4,174 research outputs found

    Evaluation of optimisation techniques for multiscopic rendering

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    A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work. Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance. This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution. Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately

    Games technology: console architectures, game engines and invisible interaction

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    This presentation will look at three core developments in games technology. First we will look at the architectural foundations on which the consoles are built to deliver games performance. Millions of consoles are sold and the console performance is improving in parallel. Next we look at the cutting edge features available in game engines. Middleware software, namely game engines, help developers build games with rich features and also simultaneously harness the power of the game consoles to satisfy gamers. The third part focuses on Invisible Game Interaction. The Nintendo Wii games console was an instant success because of the Wiimote. Old and young alike embraced it. The Microsoft Kinect pushed the boundary even further, where the interaction device is slowly becoming invisible and the human body becomes the interface. Finally, we look at novel research developments that go beyond current game interaction devices

    Optical Gaze Tracking with Spatially-Sparse Single-Pixel Detectors

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    Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67{\deg} at 400Hz while demanding only 16mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57{\deg} at 250 Hz using 800 mW.Comment: 10 pages, 8 figures, published in IEEE International Symposium on Mixed and Augmented Reality (ISMAR) 202

    Ubiquitous Computing in a Home Environment, Controlling Consumer Electronics

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    Building interaction prototypes for ubiquitous computing is inherently difficult, since it involves a number of different devices and systems. Prototyping is an important step in developing and evaluating interaction concepts. The ideal prototyping methodology should offer high fidelity at a relatively low cost. This thesis describes the development of interaction concepts for controlling consumer electronics in a ubiquitous computing home environment, as well as the setup, based on immersive virtual reality, used to develop and evaluate the interaction concepts. Off-the-shelf input/output devices and a game engine are used for developing two concepts for device discovery and two concepts for device interaction. The interaction concepts are compared in a controlled experiment in order to evaluate the concepts as well as the virtual reality setup. Statistically significant differences and subjective preferences could be observed in the quantitative and qualitative data respectively. Overall, the results suggest that the interaction concepts could be acceptable to some users for some use cases and that the virtual reality setup offers the possibility to quickly build interaction concepts which can be evaluated and compared in a controlled experiment
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