236 research outputs found

    Selective rendering for efficient ray traced stereoscopic images

    Get PDF
    Depth-related visual effects are a key feature of many virtual environments. In stereo-based systems, the depth effect can be produced by delivering frames of disparate image pairs, while in monocular environments, the viewer has to extract this depth information from a single image by examining details such as perspective and shadows. This paper investigates via a number of psychophysical experiments, whether we can reduce computational effort and still achieve perceptually high-quality rendering for stereo imagery. We examined selectively rendering the image pairs by exploiting the fusing capability and depth perception underlying human stereo vision. In ray-tracing-based global illumination systems, a higher image resolution introduces more computation to the rendering process since many more rays need to be traced. We first investigated whether we could utilise the human binocular fusing ability and significantly reduce the resolution of one of the image pairs and yet retain a high perceptual quality under stereo viewing condition. Secondly, we evaluated subjects' performance on a specific visual task that required accurate depth perception. We found that subjects required far fewer rendered depth cues in the stereo viewing environment to perform the task well. Avoiding rendering these detailed cues saved significant computational time. In fact it was possible to achieve a better task performance in the stereo viewing condition at a combined rendering time for the image pairs less than that required for the single monocular image. The outcome of this study suggests that we can produce more efficient stereo images for depth-related visual tasks by selective rendering and exploiting inherent features of human stereo vision

    Depth Perception, Cueing, and Control

    Get PDF
    Humans rely on a variety of visual cues to inform them of the depth or range of a particular object or feature. Some cues are provided by physiological mechanisms, others from pictorial cues that are interpreted psychologically, and still others by the relative motions of objects or features induced by observer (or vehicle) motions. These cues provide different levels of information (ordinal, relative, absolute) and saliency depending upon depth, task, and interaction with other cues. Display technologies used for head-down and head-up displays, as well as out-the-window displays, have differing capabilities for providing depth cueing information to the observeroperator. In addition to technologies, display content and the source (camera sensor versus computer rendering) provide varying degrees of cue information. Additionally, most displays create some degree of cue conflict. In this paper, visual depth cues and their interactions will be discussed, as well as display technology and content and related artifacts. Lastly, the role of depth cueing in performing closed-loop control tasks will be discussed

    Visual Perception and Cognition in Image-Guided Intervention

    Get PDF
    Surgical image visualization and interaction systems can dramatically affect the efficacy and efficiency of surgical training, planning, and interventions. This is even more profound in the case of minimally-invasive surgery where restricted access to the operative field in conjunction with limited field of view necessitate a visualization medium to provide patient-specific information at any given moment. Unfortunately, little research has been devoted to studying human factors associated with medical image displays and the need for a robust, intuitive visualization and interaction interfaces has remained largely unfulfilled to this day. Failure to engineer efficient medical solutions and design intuitive visualization interfaces is argued to be one of the major barriers to the meaningful transfer of innovative technology to the operating room. This thesis was, therefore, motivated by the need to study various cognitive and perceptual aspects of human factors in surgical image visualization systems, to increase the efficiency and effectiveness of medical interfaces, and ultimately to improve patient outcomes. To this end, we chose four different minimally-invasive interventions in the realm of surgical training, planning, training for planning, and navigation: The first chapter involves the use of stereoendoscopes to reduce morbidity in endoscopic third ventriculostomy. The results of this study suggest that, compared with conventional endoscopes, the detection of the basilar artery on the surface of the third ventricle can be facilitated with the use of stereoendoscopes, increasing the safety of targeting in third ventriculostomy procedures. In the second chapter, a contour enhancement technique is described to improve preoperative planning of arteriovenous malformation interventions. The proposed method, particularly when combined with stereopsis, is shown to increase the speed and accuracy of understanding the spatial relationship between vascular structures. In the third chapter, an augmented-reality system is proposed to facilitate the training of planning brain tumour resection. The results of our user study indicate that the proposed system improves subjects\u27 performance, particularly novices\u27, in formulating the optimal point of entry and surgical path independent of the sensorimotor tasks performed. In the last chapter, the role of fully-immersive simulation environments on the surgeons\u27 non-technical skills to perform vertebroplasty procedure is investigated. Our results suggest that while training surgeons may increase their technical skills, the introduction of crisis scenarios significantly disturbs the performance, emphasizing the need of realistic simulation environments as part of training curriculum

    Effects of shading and droplines on object localization in virtual rehabilitation for patients with neurological conditions

