They then serve as ground-truth to evaluate the performance of well-known geometric attributes and metrics for predicting the visibility of artifacts. Results show that curvature-based attributes demonstrate excellent performance. As expected, the Hausdorff distance is a poor predictor of the perceived local distortion while the recent perceptually-based metrics provide the best results.
已经引入了几个基于感知的质量指标来预测几何伪影对3D模型视觉外观的整体影响。他们通常会得出一个单一的分数,反映出由扭曲引起的全球烦恼程度。然而,除了这个全局信息之外,在许多应用中获得关于工件的局部可见性的信息(即估计局部失真度量)也很重要。在这项工作中,我们提出了一个心理物理实验,观察者被要求标记3D网格中包含明显扭曲的区域。收集到的逐顶点失真图首先用于说明人类视觉系统的几种感知机制。然后,它们作为基础事实来评估众所周知的几何属性和用于预测工件可见性的度量的性能。结果表明,基于曲率的属性具有良好的性能。正如预期的那样,豪斯多夫距离是感知到的局部失真的一个很差的预测器,而最近基于感知的指标提供了最好的结果。
{"title":"Evaluating the local visibility of geometric artifacts","authors":"Jinjiang Guo, V. Vidal, A. Baskurt, G. Lavoué","doi":"10.1145/2804408.2804418","DOIUrl":"https://doi.org/10.1145/2804408.2804418","url":null,"abstract":"Several perceptually-based quality metrics have been introduced to predict the global impact of geometric artifacts on the visual appearance of a 3D model. They usually produce a single score that reflects the global level of annoyance caused by the distortions. However, beside this global information, it is also important in many applications to obtain information about the local visibility of the artifacts (i.e. estimating a localized distortion measure). In this work we present a psychophysical experiment where observers are asked to mark areas of 3D meshes that contain noticeable distortions. The collected per-vertex distortion maps are first used to illustrate several perceptual mechanisms of the human visual system. They then serve as ground-truth to evaluate the performance of well-known geometric attributes and metrics for predicting the visibility of artifacts. Results show that curvature-based attributes demonstrate excellent performance. As expected, the Hausdorff distance is a poor predictor of the perceived local distortion while the recent perceptually-based metrics provide the best results.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116484364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 14
Integration and evaluation of emotion in an articulatory speech synthesis system 发音语音合成系统中情感的整合与评价
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814183
Martin Schorradt, K. Legde, Susana Castillo, D. Cunningham
We convey a tremendous amount of information vocally. In addition to the obvious exchange of semantic information, we unconsciously vary a number of acoustic properties of the speech wave to provide information about our emotions, thoughts, and intentions. [Cahn 1990] Advances in understanding of human physiology combined with increases in the computational power available in modern computers have made the simulation of the human vocal tract a realistic option for creating artificial speech. Such systems can, in principle, produce any sound that a human can make. Here we present two experiments examining the expression of emotion using prosody (i.e., speech melody) in human recordings and an articulatory speech synthesis system.
我们用声音传达了大量的信息。除了明显的语义信息交换外,我们还会无意识地改变语音波的一些声学特性,以提供有关我们的情绪、思想和意图的信息。[Cahn 1990]对人类生理学的理解的进步,加上现代计算机计算能力的提高,使得模拟人类声道成为创造人工语言的现实选择。原则上,这样的系统可以发出人类能发出的任何声音。在这里,我们提出了两个实验,研究了人类录音中使用韵律(即语音旋律)和发音语音合成系统来表达情感。
{"title":"Integration and evaluation of emotion in an articulatory speech synthesis system","authors":"Martin Schorradt, K. Legde, Susana Castillo, D. Cunningham","doi":"10.1145/2804408.2814183","DOIUrl":"https://doi.org/10.1145/2804408.2814183","url":null,"abstract":"We convey a tremendous amount of information vocally. In addition to the obvious exchange of semantic information, we unconsciously vary a number of acoustic properties of the speech wave to provide information about our emotions, thoughts, and intentions. [Cahn 1990] Advances in understanding of human physiology combined with increases in the computational power available in modern computers have made the simulation of the human vocal tract a realistic option for creating artificial speech. Such systems can, in principle, produce any sound that a human can make. Here we present two experiments examining the expression of emotion using prosody (i.e., speech melody) in human recordings and an articulatory speech synthesis system.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128984224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Improving redirection with dynamic reorientations and gains 通过动态重定向和增益改进重定向
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814180
Ruimin Zhang, James W. Walker, S. Kuhl
In head-mounted display systems, the confined size of the tracked space limits users from navigating larger virtual environments than the tracked physical space. Previous work suggests this constraint could be broken by asking users to back up or turn 180°whenever they encouter a wall in the real world [Williams et al. 2007]. In this work, we propose that the reorientation rate can be dynamically determined based on the user's instantaneous positional information and the shape of the navigable virtual space around the user. We conducted an experiment to compare our proposed dynamic reorientations with the previous Freeze-Turn reorientation. The results show that, with dynamic reorientations, participants walked a significantly longer distance between orientations than with Freeze-Turn reorientations.
