When building virtual reality applications teams must choose between different configurations of the hardware and/or software aspects, and other factors, of the experience. in this paper we extend a framework for asse...
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ISBN:
(纸本)9781728156088
When building virtual reality applications teams must choose between different configurations of the hardware and/or software aspects, and other factors, of the experience. in this paper we extend a framework for assessing how these factors contribute to quality of experience in an example evaluation. We consider how four factors related to avatar expressiveness affect quality of experience: Eye Gaze, Eye Blinking, Mouth Animation, and Microexpressions. 55 participants experienced an avatar delivering a presentation in virtual reality. At fixed times participants had the opportunity to spend a virtual budget to modify the factors to incrementally improve their quality of experience. They could stop making transitions when they felt further changes would make no further difference. From these transitions a Markov matrix was built, along with probabilities of a factor being present at a given level on participants' final configurations. Most participants did not spend the full budget, suggesting that there was a point of equilibrium which did not require maximizing all factor levels. We discuss that point of equilibrium and present this work as an extended contribution to the evaluation of people's responses to immersive virtual environments.
in recent years, applying the powerful computational resources delivered by modem GPUs to ray tracing has resulted in a number of ray tracing implementations that allow rendering of moderately sized scenes at interact...
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ISBN:
(纸本)9781424427413
in recent years, applying the powerful computational resources delivered by modem GPUs to ray tracing has resulted in a number of ray tracing implementations that allow rendering of moderately sized scenes at interactive speeds. in our poster, we present a fast implementation for ray tracing with CUDA. We describe an optimized GPU-based ray tracing approach within the CUDA framework that does not explicitly make use of ray coherency or architectural specifics and is therefore simple to implement, while still exceeding performance of previously presented approaches. Optimal performance is achieved by empirically tuning the ray tracing kernel to the executing hardware. We describe our implementation in detail and provide a performance analysis and comparison to prior work.
information visualisation of large multivariate datasets presents certain unique challenges. Few tools currently exist to facilitate the interactive display of such information on the World-Wide Web. This paper discus...
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ISBN:
(纸本)9780909925871
information visualisation of large multivariate datasets presents certain unique challenges. Few tools currently exist to facilitate the interactive display of such information on the World-Wide Web. This paper discusses the representation of multivariate data and the development of an APi and an example application to view large datasets interactively in 3D in a web-based environment. This application enables the user to dynamically create and view XYZ scatter charts of student placement information using a web browser.
An algorithm is presented for reconstructing visible regions from visible edge segments in object space. This has applications in hidden surface algorithms operating on polyhedral scenes and in cartography. A special ...
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An algorithm is presented for reconstructing visible regions from visible edge segments in object space. This has applications in hidden surface algorithms operating on polyhedral scenes and in cartography. A special case of reconstruction can be formulated as a graph problem: “Determine the faces of a straight-edge planar graph given in terms of its edges.” This is accomplished inO(n logn) time using linear space for a graph withn edges, and is worst-case optimal. The graph may have separate components but the components must not contain each other. The general problem of reconstruction is then solved by applying our algorithm to each component in the containment relation.
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