11,371 research outputs found

    Smoothness perception : investigation of beat rate effect on frame rate perception

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    Despite the complexity of the Human Visual System (HVS), research over the last few decades has highlighted a number of its limitations. These limitations can be exploited in computer graphics to significantly reduce computational cost and thus required rendering time, without a viewer perceiving any difference in resultant image quality. Furthermore, cross-modal interaction between different modalities, such as the influence of audio on visual perception, has also been shown as significant both in psychology and computer graphics. In this paper we investigate the effect of beat rate on temporal visual perception, i.e. frame rate perception. For the visual quality and perception evaluation, a series of psychophysical experiments was conducted and the data analysed. The results indicate that beat rates in some cases do affect temporal visual perception and that certain beat rates can be used in order to reduce the amount of rendering required to achieve a perceptual high quality. This is another step towards a comprehensive understanding of auditory-visual cross-modal interaction and could be potentially used in high-fidelity interactive multi-sensory virtual environments

    Real virtuality: emerging technology for virtually recreating reality

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    Multiple image view synthesis for free viewpoint video applications

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    Interactive audio-visual (AV) applications such as free viewpoint video (FVV) aim to enable unrestricted spatio-temporal navigation within multiple camera environments. Current virtual viewpoint view synthesis solutions for FVV are either purely image-based implying large information redundancy; or involve reconstructing complex 3D models of the scene. In this paper we present a new multiple image view synthesis algorithm that only requires camera parameters and disparity maps. The multi-view synthesis (MVS) approach can be used in any multi-camera environment and is scalable as virtual views can be created given 1 to N of the available video inputs, providing a means to gracefully handle scenarios where camera inputs decrease or increase over time. The algorithm identifies and selects only the best quality surface areas from available reference images, thereby reducing perceptual errors in virtual view reconstruction. Experimental results are presented and verified using both objective (PSNR) and subjective comparisons

    Progressive Perceptual Audio Rendering of Complex Scenes

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    International audienceDespite recent advances, including sound source clustering and perceptual auditory masking, high quality rendering of complex virtual scenes with thousands of sound sources remains a challenge. Two major bottlenecks appear as the scene complexity increases: the cost of clustering itself, and the cost of pre-mixing source signals within each cluster. In this paper, we first propose an improved hierarchical clustering algorithm that remains efficient for large numbers of sources and clusters while providing progressive refinement capabilities. We then present a lossy pre-mixing method based on a progressive representation of the input audio signals and the perceptual importance of each sound source. Our quality evaluation user tests indicate that the recently introduced audio saliency map is inappropriate for this task. Consequently we propose a "pinnacle", loudness-based metric, which gives the best results for a variety of target computing budgets. We also performed a perceptual pilot study which indicates that in audio-visual environments, it is better to allocate more clusters to visible sound sources. We propose a new clustering metric using this result. As a result of these three solutions, our system can provide high quality rendering of thousands of 3D-sound sources on a "gamer-style" PC

    Effects of virtual acoustics on dynamic auditory distance perception

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    Sound propagation encompasses various acoustic phenomena including reverberation. Current virtual acoustic methods, ranging from parametric filters to physically-accurate solvers, can simulate reverberation with varying degrees of fidelity. We investigate the effects of reverberant sounds generated using different propagation algorithms on acoustic distance perception, i.e., how faraway humans perceive a sound source. In particular, we evaluate two classes of methods for real-time sound propagation in dynamic scenes based on parametric filters and ray tracing. Our study shows that the more accurate method shows less distance compression as compared to the approximate, filter-based method. This suggests that accurate reverberation in VR results in a better reproduction of acoustic distances. We also quantify the levels of distance compression introduced by different propagation methods in a virtual environment.Comment: 8 Pages, 7 figure

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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