在头戴式显示系统中,跟踪空间的有限大小限制了用户在比跟踪物理空间更大的虚拟环境中导航。先前的研究表明,当用户在现实世界中遇到墙时,可以要求他们后退或转180°来打破这一限制[Williams et al. 2007]。在这项工作中,我们提出可以根据用户的瞬时位置信息和用户周围可导航虚拟空间的形状动态确定重定向速率。我们进行了一个实验来比较我们提出的动态重定向与之前的冻结转向重定向。结果表明,动态定向时,参与者在两次定向之间行走的距离明显长于冻结-转向定向。
{"title":"Improving redirection with dynamic reorientations and gains","authors":"Ruimin Zhang, James W. Walker, S. Kuhl","doi":"10.1145/2804408.2814180","DOIUrl":"https://doi.org/10.1145/2804408.2814180","url":null,"abstract":"In head-mounted display systems, the confined size of the tracked space limits users from navigating larger virtual environments than the tracked physical space. Previous work suggests this constraint could be broken by asking users to back up or turn 180°whenever they encouter a wall in the real world [Williams et al. 2007]. In this work, we propose that the reorientation rate can be dynamically determined based on the user's instantaneous positional information and the shape of the navigable virtual space around the user. We conducted an experiment to compare our proposed dynamic reorientations with the previous Freeze-Turn reorientation. The results show that, with dynamic reorientations, participants walked a significantly longer distance between orientations than with Freeze-Turn reorientations.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117248458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Myo arm: swinging to explore a VE 我的手臂:摆动探索VE
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804416
Morgan McCullough, Hong Xu, Joel Michelson, Matthew Jackoski, Wyatt Pease, William Cobb, William Kalescky, Joshua Ladd, B. Sanders
In this paper, we use an inexpensive wearable device called the Myo armband (199 USD) to implement a simple arm swinging algorithm that allows a user to freely explore an HMD-based virtual environment. Using a spatial orientation task we directly compared our Myo arm--swinging method to joystick locomotion and physical walking. We find that our arm swinging method outperforms the simple joystick and that spatial orientation is comparable to physically walking on foot. Our arm--swinging method is inexpensive compared to tracking systems that permit foot exploration, does not suffer from space constraints, and requires less physical energy than walking on foot.
在本文中,我们使用一种称为Myo臂带(199美元)的廉价可穿戴设备来实现简单的手臂摆动算法,使用户可以自由地探索基于hmd的虚拟环境。通过空间定向任务,我们直接将Myo的手臂摆动方法与操纵杆运动和物理行走进行了比较。我们发现我们的手臂摆动方法优于简单的操纵杆,空间方向与步行相当。与允许步行探索的跟踪系统相比,我们的手臂摆动方法成本低廉,不受空间限制,并且比步行需要更少的体力。
{"title":"Myo arm: swinging to explore a VE","authors":"Morgan McCullough, Hong Xu, Joel Michelson, Matthew Jackoski, Wyatt Pease, William Cobb, William Kalescky, Joshua Ladd, B. Sanders","doi":"10.1145/2804408.2804416","DOIUrl":"https://doi.org/10.1145/2804408.2804416","url":null,"abstract":"In this paper, we use an inexpensive wearable device called the Myo armband (199 USD) to implement a simple arm swinging algorithm that allows a user to freely explore an HMD-based virtual environment. Using a spatial orientation task we directly compared our Myo arm--swinging method to joystick locomotion and physical walking. We find that our arm swinging method outperforms the simple joystick and that spatial orientation is comparable to physically walking on foot. Our arm--swinging method is inexpensive compared to tracking systems that permit foot exploration, does not suffer from space constraints, and requires less physical energy than walking on foot.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124462109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 73
Avatar preference selection in game design based on color theory 基于色彩理论的游戏设计角色偏好选择
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804421
Andreas Lambrant, Francisco López Luro, V. Sundstedt
Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.