    Full text link
    Virtual environments (VE) are emerging for the creation of effective and motivating exercise therapy for neurorehabilitation of MS and stroke patients. Although these interactive systems are promising tools in rehabilitation, the targeted end users often suffer from visual system disorders and cognitive dysfunctions, which may influence their capabilities while navigating in a virtual 3D world. Cues like shades are proven to be effective navigation and localization aids in a 3D environment for healthy people, but little is known about their benefit for persons with a neurological disease. Therefore, we conducted a user study to test the impact of visual cues such as shading on navigation tasks in a VE for a population of MS and stroke patients. We compared 3 visual conditions in the environment: one without shading, one with shading, and one with shading as well as a dropline between the shade and the object representing the person's location in the environment. Participants in the user study were 11 persons diagnosed with MS, 9 with stroke and 9 healthy control persons. Subjective measures were not uninfluenced by the use of shade or a dropline, but objective measures show a significant increase in speed, and lower execution time resulting from the addition of object-shading

    Validating Stereoscopic Volume Rendering

    Get PDF
    The evaluation of stereoscopic displays for surface-based renderings is well established in terms of accurate depth perception and tasks that require an understanding of the spatial layout of the scene. In comparison direct volume rendering (DVR) that typically produces images with a high number of low opacity, overlapping features is only beginning to be critically studied on stereoscopic displays. The properties of the specific images and the choice of parameters for DVR algorithms make assessing the effectiveness of stereoscopic displays for DVR particularly challenging and as a result existing literature is sparse with inconclusive results. In this thesis stereoscopic volume rendering is analysed for tasks that require depth perception including: stereo-acuity tasks, spatial search tasks and observer preference ratings. The evaluations focus on aspects of the DVR rendering pipeline and assess how the parameters of volume resolution, reconstruction filter and transfer function may alter task performance and the perceived quality of the produced images. The results of the evaluations suggest that the transfer function and choice of recon- struction filter can have an effect on the performance on tasks with stereoscopic displays when all other parameters are kept consistent. Further, these were found to affect the sensitivity and bias response of the participants. The studies also show that properties of the reconstruction filters such as post-aliasing and smoothing do not correlate well with either task performance or quality ratings. Included in the contributions are guidelines and recommendations on the choice of pa- rameters for increased task performance and quality scores as well as image based methods of analysing stereoscopic DVR images

    An Empirical Evaluation of Visual Cues for 3D Flow Field Perception

    Get PDF
    Three-dimensional vector fields are common datasets throughout the sciences. They often represent physical phenomena that are largely invisible to us in the real world, like wind patterns and ocean currents. Computer-aided visualization is a powerful tool that can represent data in any way we choose through digital graphics. Visualizing 3D vector fields is inherently difficult due to issues such as visual clutter, self-occlusion, and the difficulty of providing depth cues that adequately support the perception of flow direction in 3D space. Cutting planes are often used to overcome these issues by presenting slices of data that are more cognitively manageable. The existing literature provides many techniques for visualizing the flow through these cutting planes; however, there is a lack of empirical studies focused on the underlying perceptual cues that make popular techniques successful. The most valuable depth cue for the perception of other kinds of 3D data, notably 3D networks and 3D point clouds, is structure-from-motion (also called the Kinetic Depth Effect); another powerful depth cue is stereoscopic viewing, but none of these cues have been fully examined in the context of flow visualization. This dissertation presents a series of quantitative human factors studies that evaluate depth and direction cues in the context of cutting plane glyph designs for exploring and analyzing 3D flow fields. The results of the studies are distilled into a set of design guidelines to improve the effectiveness of 3D flow field visualizations, and those guidelines are implemented as an immersive, interactive 3D flow visualization proof-of-concept application

    Overcoming Limitations of the Trackpad for 3D Docking Operations

    No full text
    International audienceFrom notebook trackpads to mobile phones to tabletop surface computing, multitouch input surfaces have become one of the most dominant interfaces for human-computer interaction. Although these are clearly e ective for interaction with 2D graphical user interfaces, we suspect that they are not as well suited for interaction requiring greater degrees of freedom (DoF). Here, we consider the possibility of exploiting two such surfaces, one for each hand, as a means of a ording e cient control over higher dimensional tasks. We investigate performance on a 6 DoF task, comparing such a two-surface multitouch input device against the results obtained using a standard 2D mouse, a single multitouch surface, and a 6 DoF free-space device. Our results indicate that two multitouch surfaces signi cantly improve user performance compared to the mouse and to a single surface
    corecore