159 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

    Importance driven environment map sampling

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    In this paper we present an automatic and efficient method for supporting Image Based Lighting (IBL) for bidirectional methods which improves both the sampling of the environment, and the detection and sampling of important regions of the scene, such as windows and doors. These often have a small area proportional to that of the entire scene, so paths which pass through them are generated with a low probability. The method proposed in this paper improves this by taking into account view importance, and modifies the lighting distribution to use light transport information. This also automatically constructs a sampling distribution in locations which are relevant to the camera position, thereby improving sampling. Results are presented when our method is applied to bidirectional rendering techniques, in particular we show results for Bidirectional Path Tracing, Metropolis Light Transport and Progressive Photon Mapping. Efficiency results demonstrate speed up of orders of magnitude (depending on the rendering method used), when compared to other methods

    Subjective and objective evaluation of local dimming algorithms for HDR images

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    HDR video past, present and future : a perspective

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    High Dynamic Range (HDR) video has emerged from research labs around the world and entered the realm of consumer electronics. The dynamic range that a human can see in a scene with minimal eye adaption (approximately 1,000,000: 1) is vastly greater than traditional imaging technology which can only capture about 8 f-stops (256: 1). HDR technology, on the other hand, has the potential to capture the full range of light in a scene; even more than a human eye can see. This paper examines the field of HDR video from capture to display; past, present and future. In particular the paper looks beyond the current marketing hype around HDR, to show how HDR video in the future can and, indeed, should bring about a step change in imaging, analogous to the change from black and white to colour

    Guest editorial: high dynamic range imaging

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    High Dynamic Range (HDR) imagery is a step-change in imaging technology that is not limited to the 8-bits per pixel for each color channel that traditional or low-dynamic range digital images have been constrained to. These restrictions have meant that the current and relatively novel imaging technologies including stereoscopic, HD and ultraHD imaging do not provide an accurate representation of the lighting available in a real world environment. HDR technology has enabled the capture, storage, handling and display of content that supports real world luminance and facilitated the use of rendering methods in special effects, video games and advertising via novel rendering methods such as image-based lighting; it is also compatible with the other imaging methods and will certainly be a requirement of future high-fidelity imaging format specifications. However, HDR still has challenges to overcome before it can become a fully fledged commercially successful technology. This special issue goes someway in to rectify any limitations and also shines a light on future potential uses and directions of HDR

    Selective rendering for efficient ray traced stereoscopic images

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    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

    Repeatable texture sampling with interchangeable patches

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    Rendering textures in real-time environments is a key task in computer graphics. This paper presents a new parallel patch-based method which allows repeatable sampling without cache, and does not create visual repetitions. Interchangeable patches of arbitrary shape are prepared in a preprocessing step, such that patches may lie over the boundary of other patches in a repeating tile. This compresses the example texture into an infinite texture map with small memory requirements, suitable for GPU and ray-tracing applications. The quality of textures rendered with this method can be tuned in the offline preprocessing step, and they can then be rendered in times comparable to Wang tiles. Experimental results demonstrate combined benefits in speed, memory requirements, and quality of randomisation when compared to previous methods

    An asynchronous method for cloud-based rendering

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    Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients

    A subjective evaluation of texture synthesis methods

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    This paper presents the results of a user study which quantifies the relative and absolute quality of example-based texture synthesis algorithms. In order to allow such evaluation, a list of texture properties is compiled, and a minimal representative set of textures is selected to cover these. Six texture synthesis methods are compared against each other and a reference on a selection of twelve textures by non-expert participants (N = 67). Results demonstrate certain algorithms successfully solve the problem of texture synthesis for certain textures, but there are no satisfactory results for other types of texture properties. The presented textures and results make it possible for future work to be subjectively compared, thus facilitating the development of future texture synthesis methods

    Evaluating practitioner cyber-security attack graph configuration preferences

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    Attack graphs and attack trees are a popular method of mathematically and visually rep- resenting the sequence of events that lead to a successful cyber-attack. Despite their popularity, there is no standardised attack graph or attack tree visual syntax configuration, and more than seventy self-nominated attack graph and twenty attack tree configurations have been described in the literature - each of which presents attributes such as preconditions and exploits in a different way. This research proposes a practitioner-preferred attack graph visual syntax configuration which can be used to effectively present cyber-attacks. Comprehensive data on participant ( n=212 ) preferences was obtained through a choice based conjoint design in which participants scored attack graph configuration based on their visual syntax preferences. Data was obtained from multiple participant groups which included lecturers, students and industry practitioners with cyber-security specific or general computer science backgrounds. The overall analysis recommends a winning representation with the following attributes. The flow of events is represented top-down as in a flow diagram - as opposed to a fault tree or attack tree where it is presented bottom-up, preconditions - the conditions required for a successful exploit, are represented as ellipses and exploits are represented as rectangles. These results were consistent across the multiple groups and across scenarios which differed according to their attack complexity. The research tested a number of bottom-up approaches - similar to that used in attack trees. The bottom-up designs received the lowest practitioner preference score indicating that attack trees - which also utilise the bottom-up method, are not a preferred design amongst practitioners - when presented with an alternative top-down design. Practitioner preferences are important for any method or framework to become accepted, and this is the first time that an attack modelling technique has been developed and tested for practitioner preferences
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