为游戏对象选择配色方案是一项重要任务。对于游戏设计师来说,了解人们喜欢什么颜色是很有价值的。色彩理论的原则对于选择合适的颜色很重要。本文提出了一个感性实验,该实验评估了应用于游戏对象的颜色理论的一些基本原则,以研究特定组合是否更受欢迎。对15名参与者进行了一项双选项强迫选择(2AFC)偏好实验,每个实验使用236对图像。这些配对是基于红色、绿色和蓝色的颜色和谐。颜色和谐是相互评价的,包括相似色、互补色、分裂互补色、三和弦色、暖色和冷色。还包括高饱和度和低饱和度条件。将颜色调和应用于现有的游戏角色(化身)和新对象(立方体),以研究结果中的任何潜在差异。最初的结果显示,某些颜色和谐,特别是三和弦和分裂互补,通常比其他颜色更受欢迎,这意味着在游戏设计中考虑这些方面很重要。另外的结果还表明,以绿色为基色的和谐色不如红色和蓝色和谐色受欢迎。
{"title":"Avatar preference selection in game design based on color theory","authors":"Andreas Lambrant, Francisco López Luro, V. Sundstedt","doi":"10.1145/2804408.2804421","DOIUrl":"https://doi.org/10.1145/2804408.2804421","url":null,"abstract":"Selecting color schemes for game objects is an important task. It can be valuable to game designers to know what colors are preferred. Principles of color theory are important to select appropriate colors. This paper presents a perceptual experiment that evaluates some basic principles of color theory applied to game objects to study if a particular combination is preferred. An experiment was conducted with 15 participants who performed a two-alternative forced choice (2AFC) preference experiment using 236 pairs of images each. The pairs were based on color harmonies derived from the colors red, green, and blue. The color harmonies were evaluated against each other and included analogous, complementary, split-complementary, triad, and warm and cool colors. A high and low saturation condition was also included. The color harmonies were applied to an existing game character (avatar) and a new object (cube) to study any potential differences in the results. The initial results show that some color harmonies, in particular triad and split-complementary, were generally preferred over others meaning that it is important to take into account these aspects in game design. Additional results also show that color harmonies with a base in green were not as popular as red and blue color harmonies.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131028507","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Perception of personality through eye gaze of realistic and cartoon models 通过逼真和卡通模型的眼睛注视感知个性
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804424
K. Ruhland, Katja Zibrek, R. Mcdonnell
In this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created a collection of eye and head motions captured from three female actors portraying different personalities, while listening to instructional videos. In a between-groups experiment, we tested the perception of personality on a realistic model and a cartoon stylisation in order to determine if stylisation can positively influence the perceived personality or if personality is more easily identified on a realistic face. Our results verify that participants were able to differentiate between personality traits portrayed only through eye gaze, blinks and head movement. The results also show that perception of personality was robust across character realism.
在本文中,我们进行了一项感知实验,以确定在没有其他面部动画线索的情况下,是否可以通过眼睛和头部运动来刻画特定的性格特征。我们创建了一个眼部和头部动作集,这些动作是从三位扮演不同性格的女演员在收听教学视频时捕捉到的。在一项组间实验中,我们测试了现实模型和卡通造型对个性的感知,以确定造型是否会对感知到的个性产生积极影响,或者个性是否更容易在现实面部上被识别出来。我们的结果证实,受试者能够仅通过目光、眨眼和头部运动来区分所描绘的个性特征。结果还表明,在不同的人物逼真度下,个性感知是稳健的。
{"title":"Perception of personality through eye gaze of realistic and cartoon models","authors":"K. Ruhland, Katja Zibrek, R. Mcdonnell","doi":"10.1145/2804408.2804424","DOIUrl":"https://doi.org/10.1145/2804408.2804424","url":null,"abstract":"In this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created a collection of eye and head motions captured from three female actors portraying different personalities, while listening to instructional videos. In a between-groups experiment, we tested the perception of personality on a realistic model and a cartoon stylisation in order to determine if stylisation can positively influence the perceived personality or if personality is more easily identified on a realistic face. Our results verify that participants were able to differentiate between personality traits portrayed only through eye gaze, blinks and head movement. The results also show that perception of personality was robust across character realism.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127553996","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
Directional thermal perception for wearable device 用于可穿戴设备的定向热感知
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814184
Kyungho Jeong, Youn-Ju Seong, Ju-No Chung, Yongsung Park, Woo-nyoung Lee
Recently, there has been an increasing research interest on thermal feedback. This includes utilizing thermal systems as simple messaging tools, such as: a system that uses temperature to present the importance of messages [Wilson G. 2012] and help users navigate the road by presenting speed or distance with thermal stimuli on the users arm [David and Henry 2013]. There is no researches about array-type thermal feedback. Therefore, we have focused on communication via an array-type thermal patterns. As a first step, this poster presents 1) how well the subjects can differentiate between different spots on which thermal stimulation is presented and 2) whether the subjects can recognize the directional thermal stimulations. In order to find the answer, we have placed the thermal device on where the subjects felt most comfortable: the wrist. The device was also placed on the back of the neck to mimic a scarf or a bluetooth headset.
