Gaze-Dependent Depth-of-Field Effect Rendering in Virtual Environments

Author(s):  
Radosław Mantiuk ◽  
Bartosz Bazyluk ◽  
Anna Tomaszewska
Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4006
Author(s):  
Razeen Hussain ◽  
Manuela Chessa ◽  
Fabio Solari

Cybersickness is one of the major roadblocks in the widespread adoption of mixed reality devices. Prolonged exposure to these devices, especially virtual reality devices, can cause users to feel discomfort and nausea, spoiling the immersive experience. Incorporating spatial blur in stereoscopic 3D stimuli has shown to reduce cybersickness. In this paper, we develop a technique to incorporate spatial blur in VR systems inspired by the human physiological system. The technique makes use of concepts from foveated imaging and depth-of-field. The developed technique can be applied to any eye tracker equipped VR system as a post-processing step to provide an artifact-free scene. We verify the usefulness of the proposed system by conducting a user study on cybersickness evaluation. We used a custom-built rollercoaster VR environment developed in Unity and an HTC Vive Pro Eye headset to interact with the user. A Simulator Sickness Questionnaire was used to measure the induced sickness while gaze and heart rate data were recorded for quantitative analysis. The experimental analysis highlighted the aptness of our foveated depth-of-field effect in reducing cybersickness in virtual environments by reducing the sickness scores by approximately 66%.


Author(s):  
Tan Yu Wei ◽  
Nicholas Chua ◽  
Nathan Biette ◽  
Anand Bhojan

2008 ◽  
Vol 28 (6) ◽  
pp. 47-55 ◽  
Author(s):  
S. Hillaire ◽  
A. Lecuyer ◽  
R. Cozot ◽  
G. Casiez

Author(s):  
Yang Yang ◽  
Yanhong Peng ◽  
Lanling Zeng ◽  
Yan Zhao ◽  
Fuchang Liu

Author(s):  
Margaret Dalivalle ◽  
Martin Kemp ◽  
Robert B. Simon

Chapter 5 reviews the visual evidence on the basis of the stripped picture before the infilling of lost areas of paint. Pentimenti are apparent, most conspicuously in the repositioning of the thumb of the blessing hand. Infrared reflectography reveals detailed changes in the drapery and a few spolveri which indicate the use of a cartoon and shows the use of Leonardo’s hand-print method to soften the modelling of flesh. The vortex curls and the understated anatomy of the hands are typical of Leonardo’s post-1500 style, as is the insistent blurring of the contours of the face. The interlace pattern of the textile bands is founded on an angular geometry of the Islamic kind and reflects Leonardo’s visit to Venice in 1500. The transparent orb is of rock crystal and is marked by gaps or ‘inclusions’, exhibiting optical effects of the kinds that fascinated him, not least the translucency of semi-precious minerals. The crystal orb refers in an innovative way to the crystalline sphere of the fixed stars, thus transforming Christ from the saviour of the world to the saviour of the cosmos. The other optical effect in the painting involves his notions of the working of the eye, with the hands shown more definitely than Christ’s face, akin to a ‘depth of field’ effect in photography. The optical softening of features also acts to render his emotional impact as suggestive and ineffable rather than overtly defined.


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