We aim to ask and answer an essential question " how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial visual acuity. Building on the results of our studies, we develop a perceptual model to predict temporal gaze behavior, particularly saccadic latency, as a function of the statistics of a displayed image. Specifically, we implement a neurologically-inspired probabilistic model that mimics the accumulation of confidence that leads to a perceptual decision. We validate our model with a series of objective measurements and user studies using an eye-tracked VR display. The results demonstrate that our model prediction is in statistical alignment with real-world human behavior. Further, we establish that many sub-threshold image modifications commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time.
Computer graphics seeks to deliver compelling images, generated within a computing budget, targeted at a specific display device, and ultimately viewed by an individual user. The foveated nature of human vision offers an opportunity to efficiently allocate computation and compression to appropriate areas of the viewer’s visual field, of particular importance with the rise of high-resolution and wide field-of-view display devices. However, while variations in acuity and contrast sensitivity across the field of view have been well-studied and modeled, a more consequential variation concerns peripheral vision’s degradation in the face of clutter, known as crowding. Understanding of peripheral crowding has greatly advanced in recent years, in terms of both phenomenology and modeling. Accurately leveraging this knowledge is critical for many applications, as peripheral vision covers a majority of pixels in the image. We advance computational models for peripheral vision aimed toward their eventual use in computer graphics. In particular, researchers have recently developed high-performing models of peripheral crowding, known as “pooling” models, which predict a wide range of phenomena, but are computationally inefficient. We reformulate the problem as a dataflow computation which enables faster processing and operating on larger images. Further, we account for the explicit encoding of “end stopped” features in the image, which was missing from previous methods. We evaluate our model in the context of perception of textures in the periphery, including a novel texture data set and updated textural descriptors. Our improved computational framework may simplify development and testing of more sophisticated, complete models in more robust and realistic settings relevant to computer graphics.
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