近年来,热反馈的研究日益引起人们的兴趣。这包括利用热系统作为简单的信息传递工具,例如:一种利用温度来显示信息重要性的系统[Wilson G. 2012],并通过在用户手臂上的热刺激显示速度或距离来帮助用户导航[David and Henry 2013]。阵列式热反馈的研究尚不存在。因此,我们专注于通过阵列型热模式进行通信。作为第一步,这张海报展示了1)受试者如何区分不同的热刺激点,2)受试者是否能够识别定向热刺激。为了找到答案,我们将热装置放置在受试者感觉最舒适的地方:手腕。该设备还被放置在脖子后面,模仿围巾或蓝牙耳机。
{"title":"Directional thermal perception for wearable device","authors":"Kyungho Jeong, Youn-Ju Seong, Ju-No Chung, Yongsung Park, Woo-nyoung Lee","doi":"10.1145/2804408.2814184","DOIUrl":"https://doi.org/10.1145/2804408.2814184","url":null,"abstract":"Recently, there has been an increasing research interest on thermal feedback. This includes utilizing thermal systems as simple messaging tools, such as: a system that uses temperature to present the importance of messages [Wilson G. 2012] and help users navigate the road by presenting speed or distance with thermal stimuli on the users arm [David and Henry 2013]. There is no researches about array-type thermal feedback. Therefore, we have focused on communication via an array-type thermal patterns. As a first step, this poster presents 1) how well the subjects can differentiate between different spots on which thermal stimulation is presented and 2) whether the subjects can recognize the directional thermal stimulations. In order to find the answer, we have placed the thermal device on where the subjects felt most comfortable: the wrist. The device was also placed on the back of the neck to mimic a scarf or a bluetooth headset.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117274625","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Using full reference image quality metrics to detect game engine artefacts 使用完整的参考图像质量指标来检测游戏引擎的伪影
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804414
Rafal Piórkowski, R. Mantiuk
Contemporary game engines offer an outstanding graphics quality but they are not free from visual artefacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations are the shadow acne and peter panning artefacts related to deficiency of the shadow mapping technique. Also Z-fighting, caused by the incorrect order of drawing polygons, significantly affects the quality of the graphics and makes the gameplay difficult. These artefacts are laborious to eliminate in an algorithm way because either they require computational effort inadequate to obtained results or visibility of artefacts depends on the ambiguous parameters. In this work we propose a technique, in which visibility of deteriorations is perceptually assessed by human observers. We conduct subjective experiments in which people manually mark the visible local artefacts in the screenshots from the games. Then, the detection maps averaged over a number of observers are compared with results generated by the image quality metrics (IQMs). Simple mathematically-based metric - MSE, and advanced IQMs: S-CIELAB, SSIM, MSSIM, and HDR-VDP-2 are evaluated. We compare convergence in the detection between the maps created by humans and computed by IQMs. The obtained results show that SSIM and MSSIM metrics outperform other techniques. However, the results are not indisputable because, for small and scattered aliasing artefacts, HDR-VDP-2 metrics reports the results most consistent with the average human observer. Notwithstanding, the results suggest that it is feasible to use the IQMs detection maps to leverage and calibrate the rendering algorithms directly based on the analysis of quality of the output images.
