Gaze-Dependent Simulation of Light Perception in Virtual Reality

Laura R. Luidolt, Michael Wimmer, Katharina Krösl
Gaze-Dependent Simulation of Light Perception in Virtual Reality
IEEE Transactions on Visualization and Computer Graphics, Volume 26, Issue 12:3557-3567, September 2020. [paper]

Information

  • Publication Type: Journal Paper with Conference Talk
  • Workgroup(s)/Project(s):
  • Date: September 2020
  • Call for Papers: Call for Paper
  • Date (from): 2019
  • Date (to): 2020
  • DOI: 10.1109/TVCG.2020.3023604
  • Event: ISMAR 2020​
  • ISSN: 1077-2626
  • Journal: IEEE Transactions on Visualization and Computer Graphics
  • Lecturer: Laura R. Luidolt
  • Pages (from): 3557
  • Pages (to): 3567
  • Volume: Volume 26, Issue 12
  • Keywords: perception, virtual reality, user studies

Abstract

The perception of light is inherently different inside a virtual reality (VR) or augmented reality (AR) simulation when compared to the real world. Conventional head-worn displays (HWDs) are not able to display the same high dynamic range of brightness and color as the human eye can perceive in the real world. To mimic the perception of real-world scenes in virtual scenes, it is crucial to reproduce the effects of incident light on the human visual system. In order to advance virtual simulations towards perceptual realism, we present an eye-tracked VR/AR simulation comprising effects for gaze-dependent temporal eye adaption, perceptual glare, visual acuity reduction, and scotopic color vision. Our simulation is based on medical expert knowledge and medical studies of the healthy human eye. We conducted the first user study comparing the perception of light in a real-world low-light scene to a VR simulation. Our results show that the proposed combination of simulated visual effects is well received by users and also indicate that an individual adaptation is necessary, because perception of light is highly subjective.

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BibTeX

@article{luidolt-2020-lightperceptionVR,
  title =      "Gaze-Dependent Simulation of Light Perception in Virtual
               Reality",
  author =     "Laura R. Luidolt and Michael Wimmer and Katharina Kr\"{o}sl",
  year =       "2020",
  abstract =   "The perception of light is inherently different inside a
               virtual reality (VR) or augmented reality (AR) simulation
               when compared to the real world. Conventional head-worn
               displays (HWDs) are not able to display the same high
               dynamic range of brightness and color as the human eye can
               perceive in the real world. To mimic the perception of
               real-world scenes in virtual scenes, it is crucial to
               reproduce the effects of incident light on the human visual
               system. In order to advance virtual simulations towards
               perceptual realism, we present an eye-tracked VR/AR
               simulation comprising effects for gaze-dependent temporal
               eye adaption, perceptual glare, visual acuity reduction, and
               scotopic color vision. Our simulation is based on medical
               expert knowledge and medical studies of the healthy human
               eye. We conducted the first user study comparing the
               perception of light in a real-world low-light scene to a VR
               simulation. Our results show that the proposed combination
               of simulated visual effects is well received by users and
               also indicate that an individual adaptation is necessary,
               because perception of light is highly subjective.",
  month =      sep,
  doi =        "10.1109/TVCG.2020.3023604",
  issn =       "1077-2626",
  journal =    "IEEE Transactions on Visualization and Computer Graphics",
  volume =     "Volume 26, Issue 12",
  pages =      "3557--3567",
  keywords =   "perception, virtual reality, user studies",
  URL =        "/research/publications/2020/luidolt-2020-lightperceptionVR/",
}