The aim of this work is to enable the simulation of the experience of short-time glare effects in a driving simulator by adjusting the display contrast according to human perception. The simulation is displayed on a s...
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ISBN:
(纸本)9781450308892
The aim of this work is to enable the simulation of the experience of short-time glare effects in a driving simulator by adjusting the display contrast according to human perception. The simulation is displayed on a standard LDR-monitor under of- fice conditions and the prevailing illumination is incorporated. As contrast perception is highly subjective, a psychophysical experi- ment was performed under realistic night driving conditions, in- cluding background illumination as well as a representative driving situation to permit realistic driving behavior.
For real-time animation of characters, Level of Detail (LOD) techniques are usually deployed to achieve optimal efficiency and realism. Tools that can aid an application designer or developer to deploy simplification ...
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A frequently observed problem in medium-field virtual environments is the underestimation of egocentric depth. This problem has been described numerous times and with widely varying degrees of severity, and although t...
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When new computer graphics algorithms for image and video editing, rendering or compression are developed, the quality of the results has to be evaluated and compared. Since the produced media are usually to be presen...
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We conducted four experiments on egocentric depth perception using blind walking with a restricted scanning method in both the real and a virtual environment. Our viewing condition in all experiments was monocular. We...
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When the sine-wave grating of a Gabor patch drifts to the left or right, the perceived position of the entire object is shifted in the direction of local motion. In the current paper, we explored whether active contro...
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In this work, different techniques for the generation of shadows and reflections have been compared in terms of the perceived quality by the final user. Results show that, for the analyzed scenarios, users do not pres...
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ISBN:
(纸本)9781450302487
In this work, different techniques for the generation of shadows and reflections have been compared in terms of the perceived quality by the final user. Results show that, for the analyzed scenarios, users do not present a clear preference for the images generated with the more sophisticated techniques.
By uncertainty, we define an archaeological expert's level of confidence in an interpretation deriving from gathered evidence. Archaeologists and computer scientists have urged caution in the use of 3D for archaeo...
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ISBN:
(纸本)9781450302487
By uncertainty, we define an archaeological expert's level of confidence in an interpretation deriving from gathered evidence. Archaeologists and computer scientists have urged caution in the use of 3D for archaeological reconstructions because the availability of other possible hypotheses is not always being acknowledged. This poster presents a 3D visualization system of archaeological uncertainty.
Sequence comparison is a fundamental task in the biological sciences. Scientists often need to understand the similarities and differences between genetic sequences to understand evolution, to infer common function, o...
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ISBN:
(纸本)9781450302487
Sequence comparison is a fundamental task in the biological sciences. Scientists often need to understand the similarities and differences between genetic sequences to understand evolution, to infer common function, or identify differences. Because the sequences are too long for manual examination, scientists rely on alignment tools that automatically identify subsequences that match between the sequences being compared. Numerous approaches for displaying and exploring alignments exist, and have been incorporated into a wide variety of tools. See [Procter et al. 2010] for a survey of several existing approaches.
Virtual Reality prototyping can be used early in a design process, in order to question observers about the aesthetics of future vehicles, without the need for physical mock-ups. However, it is suspected that numerica...
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ISBN:
(纸本)9781450302487
Virtual Reality prototyping can be used early in a design process, in order to question observers about the aesthetics of future vehicles, without the need for physical mock-ups. However, it is suspected that numerical display formats and solutions are not all equivalent, concerning the physical dimensions an observer is able to appreciate. This question is particularly acute, if one considers the transferability of conclusions reached using virtual prototyping to the real outcome of the design process.
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