探索低帧率虚拟环境中图像持久性的影响

David J. Zielinski, H. Rao, M. Sommer, Regis Kopper
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引用次数: 34

摘要

在虚拟现实应用中,有一个目标是提供以高刷新率运行的实时图形。然而,在许多情况下,由于模拟或渲染问题,这是不可能的。当以低帧率运行时,用户体验的几个方面都会受到影响。例如,每一帧都显示一段较长的时间,从而产生高持久性的图像伪影。这种伪影的效果是运动可能会失去连续性,图像会从一帧跳到另一帧。在本文中,我们讨论了我们对低刷新率引起的高持久性帧的影响的初步探索,并将其与高帧率和我们开发的减轻低帧率影响的技术进行了比较。在该技术中,通过在图像显示的额外时间内消隐显示,低帧率模拟图像的显示持久性较低。为了隔离视觉效果,我们为不影响输入延迟的低持久性和高持久性显示构建了一个模拟器。进行了一项对照用户研究,比较了三维选择和导航任务的三种条件。结果表明,与高持久性相比,低持久性显示技术可能不会对用户体验或性能产生负面影响。讨论了在低帧率情况下使用低持久性显示的未来工作方向。
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Exploring the effects of image persistence in low frame rate virtual environments
In virtual reality applications, there is an aim to provide real time graphics which run at high refresh rates. However, there are many situations in which this is not possible due to simulation or rendering issues. When running at low frame rates, several aspects of the user experience are affected. For example, each frame is displayed for an extended period of time, causing a high persistence image artifact. The effect of this artifact is that movement may lose continuity, and the image jumps from one frame to another. In this paper, we discuss our initial exploration of the effects of high persistence frames caused by low refresh rates and compare it to high frame rates and to a technique we developed to mitigate the effects of low frame rates. In this technique, the low frame rate simulation images are displayed with low persistence by blanking out the display during the extra time such image would be displayed. In order to isolate the visual effects, we constructed a simulator for low and high persistence displays that does not affect input latency. A controlled user study comparing the three conditions for the tasks of 3D selection and navigation was conducted. Results indicate that the low persistence display technique may not negatively impact user experience or performance as compared to the high persistence case. Directions for future work on the use of low persistence displays for low frame rate situations are discussed.
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