Roth Thorsten, Weier Martin, Hinkenjann André, Li Yongmin, Slusallek Philipp
Bonn-Rhein-Sieg, University of Applied Sciences, Germany.
Brunel University London,, UK.
J Eye Mov Res. 2017 Sep 28;10(5). doi: 10.16910/jemr.10.5.2.
This work presents the analysis of data recorded by an eye tracking device in the course of evaluating a foveated rendering approach for head-mounted displays (HMDs). Foveated rendering methods adapt the image synthesis process to the user's gaze and exploiting the human visual system's limitations to increase rendering performance. Especially, foveated rendering has great potential when certain requirements have to be fulfilled, like low-latency rendering to cope with high display refresh rates. This is crucial for virtual reality (VR), as a high level of immersion, which can only be achieved with high rendering performance and also helps to reduce nausea, is an important factor in this field. We put things in context by first providing basic information about our rendering system, followed by a description of the user study and the collected data. This data stems from fixation tasks that subjects had to perform while being shown fly-through sequences of virtual scenes on an HMD. These fixation tasks consisted of a combination of various scenes and fixation modes. Besides static fixation targets, moving targets on randomized paths as well as a free focus mode were tested. Using this data, we estimate the precision of the utilized eye tracker and analyze the participants' accuracy in focusing the displayed fixation targets. Here, we also take a look at eccentricity-dependent quality ratings. Comparing this information with the users' quality ratings given for the displayed sequences then reveals an interesting connection between fixation modes, fixation accuracy and quality ratings.
这项工作展示了在评估用于头戴式显示器(HMD)的中心凹渲染方法过程中,由眼动追踪设备记录的数据的分析结果。中心凹渲染方法使图像合成过程适应用户的注视,并利用人类视觉系统的局限性来提高渲染性能。特别是,当必须满足某些要求时,例如为应对高显示刷新率而进行的低延迟渲染,中心凹渲染具有巨大潜力。这对于虚拟现实(VR)至关重要,因为高水平的沉浸感是该领域的一个重要因素,而高沉浸感只能通过高渲染性能来实现,并且还有助于减少恶心感。我们首先提供有关渲染系统的基本信息,然后描述用户研究和收集到的数据,以此来阐述相关情况。这些数据来自于受试者在头戴式显示器上观看虚拟场景的飞越序列时必须执行的注视任务。这些注视任务由各种场景和注视模式组合而成。除了静态注视目标外,还测试了在随机路径上移动的目标以及自由聚焦模式。利用这些数据,我们估计所使用的眼动追踪器的精度,并分析参与者聚焦显示的注视目标的准确性。在此,我们还研究了与偏心率相关的质量评级。将这些信息与用户对显示序列给出的质量评级进行比较,进而揭示了注视模式、注视准确性和质量评级之间的有趣联系。