GazeSim:在VR中使用眼睛凝视的深度模拟注视点渲染

Yun Suen Pai, Benjamin Tag, B. Outram, Noriyasu Vontin, Kazunori Sugiura, K. Kunze
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引用次数: 27

摘要

我们提出了一种实现定制硬件的新技术,该技术使用眼睛注视焦点深度作为虚拟现实应用的输入方式。通过使用眼动追踪技术,我们的系统可以检测到观看者所关注的深度点,从而保证眼睛对刺激的更自然反应,这将有助于克服VR的恶心和恶心。获得的眼睛深度焦点信息允许利用注视点渲染来降低计算工作量,并创建更自然的图像,在聚焦区域内清晰,但在该区域外模糊。
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GazeSim: simulating foveated rendering using depth in eye gaze for VR
We present a novel technique of implementing customized hardware that uses eye gaze focus depth as an input modality for virtual reality applications. By utilizing eye tracking technology, our system can detect the point in depth the viewer focusses on, and therefore promises more natural responses of the eye to stimuli, which will help overcoming VR sickness and nausea. The obtained information for the depth focus of the eye allows the utilization of foveated rendering to keep the computing workload low and create a more natural image that is clear in the focused field, but blurred outside that field.
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