基于堆叠全立体表示的六自由度虚拟现实渲染的感知评价

Jayant Thatte, B. Girod
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引用次数: 15

摘要

允许观众在头戴式显示器中探索虚拟现实,具有六自由度(6-DoF),大大增强了相关的沉浸感和舒适度。与使用固定摄像机数据的传统算法生成的固定视点2-DoF渲染相比,它使体验更加引人注目。在这项工作中,我们使用主观测试来研究运动视差和双目视差作为深度线索的相对重要性,以及两者之间的相互作用,这些线索塑造了人类观众对3D环境的感知。此外,我们使用记录的头部轨迹来估计久坐的观看者探索具有6自由度的虚拟环境时头部运动的分布。最后,我们演示了一个实时虚拟现实渲染系统,该系统使用堆叠OmniStereo中介表示,通过利用固定摄像机的数据提供6自由度的观看体验。我们概述了开发这样一个系统所涉及的挑战,并讨论了我们的方法的局限性。电影虚拟现实是虚拟现实(VR)的一个子领域,它处理使用相机系统捕获的真人或自然环境,而不是由合成3D模型渲染的计算机生成的场景。随着现代摄像机的出现,更快的计算能力和新一代头戴式显示器(hmd)的出现,电影VR已经准备好进入主流市场。然而,缺乏潜在的3D场景模型使得在自然VR场景中渲染准确的运动视差更具挑战性。因此,今天所有的实景VR内容都是从一个固定的有利位置呈现的,而不考虑来自HMD的任何位置信息。视觉和前庭系统之间感知运动的不匹配导致了严重的不适,包括恶心、头痛和定向障碍[1][2]。此外,运动视差是一个重要的深度提示[3],在没有运动视差的情况下渲染VR内容也会降低体验的沉浸感。此外,由于头部旋转的轴不通过眼睛,因此即使从固定位置旋转头部也会导致眼睛的微小平移,因此无法使用纯旋转精确建模。以下是我们工作的主要贡献。1. 我们提出了一项主观研究,旨在了解运动视差和双目立体视觉对VR 2中感知体验质量的贡献。我们使用研究参与者记录的头部轨迹来估计沉浸在6自由度虚拟环境中久坐的观众头部运动的分布。我们演示了一个实时VR渲染系统,它提供了一个6自由度的观看体验。下面的部分给出了相关工作的概述。接下来的三个部分详细介绍了我们工作的三个贡献:主观测试的结果,估计的头部运动分布,以及提出的实时渲染系统。最后两部分分别概述了未来的工作和结论。
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Towards Perceptual Evaluation of Six Degrees of Freedom Virtual Reality Rendering from Stacked OmniStereo Representation
Allowing viewers to explore virtual reality in a headmounted display with six degrees of freedom (6-DoF) greatly enhances the associated immersion and comfort. It makes the experience more compelling compared to a fixed-viewpoint 2-DoF rendering produced by conventional algorithms using data from a stationary camera rig. In this work, we use subjective testing to study the relative importance of, and the interaction between, motion parallax and binocular disparity as depth cues that shape the perception of 3D environments by human viewers. Additionally, we use the recorded head trajectories to estimate the distribution of the head movements of a sedentary viewer exploring a virtual environment with 6-DoF. Finally, we demonstrate a real-time virtual reality rendering system that uses a Stacked OmniStereo intermediary representation to provide a 6-DoF viewing experience by utilizing data from a stationary camera rig. We outline the challenges involved in developing such a system and discuss the limitations of our approach. Introduction Cinematic virtual reality is a subfield of virtual reality (VR) that deals with live-action or natural environments captured using a camera system, in contrast to computer generated scenes rendered from synthetic 3D models. With the advent of modern camera rigs, ever-faster compute capability, and a new generation of head-mounted displays (HMDs), cinematic VR is well-poised to enter the mainstream market. However, the lack of an underlying 3D scene model makes it significantly more challenging to render accurate motion parallax in natural VR scenes. As a result, all the live-action VR content available today is rendered from a fixed vantage point disregarding any positional information from the HMD. The resulting mismatch in the perceived motion between the visual and the vestibular systems gives rise to significant discomfort including nausea, headache, and disorientation [1] [2]. Additionally, motion parallax is an important depth cue [3] and rendering VR content without motion parallax also makes the experience less immersive. Furthermore, since the axis of head rotation does not pass through the eyes, head rotation even from a fixed position leads to a small translation of the eyes and therefore cannot be accurately modelled using pure rotation. The following are the key contributions of our work. 1. We present a subjective study aimed at understanding the contributions of motion parallax and binocular stereopsis to perceptual quality of experience in VR 2. We use the recorded head trajectories of the study participants to estimate the distribution of the head movements of a sedentary viewer immersed in a 6-DoF virtual environment 3. We demonstrate a real-time VR rendering system that provides a 6-DoF viewing experience The rest of the paper is organized as follows. The following section gives an overview of the related work. The next three sections detail the three contributions of our work: the results of the subjective tests, the estimated head movement distribution, and the proposed real-time rendering system. The last two sections outline the future work and the conclusions respectively.
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