Wu Jian, Wang Lili, Zhang Hui, Popescu Voicu
IEEE Trans Vis Comput Graph. 2022 Sep;28(9):3154-3167. doi: 10.1109/TVCG.2021.3053287. Epub 2022 Jul 29.
This article presents an occlusion management approach that handles fine-grain occlusions, and that quantifies and localizes occlusions as a user explores a virtual environment (VE). Fine-grain occlusions are handled by finding the VE region where they occur, and by constructing a multiperspective visualization that lets the user explore the region from the current location, with intuitive head motions, without first having to walk to the region. VE geometry close to the user is rendered conventionally, from the user's viewpoint, to anchor the user, avoiding disorientation and simulator sickness. Given a viewpoint, residual occlusions are quantified and localized as VE voxels that cannot be seen from the given viewpoint but that can be seen from nearby viewpoints. This residual occlusion quantification and localization helps the user ascertain that a VE region has been explored exhaustively. The occlusion management approach was tested in three controlled studies, which confirmed the exploration efficiency benefit of the approach, and in perceptual experiments, which confirmed that exploration efficiency does not come at the cost of reducing spatial awareness and sense of presence, or of increasing simulator sickness.
本文提出了一种遮挡管理方法,该方法可处理细粒度遮挡,并在用户探索虚拟环境(VE)时对遮挡进行量化和定位。通过找到细粒度遮挡发生的VE区域,并构建多视角可视化,让用户从当前位置以直观的头部动作探索该区域,而无需先走到该区域,从而处理细粒度遮挡。靠近用户的VE几何图形按常规从用户视角渲染,以固定用户位置,避免迷失方向和模拟器不适。给定一个视角,残余遮挡被量化并定位为从给定视角看不到但从附近视角可以看到的VE体素。这种残余遮挡量化和定位有助于用户确定已对VE区域进行了详尽探索。该遮挡管理方法在三项对照研究中进行了测试,这些研究证实了该方法在探索效率方面的优势;在感知实验中也进行了测试,这些实验证实探索效率不会以降低空间意识和临场感或增加模拟器不适为代价。