Proceedings of the 7th Conference on High-Performance Graphics 2015
DOI: 10.1145/2790060.2790062
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Perception of highlight disparity at a distance in consumer head-mounted displays

Abstract: Stereo rendering for 3D displays and for virtual reality headsets provide several visual cues, including convergence angle and highlight disparity. The human visual system interprets these cues to estimate surface properties of the displayed environment. Naïve stereo rendering effectively doubles the computational burden of image synthesis, and thus it is desirable to reuse as many computations as possible between the stereo image pair. Computing a single radiance for a point on a surface, to be used when synt… Show more

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Cited by 7 publications
(1 citation statement)
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“…This prevents light (and dark) leaking artifacts and allows us to resolve centimeter-scale geometry at about the same cost (in space and time) as a voxel cone tracer that operates at meter-scale. As we target true world-space ray-tracing in a pixel shader, and not just screen-space ray tracing, our technique can be seen as a generalization of many previous, e.g., real-time environment map Monte Carlo integration methods [Stachowiak and Uludag 2015;Wyman 2005;Toth et al 2015;Jendersie et al 2016] .…”
Section: Related Workmentioning
confidence: 99%
“…This prevents light (and dark) leaking artifacts and allows us to resolve centimeter-scale geometry at about the same cost (in space and time) as a voxel cone tracer that operates at meter-scale. As we target true world-space ray-tracing in a pixel shader, and not just screen-space ray tracing, our technique can be seen as a generalization of many previous, e.g., real-time environment map Monte Carlo integration methods [Stachowiak and Uludag 2015;Wyman 2005;Toth et al 2015;Jendersie et al 2016] .…”
Section: Related Workmentioning
confidence: 99%