4,174 research outputs found
Evaluation of optimisation techniques for multiscopic rendering
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
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
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
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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