当代游戏引擎提供了出色的图像质量,但它们并没有摆脱视觉假象。一个典型的例子是混叠,尽管使用了先进的抗混叠技术,但玩家仍然可以看到它。本质的恶化是阴影痤疮和彼得潘人工有关的缺陷阴影映射技术。此外,由于绘制多边形的顺序不正确而导致的z形战斗也会严重影响图像质量,并使游戏玩法变得困难。这些伪影很难用算法消除,因为它们需要的计算量不足以获得结果,或者伪影的可见性取决于模糊的参数。在这项工作中,我们提出了一种技术,其中退化的可见性是由人类观察者感知评估的。我们进行主观实验,让人们手动标记游戏截图中可见的本地人工制品。然后,将在若干观察者上平均的检测图与图像质量度量(iqm)生成的结果进行比较。简单的基于数学的度量- MSE和先进的iqm: S-CIELAB, SSIM, MSSIM和HDR-VDP-2进行评估。我们比较了人工绘制的图谱和IQMs计算的图谱在检测上的收敛性。得到的结果表明,SSIM和MSSIM指标优于其他技术。然而,结果并非无可争议,因为对于小而分散的混叠伪影,HDR-VDP-2指标报告的结果与一般人类观察者最一致。尽管如此,结果表明,使用iqm检测图直接基于输出图像的质量分析来利用和校准渲染算法是可行的。
{"title":"Using full reference image quality metrics to detect game engine artefacts","authors":"Rafal Piórkowski, R. Mantiuk","doi":"10.1145/2804408.2804414","DOIUrl":"https://doi.org/10.1145/2804408.2804414","url":null,"abstract":"Contemporary game engines offer an outstanding graphics quality but they are not free from visual artefacts. A typical example is aliasing, which, despite advanced antialiasing techniques, is still visible to the game players. Essential deteriorations are the shadow acne and peter panning artefacts related to deficiency of the shadow mapping technique. Also Z-fighting, caused by the incorrect order of drawing polygons, significantly affects the quality of the graphics and makes the gameplay difficult. These artefacts are laborious to eliminate in an algorithm way because either they require computational effort inadequate to obtained results or visibility of artefacts depends on the ambiguous parameters. In this work we propose a technique, in which visibility of deteriorations is perceptually assessed by human observers. We conduct subjective experiments in which people manually mark the visible local artefacts in the screenshots from the games. Then, the detection maps averaged over a number of observers are compared with results generated by the image quality metrics (IQMs). Simple mathematically-based metric - MSE, and advanced IQMs: S-CIELAB, SSIM, MSSIM, and HDR-VDP-2 are evaluated. We compare convergence in the detection between the maps created by humans and computed by IQMs. The obtained results show that SSIM and MSSIM metrics outperform other techniques. However, the results are not indisputable because, for small and scattered aliasing artefacts, HDR-VDP-2 metrics reports the results most consistent with the average human observer. Notwithstanding, the results suggest that it is feasible to use the IQMs detection maps to leverage and calibrate the rendering algorithms directly based on the analysis of quality of the output images.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124808542","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Walking on foot to explore a virtual environment with uneven terrain 徒步探索不平坦地形的虚拟环境
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2814186
Matthew Jackoski, William Kalescky, Joshua Ladd, William Cobb, B. Sanders
Immersive virtual environments (IVEs) provide an opportunity for humans to learn and to experience a place, which because of time, distance, danger, or expense, would not otherwise be available. Since navigation is the most common way users interact with 3D environments, much research has examined how well people navigate and learn the spatial layouts of IVEs. Ideally, a user's experience of an IVE would mimic a real world experience. However, this does not happen in practice. Thus, much work, examines the differences in real world and similar virtual experiences. Additionally, the navigation mechanisms that are used to explore an IVE do not allow for the exact same interactions as the real world. For example, it is difficult to replicate the physical aspect of climbing stairs or walking over rough terrain in an IVE. More work needs to be completed to assess how well people interact and learn in different types of virtual worlds. For example, the ground plane of the virtual worlds that people explore will not necessarily be flat. Thus, the question becomes how well can a person maintain comparable spatial awareness in an environment with uneven terrain? In this work, we examine subjects' spatial orientation as they traverse over uneven terrain while they physically locomote on a flat surface. IVEs are best explored on foot. That is, spatial awareness of the IVEs is best when users physically explore a virtual environment on foot. Thus, in this work we examine what happens to spatial orientation when subjects traverse over hilly virtual environments on foot.
