Liao Shuqi, Byrd Vetria, Popescu Voicu
IEEE Trans Vis Comput Graph. 2024 May;30(5):2454-2463. doi: 10.1109/TVCG.2024.3372068. Epub 2024 Apr 23.
The paper introduces PreVR, a method for allowing the user of a VR application to preview a virtual environment (VE) around any number of corners. This way the user can gain line of sight to any part of the VE, no matter how distant or how heavily occluded it is. PreVR relies on a multiperspective visualization that implements a higher-order disocclusion effect with piecewise linear rays that bend multiple times as needed to reach the visualization target. PreVR was evaluated in a user study ($\mathrm{N}=88$) that investigates four points on the VR interface design continuum defined by the maximum disocclusion order $\delta$. In a first control condition (CC0), $\delta=0$, corresponds to conventional VR exploration with no preview capability. In a second control condition (CC1), $\delta=1$, corresponds to the prior art approach of giving the user a preview around the first corner. In a first experimental condition (EC3), $\delta=3$, so PreVR provided up to third-order disocclusion. In a second experimental condition (ECN), $\delta$ was not capped, so PreVR could provide a disocclusion effect of any order, as needed to reach any location in the VE. Participants searched for a stationary target, for a dynamic target moving on a random continuous trajectory, and for a transient dynamic target that appeared at random locations in the maze and disappeared 5s later. The study quantified VE exploration efficiency with four metrics: viewpoint translation, view direction rotation, number of teleportations, and task completion time. Results show that the previews afforded by PreVR bring a significant VE exploration efficiency advantage. ECN outperforms EC3, CC1, and CC0 for all metrics and all tasks, and EC3 frequently outperforms CC1 and CC0.
本文介绍了PreVR,一种允许VR应用程序用户预览虚拟环境(VE)中任意多个角落周围情况的方法。通过这种方式,用户可以看到VE的任何部分,无论其距离多远或遮挡有多严重。PreVR依赖于一种多视角可视化技术,该技术通过分段线性光线实现更高阶的去遮挡效果,这些光线根据需要多次弯曲以到达可视化目标。在一项用户研究(N = 88)中对PreVR进行了评估,该研究调查了由最大去遮挡阶数δ定义的VR界面设计连续统上的四个点。在第一个控制条件(CC0)中,δ = 0,对应于没有预览功能的传统VR探索。在第二个控制条件(CC1)中,δ = 1,对应于向用户提供第一个角落周围预览的现有技术方法。在第一个实验条件(EC3)中,δ = 3,因此PreVR提供了高达三阶的去遮挡。在第二个实验条件(ECN)中,δ没有上限,因此PreVR可以根据需要提供任何阶数的去遮挡效果,以到达VE中的任何位置。参与者搜索一个静止目标、一个在随机连续轨迹上移动的动态目标以及一个出现在迷宫中随机位置并在5秒后消失的瞬态动态目标。该研究用四个指标量化了VE探索效率:视点平移、视角旋转、传送次数和任务完成时间。结果表明,PreVR提供的预览带来了显著的VE探索效率优势。对于所有指标和所有任务,ECN均优于EC3、CC1和CC0,并且EC3经常优于CC1和CC0。