GazeSim: Simulating foveated rendering using depth in eye gaze for VR

Yun Suen Pai, Benjamin Tag, Benjamin Outram, Noriyasu Vontin, Kazunori Sugiura, Kai Steven Kunze

研究成果: Conference contribution

11 被引用数 (Scopus)

抄録

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. Copyright is held by the owner/author(s).

本文言語English
ホスト出版物のタイトルSIGGRAPH 2016 - ACM SIGGRAPH 2016 Posters
出版社Association for Computing Machinery, Inc
ISBN(電子版)9781450343718
DOI
出版ステータスPublished - 2016 7 24
イベントACM International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2016 - Anaheim, United States
継続期間: 2016 7 242016 7 28

Other

OtherACM International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2016
CountryUnited States
CityAnaheim
Period16/7/2416/7/28

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Human-Computer Interaction
  • Software

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