Optimizing Depth Perception in Virtual and Augmented Reality through Gaze-contingent Stereo Rendering

被引:20
|
作者
Krajancich, Brooke [1 ]
Kellnhofer, Petr [1 ,2 ]
Wetzstein, Gordon [1 ]
机构
[1] Stanford Univ, Stanford, CA 94305 USA
[2] Raxium, Fremont, CA USA
来源
ACM TRANSACTIONS ON GRAPHICS | 2020年 / 39卷 / 06期
关键词
applied perception; rendering; virtual reality; augmented reality; DISPLAY; CUE;
D O I
10.1145/3414685.3417820
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Virtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. Here, we introduce a gaze-contingent stereo rendering technique that models this effect and conduct several user studies to validate its effectiveness. Our findings include experimental validation of the location of the no-parallax point, which we then use to demonstrate significant improvements of disparity and shape distortion in a VR setting, and consistent alignment of physical and digitally rendered objects across depths in optical see-through AR. Our work shows that gaze-contingent stereo rendering improves perceptual realism and depth perception of emerging wearable computing systems.
引用
收藏
页数:10
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