沉浸式虚拟环境(IVEs)为人类提供了一个学习和体验一个地方的机会,这是由于时间、距离、危险或费用,否则是无法获得的。由于导航是用户与3D环境交互的最常见方式,许多研究都考察了人们导航和学习3D空间布局的能力。理想情况下,IVE的用户体验将模仿真实世界的体验。然而,这在实践中并不会发生。因此,很多工作都是研究现实世界和类似虚拟体验的差异。此外,用于探索IVE的导航机制不允许与现实世界完全相同的交互。例如,在IVE中很难复制爬楼梯或在崎岖地形上行走的物理方面。需要完成更多的工作来评估人们在不同类型的虚拟世界中如何互动和学习。例如,人们探索的虚拟世界的地平面不一定是平的。因此,问题就变成了一个人在不平坦的地形环境中如何保持可比的空间意识?在这项工作中,我们研究了受试者在平坦表面上物理运动时穿越不平坦地形时的空间方向。艾夫最好徒步探索。也就是说,当用户徒步探索虚拟环境时,虚拟眼镜的空间感知是最好的。因此,在这项工作中,我们研究了当受试者徒步穿越丘陵虚拟环境时,空间方向会发生什么变化。
{"title":"Walking on foot to explore a virtual environment with uneven terrain","authors":"Matthew Jackoski, William Kalescky, Joshua Ladd, William Cobb, B. Sanders","doi":"10.1145/2804408.2814186","DOIUrl":"https://doi.org/10.1145/2804408.2814186","url":null,"abstract":"Immersive virtual environments (IVEs) provide an opportunity for humans to learn and to experience a place, which because of time, distance, danger, or expense, would not otherwise be available. Since navigation is the most common way users interact with 3D environments, much research has examined how well people navigate and learn the spatial layouts of IVEs. Ideally, a user's experience of an IVE would mimic a real world experience. However, this does not happen in practice. Thus, much work, examines the differences in real world and similar virtual experiences. Additionally, the navigation mechanisms that are used to explore an IVE do not allow for the exact same interactions as the real world. For example, it is difficult to replicate the physical aspect of climbing stairs or walking over rough terrain in an IVE. More work needs to be completed to assess how well people interact and learn in different types of virtual worlds. For example, the ground plane of the virtual worlds that people explore will not necessarily be flat. Thus, the question becomes how well can a person maintain comparable spatial awareness in an environment with uneven terrain? In this work, we examine subjects' spatial orientation as they traverse over uneven terrain while they physically locomote on a flat surface. IVEs are best explored on foot. That is, spatial awareness of the IVEs is best when users physically explore a virtual environment on foot. Thus, in this work we examine what happens to spatial orientation when subjects traverse over hilly virtual environments on foot.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131257547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth 麻衣还是丝绸?:外观与动态对动画布料感知的影响
Pub Date : 2015-09-13 DOI: 10.1145/2804408.2804412
Carlos Aliaga, C. O'Sullivan, D. Gutierrez, Rasmus Tamstorf
Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in which we explore some factors that contribute to the perception of cloth, to determine how efficiency could be improved without sacrificing realism. Using real video footage of several fabrics covering a wide range of visual appearances and dynamic behaviors, and their simulated counterparts, we explore the interplay of visual appearance and dynamics in cloth animation.
布料的物理模拟和渲染广泛用于3D图形应用程序,以创建逼真和引人注目的场景。然而,布料动画可能计算缓慢,难以指定。在本文中,我们提出了一组实验,在这些实验中,我们探索了一些影响布料感知的因素,以确定如何在不牺牲现实主义的情况下提高效率。我们利用几种织物的真实视频片段,涵盖了广泛的视觉外观和动态行为,以及它们的模拟对应物,探索视觉外观和动态在布料动画中的相互作用。
{"title":"Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth","authors":"Carlos Aliaga, C. O'Sullivan, D. Gutierrez, Rasmus Tamstorf","doi":"10.1145/2804408.2804412","DOIUrl":"https://doi.org/10.1145/2804408.2804412","url":null,"abstract":"Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in which we explore some factors that contribute to the perception of cloth, to determine how efficiency could be improved without sacrificing realism. Using real video footage of several fabrics covering a wide range of visual appearances and dynamic behaviors, and their simulated counterparts, we explore the interplay of visual appearance and dynamics in cloth animation.","PeriodicalId":283323,"journal":{"name":"Proceedings of the ACM SIGGRAPH Symposium on Applied Perception","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125318217","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 20
期刊
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1